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