rj-action-library/Runtime/Rendering/RenderGraph/RDShaderProcessor.cs

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using Godot;
using System.Collections.Generic;
namespace Rokojori
{
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public class RDShaderProcessor:RGGraphProcessor
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{
protected string _shaderPath;
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public RDShaderProcessor( RDGraph graph, string shaderPath ):base( graph )
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{
this._shaderPath = shaderPath;
}
protected RDShader _shader;
protected RDPipeline _pipeline;
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protected RDPushConstants _constants = new RDPushConstants();
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public RDPushConstants constants => _constants;
protected Vector3I _groupSize = new Vector3I( 8, 8, 0 );
protected List<CompositorEffectGraphTextureSlot> _textureSlots = new List<CompositorEffectGraphTextureSlot>();
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protected override void OnInitialize()
{
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graph.context.Verbose( "Trying to load shader: ", _shaderPath );
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if ( _shaderPath == null )
{
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graph.context.Error( "_shaderPath == null" );
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return;
}
var glslFile = GD.Load<RDShaderFile>( _shaderPath );
if ( glslFile == null )
{
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graph.context.Error( "Couldn't load shader at path:", _shaderPath );
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return;
}
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_shader = RDShader.CreateFromSpirV( graph.context, glslFile.GetSpirV() );
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if ( _shader == null )
{
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graph.context.Error( "Couldn't create shader from code, path:", _shaderPath );
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return;
}
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_pipeline = RDPipeline.Create( graph.context, _shader );
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if ( _shader == null )
{
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graph.context.Error( "Couldn't create pipeline from compiled shader, path:", _shaderPath );
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return;
}
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graph.context.Verbose( "Created shader at path: ", _shaderPath );
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}
public override void Process()
{
var context = graph.context;
context.Clear();
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context.CalculateComputeGroups( _groupSize );
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context.SetShaderAndPipeline( _shader, _pipeline );
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_textureSlots.ForEach( t =>
{
t.ResolveTexture();
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graph.context.AssignTexture( t.GetTexture(), t.sampler );
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}
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);
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if ( _constants.size > 0 )
{
context.pushConstants = _constants;
}
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context.ProcessComputeProgram();
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}
}
}