Extract renderer shader catalog
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@@ -1,12 +1,13 @@
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#include "pch.h"
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#include "app.h"
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#include "renderer_api/shader_catalog.h"
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#include "shader.h"
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void App::initShaders()
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{
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#ifdef _DEBUG
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if (!check_uniform_uniqueness())
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std::logic_error("check_uniform_uniqueness() failed");
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LOG("check_uniform_uniqueness() failed");
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#endif // _DEBUG
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render_task([] {
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@@ -45,56 +46,19 @@ void App::initShaders()
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LOG("Shader Extension shader_framebuffer_fetch: %s", ShaderManager::ext_framebuffer_fetch ? "enabled" : "disabled");
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LOG("initializing shaders");
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if (!ShaderManager::load(kShader::Texture, "data/shaders/texture.glsl"))
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LOG("Failed to create shader Texture");
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if (!ShaderManager::load(kShader::TextureAlpha, "data/shaders/texture-alpha.glsl"))
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LOG("Failed to create shader TextureAlpha");
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if (!ShaderManager::load(kShader::TextureMask, "data/shaders/texture-mask.glsl"))
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LOG("Failed to create shader TextureMask");
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if (!ShaderManager::load(kShader::TextureColorize, "data/shaders/texture-colorize.glsl"))
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LOG("Failed to create shader TextureColorize");
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if (!ShaderManager::load(kShader::TextureBlend, "data/shaders/texture-blend.glsl"))
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LOG("Failed to create shader TextureBlend");
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if (!ShaderManager::load(kShader::StrokePreview, "data/shaders/stroke-preview.glsl"))
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LOG("Failed to create shader StrokePreview");
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if (!ShaderManager::load(kShader::CompErase, "data/shaders/comp-erase.glsl"))
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LOG("Failed to create shader CompErase");
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if (!ShaderManager::load(kShader::CompDraw, "data/shaders/comp-draw.glsl"))
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LOG("Failed to create shader CompDraw");
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if (!ShaderManager::load(kShader::Color, "data/shaders/color.glsl"))
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LOG("Failed to create shader Color");
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if (!ShaderManager::load(kShader::ColorQuad, "data/shaders/color-quad.glsl"))
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LOG("Failed to create shader ColorQuad");
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if (!ShaderManager::load(kShader::ColorTri, "data/shaders/color-tri.glsl"))
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LOG("Failed to create shader ColorTri");
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if (!ShaderManager::load(kShader::ColorHue, "data/shaders/color-hue.glsl"))
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LOG("Failed to create shader ColorHue");
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if (!ShaderManager::load(kShader::UVs, "data/shaders/uvs.glsl"))
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LOG("Failed to create shader UVs");
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if (!ShaderManager::load(kShader::Font, "data/shaders/font.glsl"))
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LOG("Failed to create shader Font");
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if (!ShaderManager::load(kShader::Atlas, "data/shaders/atlas.glsl"))
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LOG("Failed to create shader Atlas");
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if (!ShaderManager::load(kShader::Stroke, "data/shaders/stroke.glsl"))
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LOG("Failed to create shader Stroke");
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if (!ShaderManager::load(kShader::StrokePad, "data/shaders/stroke-pad.glsl"))
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LOG("Failed to create shader StrokePad");
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if (!ShaderManager::load(kShader::StrokeDilate, "data/shaders/stroke-dilate.glsl"))
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LOG("Failed to create shader StrokeDilate");
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if (!ShaderManager::load(kShader::Checkerboard, "data/shaders/checkerboard.glsl"))
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LOG("Failed to create shader Checkerboard");
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if (!ShaderManager::load(kShader::Equirect, "data/shaders/equirect.glsl"))
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LOG("Failed to create shader Equirect");
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if (!ShaderManager::load(kShader::BrushStroke, "data/shaders/stroke-instanced.glsl"))
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LOG("Failed to create shader BrushStroke");
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if (!ShaderManager::load(kShader::VertexColor, "data/shaders/vertex-color.glsl"))
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LOG("Failed to create shader VertexColor");
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if (!ShaderManager::load(kShader::Lambert, "data/shaders/lambert.glsl"))
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LOG("Failed to create shader Lambert");
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if (!ShaderManager::load(kShader::LambertLightmap, "data/shaders/lightmap.glsl"))
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LOG("Failed to create shader LambertLightmap");
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if (!ShaderManager::load(kShader::BakeUV, "data/shaders/bake-uv.glsl"))
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LOG("Failed to create shader BakeUV");
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const auto shader_catalog = pp::renderer::panopainter_shader_catalog();
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const auto catalog_status = pp::renderer::validate_shader_catalog(shader_catalog);
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if (!catalog_status.ok())
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{
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LOG("Shader catalog validation failed: %s", catalog_status.message);
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return;
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}
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for (const auto& shader : shader_catalog)
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{
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if (!ShaderManager::load(static_cast<kShader>(const_hash(shader.name)), shader.path))
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LOG("Failed to create shader %s", shader.name);
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}
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LOG("shaders initialized");
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}
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91
src/renderer_api/shader_catalog.cpp
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91
src/renderer_api/shader_catalog.cpp
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@@ -0,0 +1,91 @@
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#include "renderer_api/shader_catalog.h"
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#include <array>
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#include <string_view>
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namespace pp::renderer {
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namespace {
