ULRE/src/SceneGraph/shader/ShaderResource.cpp

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#include<hgl/graph/shader/ShaderResource.h>
#include<hgl/filesystem/FileSystem.h>
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#include<hgl/graph/vulkan/VKFormat.h>
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namespace hgl
{
namespace graph
{
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namespace
{
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constexpr char SHADER_FILE_HEADER[] ="Shader\x1A";
constexpr uint SHADER_FILE_HEADER_BYTES=sizeof(SHADER_FILE_HEADER)-1;
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constexpr uint32 SHADER_FILE_MIN_SIZE =SHADER_FILE_HEADER_BYTES
+1 //version
+sizeof(uint32) //shader flag
+sizeof(uint32) //spv_size
+1 //input states count
+1; //output states count
const uint8 *LoadShaderStages(ShaderStageList &ss_list,const uint8 *data)
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{
const uint count=*data++;
if(count<=0)
return(data);
const uint32 total_bytes=*(uint32 *)data;
data+=sizeof(uint32);
int basetype;
int vec_size;
int str_len;
ShaderStage *ss;
for(uint i=0;i<count;i++)
{
ss=new ShaderStage;
ss->location=*data++;
basetype=*data++;
vec_size=*data++;
ss->format=VK_NAMESPACE::GetVulkanFormat(basetype,vec_size);
str_len=*data++;
ss->name.SetString((char *)data,str_len);
data+=str_len;
ss_list.Add(ss);
}
return data;
}
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const uint8 *LoadShaderDescriptor(ShaderDescriptorList &sd_list,const uint8 *data)
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{
const uint32 total_bytes=*(uint32 *)data;
data+=sizeof(uint32);
const uint count=*data++;
uint str_len;
for(uint i=0;i<count;i++)
{
ShaderDescriptor *sd=new ShaderDescriptor;
sd->binding=*data++;
str_len=*data++;
sd->name.SetString((char *)data,str_len);
data+=str_len;
sd_list.Add(sd);
}
return data;
}
}//namespcae
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ShaderResource::ShaderResource(const void *fd,const void *sd,const uint32 size)
{
data=fd;
spv_data=sd;
spv_size=size;
}
ShaderResource::~ShaderResource()
{
delete[] data;
}
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ShaderResource *LoadShaderResoruce(const OSString &filename)
{
int64 filesize;
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uint8 *origin_filedata=(uint8 *)filesystem::LoadFileToMemory(filename,filesize);
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if(!origin_filedata)return(nullptr);
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if(filesize<SHADER_FILE_MIN_SIZE
||memcmp(origin_filedata,SHADER_FILE_HEADER,SHADER_FILE_HEADER_BYTES))
{
delete[] origin_filedata;
return(false);
}
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const uint8 *filedata=origin_filedata;
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const uint8 *file_end=filedata+filesize;
filedata+=SHADER_FILE_HEADER_BYTES;
const uint8 ver=*filedata;
++filedata;
const VkShaderStageFlagBits flag=(const VkShaderStageFlagBits)(*(uint32 *)filedata);
filedata+=sizeof(uint32);
const uint32 spv_size=*(uint32 *)filedata;
filedata+=sizeof(uint32);
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ShaderResource *sr=new ShaderResource(origin_filedata,filedata,spv_size);
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filedata+=spv_size;
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filedata=LoadShaderStages(sr->GetInputStages(),filedata);
filedata=LoadShaderStages(sr->GetOutputStages(),filedata);
while(filedata<file_end)
{
uint32 desc_type=*(uint32 *)filedata;
filedata+=sizeof(uint32);
if(desc_type==VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER )filedata=LoadShaderDescriptor(sr->GetUBO(), filedata);else
if(desc_type==VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER )filedata=LoadShaderDescriptor(sr->GetSampler(),filedata);else
{
delete sr;
return(nullptr);
}
}
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return sr;
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}
}//namespace graph
}//namespace hgl