ULRE/inc/hgl/graph/VKShaderModuleMap.h

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#ifndef HGL_GRAPH_VULKAN_SHADER_MODULE_MAP_INCLUDE
#define HGL_GRAPH_VULKAN_SHADER_MODULE_MAP_INCLUDE
#include<hgl/type/Map.h>
#include<hgl/graph/VKNamespace.h>
#include<hgl/graph/VKShaderModule.h>
VK_NAMESPACE_BEGIN
using namespace hgl;
class ShaderModuleMap:public Map<VkShaderStageFlagBits,const ShaderModule *>
{
public:
using Map<VkShaderStageFlagBits,const ShaderModule *>::Map;
~ShaderModuleMap()=default;
bool Add(const ShaderModule *sm);
public:
const int GetBinding(VkDescriptorType,const AnsiString &)const;
#define GET_BO_BINDING(name,vk_name) const int Get##name(const AnsiString &obj_name)const{return GetBinding(VK_DESCRIPTOR_TYPE_##vk_name,obj_name);}
// GET_BO_BINDING(Sampler, SAMPLER)
GET_BO_BINDING(Sampler, COMBINED_IMAGE_SAMPLER)
// GET_BO_BINDING(SampledImage, SAMPLED_IMAGE)
GET_BO_BINDING(StorageImage, STORAGE_IMAGE)
GET_BO_BINDING(UTBO, UNIFORM_TEXEL_BUFFER)
GET_BO_BINDING(SSTBO, STORAGE_TEXEL_BUFFER)
GET_BO_BINDING(UBO, UNIFORM_BUFFER)
GET_BO_BINDING(SSBO, STORAGE_BUFFER)
//shader中并不区分普通UBO和动态UBO所以Material/ShaderResource中的数据只有UBO
// GET_BO_BINDING(UBODynamic, UNIFORM_BUFFER_DYNAMIC)
// GET_BO_BINDING(SSBODynamic, STORAGE_BUFFER_DYNAMIC)
GET_BO_BINDING(InputAttachment, INPUT_ATTACHMENT)
#undef GET_BO_BINDING
};//class ShaderModuleMap:public Map<VkShaderStageFlagBits,const ShaderModule *>
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SHADER_MODULE_MAP_INCLUDE