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Shader Pipeline #358
Shader Pipeline #358
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…include's handling is done Note for near future: Rules of serialization for ICPUShader: if contains GLSL, then is serialized as GLSL (regardless of presence of SPIR-V); otherwise ICPUShader is serialized in SPIR-V form.
…lation (with bindings reordering) works fine!
todo Delete IParsedShaderSource as it's not needed now
Im getting linker error for IGPUObjectsFromAssetConverter::getGPUObjectsFromAssets<ICPUSpeciliazedShader> and i have no idea why and not time to look into it more... so i couldnt test it. However this is some initial look of how this could seem as for now. This is very dirty and some things in the engine will not work properly: * transparent scene nodes * skinned scene nodes * transform feedback * BAW loading/writing Also needs to be merged with devsh's cleanup branch (shaders in SMaterial should be smart_refctd_ptr, now they're just pointers)
to me it's merge-ready except this discussion |
we need to put |
there are 2 IBuffers now: asset::IBuffer and core::IBuffer decided here #358 (comment) where asset::Ibuffer is answer for "ICPU and IGPU Buffer need a common base on top of core::IBuffer" |
Ok resolved.
to find the conversations scross up and press "Load More` until all items are not hidden anymore |
it's ready |
maybe try closing this PR and opening another one so that comments in this one are preserved. (If you're right about that retargeting will cause all the comments to disappear). idk how to dump comments to some usable form (not screenshot; i mean theres chrome extension to "screenshot" whole page whatever long wouldnt it be but it wont let us ctrl+f later) |
There are two very old unresolved things:
Obviously need to clear the latest comments and we can merge. But then we immediately open another PR for compute pipelines and making this branch finally build. |
@Crisspl merge and correct Crisspl#15 Then I will hit the merge button. |
@@ -16,8 +16,7 @@ class ICPUMesh : public IMesh<ICPUMeshBuffer>, public BlobSerializable, public I | |||
public: | |||
//! These are not absolute constants, just the most common situation, there may be setups of assets/resources with completely different relationships. | |||
_IRR_STATIC_INLINE_CONSTEXPR uint32_t MESHBUFFER_HIERARCHYLEVELS_BELOW = 1u; // mesh->meshbuffer->texture | |||
// TODO: after shader pipeline change to 5, mesh->meshbuffer->descriptorset->imageview | |||
_IRR_STATIC_INLINE_CONSTEXPR uint32_t IMAGEVIEW_HIERARCHYLEVELS_BELOW = 2u; // mesh->meshbuffer->texture | |||
_IRR_STATIC_INLINE_CONSTEXPR uint32_t IMAGEVIEW_HIERARCHYLEVELS_BELOW = 5u; // mesh->meshbuffer->texture |
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actually mesh->meshbuffer->pipeline->descriptorset->imageview would make it 4,
5 would be for IMAGE_HIERARCHYLEVELS_BELOW
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@Crisspl TODO in next PR
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