ULRE/inc/hgl/graph/shader/ShaderResource.h

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#pragma once
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#include<hgl/type/String.h>
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#include<hgl/type/List.h>
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#include<hgl/type/StringList.h>
#include<hgl/graph/VKFormat.h>
#include<hgl/graph/VKStruct.h>
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VK_NAMESPACE_BEGIN
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struct ShaderStage
{
AnsiString name;
uint location;
VertexAttribType type; ///<成份数量(如vec4中的4)
VkFormat format; ///<对应的Vulkan格式(如vec4对应的FMT_RGBA32F)
uint binding;
bool global; ///<是否全局数据
bool dynamic; ///<是否动态数量
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};//struct ShaderStage
using ShaderStageList =ObjectList<ShaderStage>;
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struct ShaderDescriptor
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{
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char name[128];
uint32_t set;
uint32_t binding;
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};
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using ShaderDescriptorList=List<ShaderDescriptor>;
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#ifndef VK_DESCRIPTOR_TYPE_BEGIN_RANGE
constexpr size_t VK_DESCRIPTOR_TYPE_BEGIN_RANGE=VK_DESCRIPTOR_TYPE_SAMPLER;
#endif//VK_DESCRIPTOR_TYPE_BEGIN_RANGE
#ifndef VK_DESCRIPTOR_TYPE_END_RANGE
constexpr size_t VK_DESCRIPTOR_TYPE_END_RANGE=VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
#endif//VK_DESCRIPTOR_TYPE_END_RANGE
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#ifndef VK_DESCRIPTOR_TYPE_RANGE_SIZE
constexpr size_t VK_DESCRIPTOR_TYPE_RANGE_SIZE=VK_DESCRIPTOR_TYPE_END_RANGE-VK_DESCRIPTOR_TYPE_BEGIN_RANGE+1;
#endif//VK_DESCRIPTOR_TYPE_RANGE_SIZE
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class ShaderResource
{
VkShaderStageFlagBits stage_flag;
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const void *spv_data;
uint32 spv_size;
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ShaderStageList stage_inputs;
ShaderStageList stage_outputs;
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ShaderDescriptorList descriptor_list[VK_DESCRIPTOR_TYPE_RANGE_SIZE];
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public:
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ShaderResource(const VkShaderStageFlagBits &,const void *,const uint32);
virtual ~ShaderResource()=default;
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const VkShaderStageFlagBits GetStage ()const {return stage_flag;}
const os_char * GetStageName ()const;
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const uint32_t * GetCode ()const {return (uint32_t *)spv_data;}
const uint32_t GetCodeSize ()const {return spv_size;}
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ShaderStageList & GetStageInputs () {return stage_inputs;}
ShaderStageList & GetStageOutputs () {return stage_outputs;}
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const uint GetStageInputCount ()const {return stage_inputs.GetCount();}
const uint GetStageOutputCount ()const {return stage_outputs.GetCount();}
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const ShaderStage * GetStageInput (const AnsiString &)const;
const int GetStageInputBinding(const AnsiString &)const;
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const ShaderDescriptorList * GetDescriptorList ()const {return descriptor_list;}
ShaderDescriptorList * GetDescriptorList (VkDescriptorType desc_type)
{
if(desc_type<VK_DESCRIPTOR_TYPE_BEGIN_RANGE
||desc_type>VK_DESCRIPTOR_TYPE_END_RANGE)return nullptr;
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return descriptor_list+desc_type;
}
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ShaderDescriptorList &GetUBO (){return descriptor_list[VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER];}
ShaderDescriptorList &GetSSBO (){return descriptor_list[VK_DESCRIPTOR_TYPE_STORAGE_BUFFER];}
ShaderDescriptorList &GetSampler(){return descriptor_list[VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER];}
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const int GetBinding (VkDescriptorType desc_type,const AnsiString &name)const;
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//const DescriptorBindingList * GetBindingList (VkDescriptorType desc_type)const
//{
// if(desc_type<VK_DESCRIPTOR_TYPE_BEGIN_RANGE
// ||desc_type>VK_DESCRIPTOR_TYPE_END_RANGE)return nullptr;
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// return &(descriptor_list[desc_type].binding_list);
//}
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};//class ShaderResource
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ShaderResource *LoadShaderResource(const uint8 *origin_filedata,const int64 filesize,bool include_file_header);
ShaderResource *LoadShaderResoruce(const OSString &filename);
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struct ShaderModuleCreateInfo:public vkstruct_flag<VkShaderModuleCreateInfo,VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO>
{
public:
ShaderModuleCreateInfo(ShaderResource *sr)
{
codeSize=sr->GetCodeSize();
pCode =sr->GetCode();
}
};
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VK_NAMESPACE_END