ULRE/src/SceneGraph/Vulkan/VKRenderResource.cpp

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#include<hgl/graph/VKRenderResource.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKRenderable.h>
#include<hgl/graph/VKInlinePipeline.h>
#include<hgl/graph/VKVertexAttribBuffer.h>
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VK_NAMESPACE_BEGIN
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VBO *RenderResource::CreateVBO(VkFormat format,uint32_t count,const void *data,SharingMode sharing_mode)
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{
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VBO *vb=device->CreateVBO(format,count,data,sharing_mode);
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if(!vb)
return(nullptr);
rm_buffers.Add(vb);
return vb;
}
#define SCENE_DB_CREATE_BUFFER(name) DeviceBuffer *RenderResource::Create##name(VkDeviceSize size,void *data,SharingMode sharing_mode) \
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{ \
DeviceBuffer *buf=device->Create##name(size,data,sharing_mode); \
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\
if(!buf)return(nullptr); \
rm_buffers.Add(buf); \
return(buf); \
} \
\
DeviceBuffer *RenderResource::Create##name(VkDeviceSize size,SharingMode sharing_mode) \
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{ \
DeviceBuffer *buf=device->Create##name(size,sharing_mode); \
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\
if(!buf)return(nullptr); \
rm_buffers.Add(buf); \
return(buf); \
}
SCENE_DB_CREATE_BUFFER(UBO)
SCENE_DB_CREATE_BUFFER(SSBO)
SCENE_DB_CREATE_BUFFER(INBO)
#undef SCENE_DB_CREATE_BUFFER
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IndexBuffer *RenderResource::CreateIBO(IndexType index_type,uint32_t count,const void *data,SharingMode sharing_mode)
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{
IndexBuffer *buf=device->CreateIBO(index_type,count,data,sharing_mode);
if(!buf)return(nullptr);
rm_buffers.Add(buf);
return(buf);
}
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MaterialInstance *RenderResource::CreateMaterialInstance(Material *mtl,const VILConfig *vil_cfg)
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{
if(!mtl)return(nullptr);
MaterialInstance *mi=mtl->CreateMI(vil_cfg);
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if(mi)
Add(mi);
return mi;
}
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MaterialInstance *RenderResource::CreateMaterialInstance(const mtl::MaterialCreateInfo *mci,const VILConfig *vil_cfg)
{
Material *mtl=this->CreateMaterial(mci);
if(!mtl)
return(nullptr);
return CreateMaterialInstance(mtl,vil_cfg);
}
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Primitive *RenderResource::CreatePrimitive(const uint32_t vertex_count)
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{
if(!vertex_count)return(nullptr);
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Primitive *ro=new Primitive(vertex_count);
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if(ro)
Add(ro);
return ro;
}
Renderable *RenderResource::CreateRenderable(Primitive *r,MaterialInstance *mi,Pipeline *p)
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{
if(!p||!mi||!r)
return(nullptr);
Renderable *ri=VK_NAMESPACE::CreateRenderable(r,mi,p);
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if(ri)
Add(ri);
return ri;
}
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Sampler *RenderResource::CreateSampler(VkSamplerCreateInfo *sci)
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{
Sampler *s=device->CreateSampler(sci);
if(s)
Add(s);
return s;
}
Sampler *RenderResource::CreateSampler(Texture *tex)
{
Sampler *s=device->CreateSampler(tex);
if(s)
Add(s);
return s;
}
Texture2D *CreateTexture2DFromFile(GPUDevice *device,const OSString &filename,bool auto_mipmaps);
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Texture2D *RenderResource::LoadTexture2D(const OSString &filename,bool auto_mipmaps)
{
Texture2D *tex;
if(texture_by_name.Get(filename,(Texture *&)tex))
return tex;
tex=CreateTexture2DFromFile(device,filename,auto_mipmaps);
if(tex)
{
texture_by_name.Add(filename,tex);
Add(tex);
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#ifdef _DEBUG
GPUDeviceAttribute *da=device->GetDeviceAttribute();
const UTF8String name=ToUTF8String(filename);
if(da->debug_maker)
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da->debug_maker->SetImage(tex->GetImage(),"[debug maker] "+name);
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if(da->debug_utils)
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da->debug_utils->SetImage(tex->GetImage(),"[debug utils] "+name);
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#endif//_DEBUG
}
return tex;
}
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Texture2DArray *RenderResource::CreateTexture2DArray(const uint32_t width,const uint32_t height,const uint32_t layer,const VkFormat &fmt,bool auto_mipmaps)
{
Texture2DArray *ta=device->CreateTexture2DArray(width,height,layer,fmt,auto_mipmaps);
if(ta)
Add(ta);
return ta;
}
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bool LoadTexture2DLayerFromFile(GPUDevice *device,Texture2DArray *t2d,const uint32_t layer,const OSString &filename,bool auto_mipmaps);
bool RenderResource::LoadTexture2DToArray(Texture2DArray *ta,const uint32_t layer,const OSString &filename)
{
if(!ta)return(false);
if(!LoadTexture2DLayerFromFile(device,ta,layer,filename,false))
return(false);
return(true);
}
TextureCube *CreateTextureCubeFromFile(GPUDevice *device,const OSString &filename,bool auto_mipmaps);
TextureCube *RenderResource::LoadTextureCube(const OSString &filename,bool auto_mipmaps)
{
TextureCube *tex;
if(texture_by_name.Get(filename,(Texture *&)tex))
return tex;
tex=CreateTextureCubeFromFile(device,filename,auto_mipmaps);
if(tex)
{
texture_by_name.Add(filename,tex);
Add(tex);
}
return tex;
}
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VK_NAMESPACE_END