ULRE/inc/hgl/shadergen/MaterialDescriptorInfo.h

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#pragma once
#include<hgl/graph/VKShaderDescriptorSet.h>
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#include<hgl/shadergen/ShaderGenNamespace.h>
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#include<hgl/type/Map.h>
using namespace hgl;
using namespace hgl::graph;
SHADERGEN_NAMESPACE_BEGIN
/**
* </p>
* 使SHADER生成前set/binding
*/
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class MaterialDescriptorInfo
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{
ShaderDescriptorSetArray desc_set_array;
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Map<AnsiString,AnsiString> struct_map;
Map<AnsiString,UBODescriptor *> ubo_map;
Map<AnsiString,SamplerDescriptor *> sampler_map;
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public:
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MaterialDescriptorInfo();
~MaterialDescriptorInfo()=default;
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bool AddStruct(const AnsiString &name,const AnsiString &code)
{
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struct_map.Add(name,code);
return(true);
}
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bool GetStruct(const AnsiString &name,AnsiString &code) const
{
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return(struct_map.Get(name,code));
}
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bool hasStruct(const AnsiString &name) const
{
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return(struct_map.KeyExist(name));
}
const UBODescriptor *AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType set_type,UBODescriptor *sd);
const SamplerDescriptor *AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType set_type,SamplerDescriptor *sd);
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UBODescriptor *GetUBO(const AnsiString &name);
SamplerDescriptor *GetSampler(const AnsiString &name);
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const DescriptorSetType GetSetType(const AnsiString &)const;
void Resort(); //排序产生set号与binding号
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const ShaderDescriptorSetArray &Get()const
{
return desc_set_array;
}
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const bool hasSet(const DescriptorSetType &type)const
{
return desc_set_array[size_t(type)].count>0;
}
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};
SHADERGEN_NAMESPACE_END