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constexpr std::array<ShaderCatalogEntry, 25> pano_catalog {
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ShaderCatalogEntry { .name = "texture", .path = "data/shaders/texture.glsl" },
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ShaderCatalogEntry { .name = "texture-alpha", .path = "data/shaders/texture-alpha.glsl" },
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ShaderCatalogEntry { .name = "texture-mask", .path = "data/shaders/texture-mask.glsl" },
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ShaderCatalogEntry { .name = "texture-colorize", .path = "data/shaders/texture-colorize.glsl" },
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ShaderCatalogEntry { .name = "texture-blend", .path = "data/shaders/texture-blend.glsl" },
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ShaderCatalogEntry { .name = "stroke-preview", .path = "data/shaders/stroke-preview.glsl" },
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ShaderCatalogEntry { .name = "comp-erase", .path = "data/shaders/comp-erase.glsl" },
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ShaderCatalogEntry { .name = "comp-draw", .path = "data/shaders/comp-draw.glsl" },
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ShaderCatalogEntry { .name = "color", .path = "data/shaders/color.glsl" },
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ShaderCatalogEntry { .name = "color-quad", .path = "data/shaders/color-quad.glsl" },
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ShaderCatalogEntry { .name = "color-tri", .path = "data/shaders/color-tri.glsl" },
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ShaderCatalogEntry { .name = "color-hue", .path = "data/shaders/color-hue.glsl" },
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ShaderCatalogEntry { .name = "uvs", .path = "data/shaders/uvs.glsl" },
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ShaderCatalogEntry { .name = "font", .path = "data/shaders/font.glsl" },
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ShaderCatalogEntry { .name = "atlas", .path = "data/shaders/atlas.glsl" },
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ShaderCatalogEntry { .name = "stroke", .path = "data/shaders/stroke.glsl" },
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ShaderCatalogEntry { .name = "stroke-pad", .path = "data/shaders/stroke-pad.glsl" },
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ShaderCatalogEntry { .name = "stroke-dilate", .path = "data/shaders/stroke-dilate.glsl" },
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ShaderCatalogEntry { .name = "checkerboard", .path = "data/shaders/checkerboard.glsl" },
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ShaderCatalogEntry { .name = "equirect", .path = "data/shaders/equirect.glsl" },
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ShaderCatalogEntry { .name = "brush-stroke", .path = "data/shaders/stroke-instanced.glsl" },
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ShaderCatalogEntry { .name = "vertex-color", .path = "data/shaders/vertex-color.glsl" },
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ShaderCatalogEntry { .name = "lambert", .path = "data/shaders/lambert.glsl" },
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ShaderCatalogEntry { .name = "lambert-lightmap", .path = "data/shaders/lightmap.glsl" },
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ShaderCatalogEntry { .name = "bakeuv", .path = "data/shaders/bake-uv.glsl" },
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};
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[[nodiscard]] bool is_empty_c_string(const char* text) noexcept
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{
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return text == nullptr || text[0] == '\0';
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}
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[[nodiscard]] bool has_shader_extension(std::string_view path) noexcept
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{
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constexpr std::string_view extension = ".glsl";
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return path.size() >= extension.size()
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&& path.substr(path.size() - extension.size()) == extension;
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}
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}
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std::span<const ShaderCatalogEntry> panopainter_shader_catalog() noexcept
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{
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return pano_catalog;
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}
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pp::foundation::Status validate_shader_catalog(std::span<const ShaderCatalogEntry> catalog) noexcept
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{
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if (catalog.empty()) {
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return pp::foundation::Status::invalid_argument("shader catalog must not be empty");
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}
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if (catalog.size() > max_shader_catalog_entries) {
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return pp::foundation::Status::out_of_range("shader catalog exceeds the configured limit");
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}
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for (std::size_t i = 0; i < catalog.size(); ++i) {
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const auto& entry = catalog[i];
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if (is_empty_c_string(entry.name)) {
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return pp::foundation::Status::invalid_argument("shader catalog entry name must not be empty");
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}
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if (is_empty_c_string(entry.path)) {
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return pp::foundation::Status::invalid_argument("shader catalog entry path must not be empty");
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}
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if (!has_shader_extension(entry.path)) {
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return pp::foundation::Status::invalid_argument("shader catalog path must end with .glsl");
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}
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for (std::size_t j = i + 1U; j < catalog.size(); ++j) {
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if (std::string_view(entry.name) == std::string_view(catalog[j].name)) {
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return pp::foundation::Status::invalid_argument("shader catalog entry name is duplicated");
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}
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}
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}
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return pp::foundation::Status::success();
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}
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}
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21
src/renderer_api/shader_catalog.h
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21
src/renderer_api/shader_catalog.h
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@@ -0,0 +1,21 @@
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#pragma once
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#include "foundation/result.h"
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#include <cstddef>
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#include <span>
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namespace pp::renderer {
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constexpr std::size_t max_shader_catalog_entries = 256;
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struct ShaderCatalogEntry {
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const char* name = "";
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const char* path = "";
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};
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[[nodiscard]] std::span<const ShaderCatalogEntry> panopainter_shader_catalog() noexcept;
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[[nodiscard]] pp::foundation::Status validate_shader_catalog(
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std::span<const ShaderCatalogEntry> catalog) noexcept;
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}
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