2023-03-03 23:02:40 +08:00
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#pragma once
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#include<hgl/graph/VKShaderDescriptor.h>
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#include<hgl/graph/VKDescriptorSetType.h>
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2023-03-06 14:06:20 +08:00
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#include<hgl/shadergen/ShaderGenNamespace.h>
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2023-03-03 23:02:40 +08:00
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#include<hgl/type/Map.h>
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using namespace hgl;
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using namespace hgl::graph;
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SHADERGEN_NAMESPACE_BEGIN
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/**
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* 材质描述符管理</p>
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* 该类使用于SHADER生成前,用于统计编号set/binding
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*/
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class MaterialDescriptorManager
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{
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struct ShaderDescriptorSet
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{
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DescriptorSetType set_type;
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int set;
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int count;
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ObjectMap<AnsiString,ShaderDescriptor> descriptor_map;
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public:
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ShaderDescriptor *AddDescriptor(VkShaderStageFlagBits ssb,ShaderDescriptor *new_sd); ///<添加一个描述符,如果它本身存在,则返回false
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};
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using ShaderDescriptorSetArray=ShaderDescriptorSet[size_t(DescriptorSetType::RANGE_SIZE)];
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ShaderDescriptorSetArray desc_set_array;
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Map<AnsiString,AnsiString> ubo_struct_map;
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Map<AnsiString,UBODescriptor *> ubo_map;
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Map<AnsiString,SamplerDescriptor *> sampler_map;
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public:
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MaterialDescriptorManager();
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~MaterialDescriptorManager()=default;
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bool AddUBOStruct(const AnsiString &name,const AnsiString &code)
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{
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if(ubo_struct_map.KeyExist(name))
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return(false);
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ubo_struct_map.Add(name,code);
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return(true);
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}
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bool GetUBOStruct(const AnsiString &name,AnsiString &code) const
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{
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return(ubo_struct_map.Get(name,code));
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}
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bool hasUBOStruct(const AnsiString &name) const
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{
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return(ubo_struct_map.KeyExist(name));
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}
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const UBODescriptor *AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType set_type,UBODescriptor *sd);
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const SamplerDescriptor *AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType set_type,SamplerDescriptor *sd);
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UBODescriptor *GetUBO(const AnsiString &name);
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SamplerDescriptor *GetSampler(const AnsiString &name);
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const DescriptorSetType GetSetType(const AnsiString &)const;
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void Resort(); //排序产生set号与binding号
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};
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SHADERGEN_NAMESPACE_END
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