ULRE/example/Vulkan/VKShaderModuleManage.h

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#ifndef HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE
#define HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE
#include"VK.h"
#include<hgl/type/Map.h>
VK_NAMESPACE_BEGIN
class ShaderModule;
/**
* Shaderģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><br>
* <EFBFBD><EFBFBD><EFBFBD>е<EFBFBD>shaderģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD>
* <EFBFBD>ù<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><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>)
*/
class ShaderModuleManage
{
VkDevice device;
int shader_count;
Map<int,ShaderModule *> shader_list;
public:
ShaderModuleManage(VkDevice dev)
{
device=dev;
shader_count=0;
}
~ShaderModuleManage();
const ShaderModule *CreateShader(const VkShaderStageFlagBits shader_stage_bit,const void *spv_data,const uint32_t spv_size);
#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);}
ADD_SHADER_FUNC(Vertex, VERTEX)
ADD_SHADER_FUNC(Fragment, FRAGMENT)
ADD_SHADER_FUNC(Geometry, GEOMETRY)
ADD_SHADER_FUNC(TessCtrl, TESSELLATION_CONTROL)
ADD_SHADER_FUNC(TessEval, TESSELLATION_EVALUATION)
ADD_SHADER_FUNC(Compute, COMPUTE)
#undef ADD_SHADER_FUNC
#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);}
ADD_NV_SHADER_FUNC(Raygen, RAYGEN);
ADD_NV_SHADER_FUNC(AnyHit, ANY_HIT);
ADD_NV_SHADER_FUNC(ClosestHit, CLOSEST_HIT);
ADD_NV_SHADER_FUNC(MissBit, MISS);
ADD_NV_SHADER_FUNC(Intersection,INTERSECTION);
ADD_NV_SHADER_FUNC(Callable, CALLABLE);
ADD_NV_SHADER_FUNC(Task, TASK);
ADD_NV_SHADER_FUNC(Mesh, MESH);
#undef ADD_NV_SHADER_FUNC
const ShaderModule *GetShader (int);
bool ReleaseShader (const ShaderModule *);
};//class ShaderModuleManage
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE