ULRE/inc/hgl/shadergen/ShaderCreateInfo.h

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#ifndef HGL_SHADER_CREATE_INFO_INCLUDE
#define HGL_SHADER_CREATE_INFO_INCLUDE
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#include<hgl/graph/VertexAttrib.h>
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#include<hgl/graph/VK.h>
#include<hgl/type/StringList.h>
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namespace hgl{namespace graph
{
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struct SPVData;
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class MaterialDescriptorInfo;
class ShaderDescriptorInfo;
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class ShaderCreateInfo
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{
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protected:
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VkShaderStageFlagBits shader_stage; ///<着色器阶段
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MaterialDescriptorInfo *mdi;
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protected:
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AnsiString output_struct;
AnsiStringList function_list;
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AnsiString final_shader;
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SPVData *spv_data;
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protected:
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virtual bool ProcHeader(){return(true);}
virtual bool ProcSubpassInput();
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virtual bool ProcInput(ShaderCreateInfo *);
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virtual bool ProcOutput();
virtual bool ProcStruct();
virtual bool ProcUBO();
virtual bool ProcSSBO();
virtual bool ProcConst();
virtual bool ProcSampler();
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bool CompileToSPV();
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public:
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ShaderDescriptorInfo *sdm;
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VkShaderStageFlagBits GetShaderStage()const{return shader_stage;}
public:
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ShaderCreateInfo(VkShaderStageFlagBits ss,MaterialDescriptorInfo *m);
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virtual ~ShaderCreateInfo();
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int AddOutput(const graph::VAT &type,const AnsiString &name);
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int AddOutput(const AnsiString &type,const AnsiString &name);
void AddFunction(const AnsiString &str){function_list.Add(str);}
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const AnsiString &GetOutputStruct()const{return output_struct;}
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const AnsiString &GetShaderSource()const{return final_shader;}
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bool CreateShader(ShaderCreateInfo *);
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const uint32 *GetSPVData()const;
const size_t GetSPVSize()const;
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};//class ShaderCreateInfo
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}}//namespace hgl::graph
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#endif//HGL_SHADER_CREATE_INFO_INCLUDE