Make video shaders optional and search for them in the root output directory (#42)
Whenever the video shaders change, they can be rebuilt with refreshc and distributed alongside the moonlibs. Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com> Reviewed-on: #42 Co-authored-by: TheSpydog <thespydog@noreply.example.org> Co-committed-by: TheSpydog <thespydog@noreply.example.org>pull/44/head
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@ -24,13 +24,4 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</None>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="src\Video\Shaders\Compiled\FullscreenVert.spv">
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<LogicalName>MoonWorks.Shaders.FullscreenVert.spv</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Include="src\Video\Shaders\Compiled\YUV2RGBAFrag.spv">
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<LogicalName>MoonWorks.Shaders.YUV2RGBAFrag.spv</LogicalName>
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</EmbeddedResource>
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</ItemGroup>
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</Project>
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</Project>
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@ -14,8 +14,6 @@ namespace MoonWorks.Graphics
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public SDL2.SDL.SDL_WindowFlags WindowFlags => (SDL2.SDL.SDL_WindowFlags) windowFlags;
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public SDL2.SDL.SDL_WindowFlags WindowFlags => (SDL2.SDL.SDL_WindowFlags) windowFlags;
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// Built-in video pipeline
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// Built-in video pipeline
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private ShaderModule VideoVertexShader { get; }
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private ShaderModule VideoFragmentShader { get; }
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internal GraphicsPipeline VideoPipeline { get; }
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internal GraphicsPipeline VideoPipeline { get; }
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public bool IsDisposed { get; private set; }
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public bool IsDisposed { get; private set; }
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@ -25,8 +23,7 @@ namespace MoonWorks.Graphics
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public GraphicsDevice(
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public GraphicsDevice(
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Backend preferredBackend,
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Backend preferredBackend,
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bool debugMode
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bool debugMode
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)
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) {
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{
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Backend = (Backend) Refresh.Refresh_SelectBackend((Refresh.Backend) preferredBackend, out windowFlags);
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Backend = (Backend) Refresh.Refresh_SelectBackend((Refresh.Backend) preferredBackend, out windowFlags);
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if (Backend == Backend.Invalid)
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if (Backend == Backend.Invalid)
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@ -38,25 +35,43 @@ namespace MoonWorks.Graphics
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Conversions.BoolToByte(debugMode)
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Conversions.BoolToByte(debugMode)
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);
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);
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VideoVertexShader = new ShaderModule(this, GetEmbeddedResource("MoonWorks.Shaders.FullscreenVert.spv"));
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// Check for optional video shaders
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VideoFragmentShader = new ShaderModule(this, GetEmbeddedResource("MoonWorks.Shaders.YUV2RGBAFrag.spv"));
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string basePath = SDL2.SDL.SDL_GetBasePath();
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string videoVertPath = Path.Combine(basePath, "video_fullscreen.refresh");
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string videoFragPath = Path.Combine(basePath, "video_yuv2rgba.refresh");
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if (File.Exists(videoVertPath) && File.Exists(videoFragPath))
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{
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ShaderModule videoVertShader = new ShaderModule(this, videoVertPath);
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ShaderModule videoFragShader = new ShaderModule(this, videoFragPath);
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VideoPipeline = new GraphicsPipeline(
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VideoPipeline = new GraphicsPipeline(
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this,
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this,
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new GraphicsPipelineCreateInfo
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new GraphicsPipelineCreateInfo
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{
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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new ColorAttachmentDescription(TextureFormat.R8G8B8A8, ColorAttachmentBlendState.None)
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new ColorAttachmentDescription(
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),
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TextureFormat.R8G8B8A8,
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DepthStencilState = DepthStencilState.Disable,
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ColorAttachmentBlendState.None
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VertexShaderInfo = GraphicsShaderInfo.Create(VideoVertexShader, "main", 0),
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)
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FragmentShaderInfo = GraphicsShaderInfo.Create(VideoFragmentShader, "main", 3),
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),
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VertexInputState = VertexInputState.Empty,
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DepthStencilState = DepthStencilState.Disable,
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RasterizerState = RasterizerState.CCW_CullNone,
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VertexShaderInfo = GraphicsShaderInfo.Create(
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PrimitiveType = PrimitiveType.TriangleList,
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videoVertShader,
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MultisampleState = MultisampleState.None
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"main",
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}
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0
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);
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),
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FragmentShaderInfo = GraphicsShaderInfo.Create(
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videoFragShader,
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"main",
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3
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),
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VertexInputState = VertexInputState.Empty,
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RasterizerState = RasterizerState.CCW_CullNone,
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PrimitiveType = PrimitiveType.TriangleList,
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MultisampleState = MultisampleState.None
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}
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);
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}
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}
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}
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public bool ClaimWindow(Window window, PresentMode presentMode)
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public bool ClaimWindow(Window window, PresentMode presentMode)
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@ -214,11 +229,6 @@ namespace MoonWorks.Graphics
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}
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}
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}
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}
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private static Stream GetEmbeddedResource(string name)
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{
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return typeof(GraphicsDevice).Assembly.GetManifestResourceStream(name);
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}
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protected virtual void Dispose(bool disposing)
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protected virtual void Dispose(bool disposing)
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{
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{
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if (!IsDisposed)
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if (!IsDisposed)
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@ -5,7 +5,7 @@ using System.IO;
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namespace MoonWorks.Graphics
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namespace MoonWorks.Graphics
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{
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{
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/// <summary>
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/// <summary>
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/// Shader modules expect input in SPIR-V bytecode format.
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/// Shader modules expect input in Refresh bytecode format.
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/// </summary>
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/// </summary>
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public class ShaderModule : GraphicsResource
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public class ShaderModule : GraphicsResource
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{
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{
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Binary file not shown.
Binary file not shown.
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@ -50,6 +50,11 @@ namespace MoonWorks.Video
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public VideoPlayer(GraphicsDevice graphicsDevice, AudioDevice audioDevice)
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public VideoPlayer(GraphicsDevice graphicsDevice, AudioDevice audioDevice)
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{
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{
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GraphicsDevice = graphicsDevice;
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GraphicsDevice = graphicsDevice;
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if (GraphicsDevice.VideoPipeline == null)
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{
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throw new InvalidOperationException("Missing video shaders!");
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}
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AudioDevice = audioDevice;
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AudioDevice = audioDevice;
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LinearSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
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LinearSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
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