(WIP) Added stuff for compiling HLSL to DXIL.
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64
private/sdl_gpu_test/1_green_triangle_dxil/app.cpp
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64
private/sdl_gpu_test/1_green_triangle_dxil/app.cpp
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#include "./app.hpp"
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namespace sdl_gpu_test
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{
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void GreenTriangleDXILApp::init(const AppInitArgs& args)
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{
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mOptions.shaderFormats = {.dxil = true};
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Application::init(args);
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// create vertex shader
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mijin::TypelessBuffer vertexSpv = getFileContentsBinary("shaders/hlsl/triangle.vs.dxil");
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sdlpp::GPUShader vertexShader;
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vertexShader.create(mDevice, {
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.code = {static_cast<const Uint8*>(vertexSpv.data()), vertexSpv.byteSize()},
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.format = sdlpp::GPUShaderFormat::DXIL,
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.stage = sdlpp::GPUShaderStage::VERTEX
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});
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// create fragment shader
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mijin::TypelessBuffer fragmentSpv = getFileContentsBinary("shaders/hlsl/green.ps.dxil");
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sdlpp::GPUShader fragmentShader;
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fragmentShader.create(mDevice, {
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.code = {static_cast<const Uint8*>(fragmentSpv.data()), fragmentSpv.byteSize()},
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.format = sdlpp::GPUShaderFormat::DXIL,
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.stage = sdlpp::GPUShaderStage::FRAGMENT
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});
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// create graphics pipeline
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std::array colorTargetsDescs = {
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sdlpp::GPUColorTargetDescription{
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.format = mDevice.getSwapchainTextureFormat(mWindow)
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}
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};
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mPipeline.create(mDevice, {
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.vertexShader = vertexShader,
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.fragmentShader = fragmentShader,
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.targetInfo = {
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.colorTargetDescriptions = colorTargetsDescs
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}
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});
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}
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void GreenTriangleDXILApp::update(const AppUpdateArgs& args)
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{
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Application::update(args);
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sdlpp::GPUCommandBuffer cmdBuffer = mDevice.acquireCommandBuffer();
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Uint32 swapchainWidth = 0, swapchainHeight = 0;
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sdlpp::GPUTexture swapchainTexture = cmdBuffer.acquireSwapchainTexture(mWindow, swapchainWidth, swapchainHeight);
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std::array colorTargets = {sdlpp::GPUColorTargetInfo{
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.texture = swapchainTexture,
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.clearColor = {.r = 1.f, .g = 0.f, .b = 0.f, .a = 1.f},
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.loadOp = sdlpp::GPULoadOp::CLEAR,
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}};
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sdlpp::GPURenderPass renderPass = cmdBuffer.beginRenderPass({
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.colorTargetInfos = colorTargets
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});
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renderPass.bindGraphicsPipeline(mPipeline);
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renderPass.drawPrimitives({.numVertices = 3});
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renderPass.end();
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cmdBuffer.submit();
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}
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}
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21
private/sdl_gpu_test/1_green_triangle_dxil/app.hpp
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21
private/sdl_gpu_test/1_green_triangle_dxil/app.hpp
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@@ -0,0 +1,21 @@
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#pragma once
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_1_GREEN_TRIANGLE_DXIL_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_1_GREEN_TRIANGLE_DXIL_APP_HPP_INCLUDED 1
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#include "../application.hpp"
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namespace sdl_gpu_test
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{
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class GreenTriangleDXILApp : public Application
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{
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private:
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sdlpp::GPUGraphicsPipeline mPipeline;
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public:
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void init(const AppInitArgs& args) override;
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void update(const AppUpdateArgs& args) override;
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};
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} // namespace sdl_gpu_test
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#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_1_GREEN_TRIANGLE_DXIL_APP_HPP_INCLUDED)
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@@ -20,7 +20,9 @@ src_files = Split("""
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util/texture_atlas.cpp
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0_clear_swapchain/app.cpp
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0_clear_swapchain_dxil/app.cpp
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1_green_triangle/app.cpp
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1_green_triangle_dxil/app.cpp
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2_triangle_with_texcoords/app.cpp
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3_textured_quad/app.cpp
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4_textured_cube/app.cpp
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@@ -30,9 +32,12 @@ src_files = Split("""
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8_post_process/app.cpp
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""")
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shader_files = env.Glob("#assets/shaders/glsl/*.frag") \
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+ env.Glob("#assets/shaders/glsl/*.vert") \
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+ env.Glob("#assets/shaders/glsl/*.comp")
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glsl_files = env.Glob("#assets/shaders/glsl/*.frag") \
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+ env.Glob("#assets/shaders/glsl/*.vert") \
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+ env.Glob("#assets/shaders/glsl/*.comp")
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hlsl_files = env.Glob('#assets/shaders/hlsl/*.ps') \
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+ env.Glob('#assets/shaders/hlsl/*.vs')
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env.Append(CPPDEFINES = ['GLM_FORCE_DEPTH_ZERO_TO_ONE', 'GLM_FORCE_RADIANS', 'GLM_ENABLE_EXPERIMENTAL'])
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prog_app = env.UnityProgram(
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@@ -55,10 +60,15 @@ prog_app = env.UnityProgram(
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)
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env.Default(prog_app)
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for shader_file in shader_files:
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spv = env.SpirV(source = shader_file, target=f'{shader_file}.spv')
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for glsl_file in glsl_files:
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spv = env.SpirV(source=glsl_file, target=f'{glsl_file}.spv')
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env.Default(spv)
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if 'DXC' in env['BUILDERS']:
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for hlsl_file in hlsl_files:
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dxc = env.DXC(source=hlsl_file, target=f'{hlsl_file}.dxil')
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env.Default(dxc)
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pack = env.PackTextures(
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target = '#assets/bitmaps/ui.png',
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source = ['#assets/bitmaps/ui_elements.txt']
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@@ -3,7 +3,9 @@
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#include <mijin/debug/stacktrace.hpp>
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#include "./0_clear_swapchain/app.hpp"
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#include "./0_clear_swapchain_dxil/app.hpp"
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#include "./1_green_triangle/app.hpp"
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#include "./1_green_triangle_dxil/app.hpp"
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#include "./2_triangle_with_texcoords/app.hpp"
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#include "./3_textured_quad/app.hpp"
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#include "./4_textured_cube/app.hpp"
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@@ -36,7 +38,9 @@ AppListEntry makeAppHelper(std::string name) noexcept
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const std::array APPS = {
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makeAppHelper<sdl_gpu_test::ClearSwapchainApp>("clear_swapchain"),
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makeAppHelper<sdl_gpu_test::ClearSwapchainDXILApp>("clear_swapchain_dxil"),
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makeAppHelper<sdl_gpu_test::GreenTriangleApp>("green_triangle"),
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makeAppHelper<sdl_gpu_test::GreenTriangleDXILApp>("green_triangle_dxil"),
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makeAppHelper<sdl_gpu_test::TriangleWithTexcoordsApp>("triangle_with_texcoords"),
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makeAppHelper<sdl_gpu_test::TexturedQuadApp>("textured_quad"),
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makeAppHelper<sdl_gpu_test::TexturedCubeApp>("textured_cube"),
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