procedural-3d-engine/external/ktx/lib/vk_funcs.c
Sascha Willems feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00

164 lines
4.5 KiB
C

/* -*- tab-width: 4; -*- */
/* vi: set sw=2 ts=4 expandtab textwidth=70: */
/*
* ©2017 Mark Callow.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @internal
* @file vk_funcs.c
* @~English
*
* @brief Retrieve Vulkan function pointers needed by libktx
*/
#if defined(KTX_USE_FUNCPTRS_FOR_VULKAN)
#define UNIX 0
#define MACOS 0
#define WINDOWS 0
#if defined(_WIN32)
#undef WINDOWS
#define WINDOWS 1
#endif
#if defined(__FreeBSD__) || defined(__NetBSD__) || defined(__OpenBSD__) || defined(__bsdi__) || defined(__DragonFly__)
#undef UNIX
#define UNIX 1
#endif
#if defined(linux) || defined(__linux) || defined(__linux__)
#undef UNIX
#define UNIX 1
#endif
#if defined(__APPLE__) && defined(__x86_64__)
#undef MACOS
#define MACOS 1
#endif
#if (IOS + MACOS + UNIX + WINDOWS) > 1
#error "Multiple OS\'s defined"
#endif
#if WINDOWS
#define WINDOWS_LEAN_AND_MEAN
#include <windows.h>
#else
#include <dlfcn.h>
#endif
#include "ktx.h"
#include "vk_funcs.h"
#if WINDOWS
HMODULE ktxVulkanLibary;
#define LoadLibrary LoadLibrary
#define LoadProcAddr GetProcAddress
#elif MACOS || UNIX
#define LoadLibrary dlopen
#define LoadProcAddr dlsym
void* ktxVulkanLibrary;
#else
#error "Don\'t know how to load symbols on this OS."
#endif
#if WINDOWS
#define VULKANLIB "vulkan-1.dll"
#elif MACOS
#define VULKANLIB "vulkan.framework/vulkan"
#elif UNIX
#define VULKANLIB "libvulkan.so"
#endif
static PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr;
/* Define pointers for functions libktx is using. */
#define VK_FUNCTION(fun) PFN_##fun ktx_##fun;
#include "vk_funclist.inl"
#undef VK_FUNCTION
#if 0
// The Vulkan spec. recommends using vkGetInstanceProcAddr over dlsym
// (or whatever). Doing so would require a backward incompatible
// change to the libktx API to provide the VkInstance. We have no
// choice but dlsym. We can't use vkGetDeviceProcAddr because libktx
// also uses none-device-level functions.
#define VK_FUNCTION(fun) \
if ( !(ktx_##fun = (PFN_##fun)vkGetInstanceProcAddr(instance, #fun )) ) { \
fprintf(stderr, "Could not load Vulkan command: %s!\n", #fun); \
return KTX_FALSE; \
}
#else
#if defined(__GNUC__)
// This strange casting is because dlsym returns a void* thus is not
// compatible with ISO C which forbids conversion of object pointers
// to function pointers. The cast masks the conversion from the
// compiler thus no warning even though -pedantic is set. Since the
// platform supports dlsym, conversion to function pointers must
// work, despite the mandated ISO C warning.
#define VK_FUNCTION(fun) \
if ( !(*(void **)(&ktx_##fun) = LoadProcAddr(ktxVulkanLibrary, #fun)) ) {\
fprintf(stderr, "Could not load Vulkan command: %s!\n", #fun); \
return KTX_FALSE; \
}
#else
#define VK_FUNCTION(fun) \
if ( !(ktx_##fun = (PFN_##fun)LoadProcAddr(ktxVulkanLibrary, #fun)) ) { \
fprintf(stderr, "Could not load Vulkan command: %s!\n", #fun); \
return KTX_FALSE; \
}
#endif
#endif
ktx_bool_t
ktxVulkanLoadLibrary(void)
{
if (ktxVulkanLibrary)
return KTX_TRUE;
ktxVulkanLibrary = LoadLibrary(VULKANLIB, RTLD_LAZY);
if (ktxVulkanLibrary == NULL) {
fprintf(stderr, "Could not load Vulkan library.\n");
return(KTX_FALSE);
}
#if 0
vkGetInstanceProcAddr =
(PFN_vkGetInstanceProcAddr)LoadProcAddr(ktxVulkanLibrary,
"vkGetInstanceProcAddr");
if (!vkGetInstanceProcAddr) {
fprintf(stderr, "Could not load Vulkan command: %s!\n",
"vkGetInstanceProcAddr");
return(KTX_FALSE);
}
#endif
#include "vk_funclist.inl"
return KTX_TRUE;
}
#undef VK_FUNCTION
#else
extern
#if defined(__GNUC__)
__attribute__((unused))
#endif
int keepISOCompilersHappy;
#endif /* KTX_USE_FUNCPTRS_FOR_VULKAN */