ULRE/src/SceneGraph/Vulkan/VKPrimitive.cpp

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#include<hgl/graph/VKPrimitive.h>
#include<hgl/graph/VKBuffer.h>
#include<hgl/graph/VKShaderModule.h>
#include<hgl/graph/VKVertexAttribBuffer.h>
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#ifdef _DEBUG
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKDeviceAttribute.h>
#endif//_DEBUG
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VK_NAMESPACE_BEGIN
//bool Renderable::Set(const int stage_input_binding,VIL *vil,VkDeviceSize offset)
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//{
// if(stage_input_binding<0||stage_input_binding>=buf_count||!vil)return(false);
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//
// const VkVertexInputBindingDescription *desc=vertex_sm->GetDesc(stage_input_binding);
// const VkVertexInputAttributeDescription *attr=vertex_sm->GetAttr(stage_input_binding);
//
// if(vil->GetFormat()!=attr->format)return(false);
// if(vil->GetStride()!=desc->stride)return(false);
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//
// //format信息来自于shader实际中可以不一样。但那样需要为每一个格式产生一个同样shader的material instance不同的格式又需要不同的pipeline我们不支持这种行为
//
// buf_list[stage_input_binding]=vil->GetBuffer();
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// buf_offset[stage_input_binding]=offset;
//
// return(true);
//}
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bool Primitive::Set(const AnsiString &name,VAB *vab,VkDeviceSize offset)
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{
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if(!vab)return(false);
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if(buffer_list.KeyExist(name))return(false);
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VABAccess vad;
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vad.vab=vab;
vad.offset=offset;
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vad.size=vab->GetBytes();
buffer_list.Add(name,vad);
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#ifdef _DEBUG
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DebugUtils *du=device->GetDebugUtils();
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if(du)
{
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du->SetBuffer(vab->GetBuffer(),prim_name+":VAB:Buffer:"+name);
du->SetDeviceMemory(vab->GetVkMemory(),prim_name+":VAB:Memory:"+name);
}
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#endif//_DEBUG
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return(true);
}
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bool Primitive::GetVABAccess(const AnsiString &name,VABAccess *vad)
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{
if(name.IsEmpty())return(false);
if(!vad)return(false);
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return buffer_list.Get(name,*vad);
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}
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bool Primitive::Set(IndexBuffer *ib,VkDeviceSize offset)
{
if(!ib)return(false);
ib_access.buffer=ib;
ib_access.offset=offset;
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#ifdef _DEBUG
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DebugUtils *du=device->GetDebugUtils();
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if(du)
{
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du->SetBuffer(ib->GetBuffer(),prim_name+":IBO:Buffer");
du->SetDeviceMemory(ib->GetVkMemory(),prim_name+":IBO:Memory");
}
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#endif//_DEBUG
return(true);
}
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VK_NAMESPACE_END