2019-04-27 21:23:57 +08:00
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#ifndef HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE
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#define HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE
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#include"VK.h"
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#include<hgl/type/Map.h>
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VK_NAMESPACE_BEGIN
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class ShaderModule;
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/**
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* Shaderģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><br>
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* <EFBFBD><EFBFBD><EFBFBD>е<EFBFBD>shaderģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD>
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* <EFBFBD>ù<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>豸<EFBFBD>½<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD>shader(<EFBFBD><EFBFBD>vs/fs/gs<EFBFBD>ȵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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*/
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class ShaderModuleManage
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{
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VkDevice device;
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int shader_count;
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Map<int,ShaderModule *> shader_list;
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public:
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ShaderModuleManage(VkDevice dev)
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{
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device=dev;
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shader_count=0;
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}
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~ShaderModuleManage();
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2019-04-27 21:41:58 +08:00
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const ShaderModule *CreateShader(const VkShaderStageFlagBits shader_stage_bit,const void *spv_data,const uint32_t spv_size);
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2019-04-27 21:23:57 +08:00
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2019-04-27 21:41:58 +08:00
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#define ADD_SHADER_FUNC(sn,vk_name) const ShaderModule *Create##sn##Shader(const void *spv_data,const uint32_t spv_size){return CreateShader(VK_SHADER_STAGE_##vk_name##_BIT,spv_data,spv_size);}
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2019-04-27 21:23:57 +08:00
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ADD_SHADER_FUNC(Vertex, VERTEX)
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ADD_SHADER_FUNC(Fragment, FRAGMENT)
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ADD_SHADER_FUNC(Geometry, GEOMETRY)
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ADD_SHADER_FUNC(TessCtrl, TESSELLATION_CONTROL)
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ADD_SHADER_FUNC(TessEval, TESSELLATION_EVALUATION)
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ADD_SHADER_FUNC(Compute, COMPUTE)
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#undef ADD_SHADER_FUNC
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2019-04-27 21:41:58 +08:00
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#define ADD_NV_SHADER_FUNC(sn,vk_name) const ShaderModule *Create##sn##Shader(const void *spv_data,const uint32_t spv_size){return CreateShader(VK_SHADER_STAGE_##vk_name##_BIT_NV,spv_data,spv_size);}
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2019-04-27 21:23:57 +08:00
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ADD_NV_SHADER_FUNC(Raygen, RAYGEN);
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ADD_NV_SHADER_FUNC(AnyHit, ANY_HIT);
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ADD_NV_SHADER_FUNC(ClosestHit, CLOSEST_HIT);
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ADD_NV_SHADER_FUNC(MissBit, MISS);
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ADD_NV_SHADER_FUNC(Intersection,INTERSECTION);
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ADD_NV_SHADER_FUNC(Callable, CALLABLE);
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ADD_NV_SHADER_FUNC(Task, TASK);
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ADD_NV_SHADER_FUNC(Mesh, MESH);
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#undef ADD_NV_SHADER_FUNC
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const ShaderModule *GetShader (int);
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bool ReleaseShader (const ShaderModule *);
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};//class ShaderModuleManage
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE
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