ULRE/inc/hgl/shadergen/ShaderDescriptorManager.h

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#pragma once
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#include<hgl/shadergen/ShaderGenNamespace.h>
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#include<hgl/type/Map.h>
#include<hgl/graph/VKShaderStage.h>
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/shadergen/MaterialDescriptorManager.h>
SHADERGEN_NAMESPACE_BEGIN
using ConstUBODescriptorList=List<const UBODescriptor *>;
using ConstSamplerDescriptorList=List<const SamplerDescriptor *>;
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/**
* Shader数据管理器,Shader前的资源统计
*/
class ShaderDescriptorManager
{
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VkShaderStageFlagBits shader_stage;
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ShaderStageIO stage_io;
//ubo/object在这里以及MaterialDescriptorManager中均有一份mdm中的用于产生set/binding号这里的用于产生shader
ConstUBODescriptorList ubo_list;
ConstSamplerDescriptorList sampler_list;
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ObjectList<ConstValueDescriptor> const_value_list;
ObjectList<SubpassInputDescriptor> subpass_input;
ShaderPushConstant push_constant;
public:
ShaderDescriptorManager(VkShaderStageFlagBits);
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~ShaderDescriptorManager()=default;
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const VkShaderStageFlagBits GetStageBits()const { return shader_stage; }
const AnsiString GetStageName()const { return AnsiString(GetShaderStageName(shader_stage)); }
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public:
const ShaderStageIO & GetShaderStageIO()const{return stage_io;}
const ConstUBODescriptorList & GetUBOList()const{return ubo_list;}
const ConstSamplerDescriptorList & GetSamplerList()const{return sampler_list;}
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const ObjectList<ConstValueDescriptor> & GetConstList()const{return const_value_list;}
const ObjectList<SubpassInputDescriptor> & GetSubpassInputList()const { return subpass_input; }
public:
bool AddInput(ShaderStage *);
bool AddOutput(ShaderStage *);
bool AddUBO(DescriptorSetType type,const UBODescriptor *sd);
bool AddSampler(DescriptorSetType type,const SamplerDescriptor *sd);
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bool AddConstValue(ConstValueDescriptor *sd);
bool AddSubpassInput(const AnsiString name,uint8_t index);
void SetPushConstant(const AnsiString name,uint8_t offset,uint8_t size);
#ifdef _DEBUG
void DebugOutput(int);
#endif//_DEBUG
};//class ShaderDescriptorManager
SHADERGEN_NAMESPACE_END