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
TheSpydog 2023-01-21 23:37:01 +00:00 committed by cosmonaut
parent b1d30a9e6c
commit 05de9a4066
8 changed files with 43 additions and 37 deletions

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@ -24,13 +24,4 @@
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="src\Video\Shaders\Compiled\FullscreenVert.spv">
<LogicalName>MoonWorks.Shaders.FullscreenVert.spv</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="src\Video\Shaders\Compiled\YUV2RGBAFrag.spv">
<LogicalName>MoonWorks.Shaders.YUV2RGBAFrag.spv</LogicalName>
</EmbeddedResource>
</ItemGroup>
</Project>

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@ -14,8 +14,6 @@ namespace MoonWorks.Graphics
public SDL2.SDL.SDL_WindowFlags WindowFlags => (SDL2.SDL.SDL_WindowFlags) windowFlags;
// Built-in video pipeline
private ShaderModule VideoVertexShader { get; }
private ShaderModule VideoFragmentShader { get; }
internal GraphicsPipeline VideoPipeline { get; }
public bool IsDisposed { get; private set; }
@ -25,8 +23,7 @@ namespace MoonWorks.Graphics
public GraphicsDevice(
Backend preferredBackend,
bool debugMode
)
{
) {
Backend = (Backend) Refresh.Refresh_SelectBackend((Refresh.Backend) preferredBackend, out windowFlags);
if (Backend == Backend.Invalid)
@ -38,19 +35,36 @@ namespace MoonWorks.Graphics
Conversions.BoolToByte(debugMode)
);
VideoVertexShader = new ShaderModule(this, GetEmbeddedResource("MoonWorks.Shaders.FullscreenVert.spv"));
VideoFragmentShader = new ShaderModule(this, GetEmbeddedResource("MoonWorks.Shaders.YUV2RGBAFrag.spv"));
// Check for optional video shaders
string basePath = SDL2.SDL.SDL_GetBasePath();
string videoVertPath = Path.Combine(basePath, "video_fullscreen.refresh");
string videoFragPath = Path.Combine(basePath, "video_yuv2rgba.refresh");
if (File.Exists(videoVertPath) && File.Exists(videoFragPath))
{
ShaderModule videoVertShader = new ShaderModule(this, videoVertPath);
ShaderModule videoFragShader = new ShaderModule(this, videoFragPath);
VideoPipeline = new GraphicsPipeline(
this,
new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
new ColorAttachmentDescription(TextureFormat.R8G8B8A8, ColorAttachmentBlendState.None)
new ColorAttachmentDescription(
TextureFormat.R8G8B8A8,
ColorAttachmentBlendState.None
)
),
DepthStencilState = DepthStencilState.Disable,
VertexShaderInfo = GraphicsShaderInfo.Create(VideoVertexShader, "main", 0),
FragmentShaderInfo = GraphicsShaderInfo.Create(VideoFragmentShader, "main", 3),
VertexShaderInfo = GraphicsShaderInfo.Create(
videoVertShader,
"main",
0
),
FragmentShaderInfo = GraphicsShaderInfo.Create(
videoFragShader,
"main",
3
),
VertexInputState = VertexInputState.Empty,
RasterizerState = RasterizerState.CCW_CullNone,
PrimitiveType = PrimitiveType.TriangleList,
@ -58,6 +72,7 @@ namespace MoonWorks.Graphics
}
);
}
}
public bool ClaimWindow(Window window, PresentMode presentMode)
{
@ -214,11 +229,6 @@ namespace MoonWorks.Graphics
}
}
private static Stream GetEmbeddedResource(string name)
{
return typeof(GraphicsDevice).Assembly.GetManifestResourceStream(name);
}
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)

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@ -5,7 +5,7 @@ using System.IO;
namespace MoonWorks.Graphics
{
/// <summary>
/// Shader modules expect input in SPIR-V bytecode format.
/// Shader modules expect input in Refresh bytecode format.
/// </summary>
public class ShaderModule : GraphicsResource
{

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@ -50,6 +50,11 @@ namespace MoonWorks.Video
public VideoPlayer(GraphicsDevice graphicsDevice, AudioDevice audioDevice)
{
GraphicsDevice = graphicsDevice;
if (GraphicsDevice.VideoPipeline == null)
{
throw new InvalidOperationException("Missing video shaders!");
}
AudioDevice = audioDevice;
LinearSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);