2020-09-21 19:05:25 +08:00
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#include<hgl/graph/vulkan/VKRenderableInstance.h>
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#include<hgl/graph/vulkan/VKMaterialInstance.h>
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#include<hgl/graph/vulkan/VKMaterial.h>
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VK_NAMESPACE_BEGIN
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RenderableInstance::RenderableInstance(Renderable *r,MaterialInstance *mi,Pipeline *p,const uint32_t count,VkBuffer *bl,VkDeviceSize *bs)
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{
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render_obj=r;
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mat_inst=mi;
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pipeline=p;
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buffer_count=count;
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buffer_list=bl;
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buffer_size=bs;
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}
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RenderableInstance::~RenderableInstance()
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{
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//需要在这里添加删除pipeline/desc_sets/render_obj引用计数的代码
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delete[] buffer_list;
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delete[] buffer_size;
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}
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RenderableInstance *CreateRenderableInstance(Renderable *r,MaterialInstance *mi,Pipeline *p)
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{
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if(!r||!mi||!p)return(nullptr);
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Material *mtl=mi->GetMaterial();
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if(!mtl)return(nullptr);
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const VertexShaderModule *vsm=mtl->GetVertexShaderModule();
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const ShaderStageList &ssl=vsm->GetStageInputs();
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const int input_count=ssl.GetCount();
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if(r->GetBufferCount()<input_count) //小于材质要求的数量?那自然是不行的
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return(nullptr);
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2020-09-27 21:20:17 +08:00
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AutoDeleteArray<VkBuffer> buffer_list(input_count);
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AutoDeleteArray<VkDeviceSize> buffer_size(input_count);
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2020-09-21 19:05:25 +08:00
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ShaderStage **ss=ssl.GetData();
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VAB *vab;
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const VkVertexInputBindingDescription *desc;
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const VkVertexInputAttributeDescription *attr;
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2020-09-27 20:58:25 +08:00
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for(int i=0;i<input_count;i++)
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2020-09-21 19:05:25 +08:00
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{
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desc=vsm->GetDesc(i);
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attr=vsm->GetAttr(i);
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vab=r->GetVAB((*ss)->name,buffer_size+i);
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if(!vab)return(nullptr);
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if(vab->GetFormat()!=attr->format)return(nullptr);
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if(vab->GetStride()!=desc->stride)return(nullptr);
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buffer_list[i]=vab->GetBuffer();
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++ss;
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}
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RenderableInstance *ri=new RenderableInstance(r,mi,p,input_count,buffer_list,buffer_size);
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buffer_list.Discard();
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buffer_size.Discard();
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return ri;
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}
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VK_NAMESPACE_END
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