ULRE/inc/hgl/shadergen/MaterialDescriptorManager.h

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2023-03-03 23:02:40 +08:00
#pragma once
#include<hgl/graph/VKShaderDescriptor.h>
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/shadergen/ShaderCommon.h>
#include<hgl/type/Map.h>
using namespace hgl;
using namespace hgl::graph;
SHADERGEN_NAMESPACE_BEGIN
/**
* </p>
* 使SHADER生成前set/binding
*/
class MaterialDescriptorManager
{
struct ShaderDescriptorSet
{
DescriptorSetType set_type;
int set;
int count;
ObjectMap<UTF8String,ShaderDescriptor> descriptor_map;
List<const UBODescriptor *> ubo_list;
List<const SamplerDescriptor *> sampler_list;
public:
const ShaderDescriptor *AddDescriptor(VkShaderStageFlagBits ssb,ShaderDescriptor *new_sd); ///<添加一个描述符如果它本身存在则返回false
};
using ShaderDescriptorSetArray=ShaderDescriptorSet[size_t(DescriptorSetType::RANGE_SIZE)];
ShaderDescriptorSetArray desc_set_array;
public:
MaterialDescriptorManager();
~MaterialDescriptorManager()=default;
const UBODescriptor *AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType type,UBODescriptor *sd);
const SamplerDescriptor *AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType type,SamplerDescriptor *sd);
const DescriptorSetType GetSetType(const AnsiString &)const;
void Resort(); //排序产生set号与binding号
};
SHADERGEN_NAMESPACE_END