ULRE/src/RenderDevice/Vulkan/VKDescriptorSetLayoutCreater.h

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#pragma once
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#include<hgl/graph/shader/ShaderResource.h>
#include<hgl/type/Map.h>
VK_NAMESPACE_BEGIN
class Device;
class DescriptorSets;
/**
*
*/
class DescriptorSetLayoutCreater
{
Device *device;
List<VkDescriptorSetLayoutBinding> layout_binding_list;
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VkDescriptorSetLayout dsl=VK_NULL_HANDLE;
Map<uint32_t,int> index_by_binding;
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VkPipelineLayout pipeline_layout=VK_NULL_HANDLE;
public:
DescriptorSetLayoutCreater(Device *dev):device(dev){}
~DescriptorSetLayoutCreater();
void Bind(const uint32_t binding,VkDescriptorType,VkShaderStageFlagBits);
void Bind(const uint32_t *binding,const uint32_t count,VkDescriptorType type,VkShaderStageFlagBits stage);
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void Bind(const ShaderBindingList &sbl,VkDescriptorType type,VkShaderStageFlagBits stage)
{
if(sbl.GetCount()>0)
Bind(sbl.GetData(),sbl.GetCount(),type,stage);
}
void Bind(const ShaderDescriptorList *sdl,VkShaderStageFlagBits stage)
{
for(uint32_t i=VK_DESCRIPTOR_TYPE_BEGIN_RANGE;i<=VK_DESCRIPTOR_TYPE_END_RANGE;i++)
{
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if(sdl->binding_list.GetCount()>0)
Bind(sdl->binding_list.GetData(),sdl->binding_list.GetCount(),(VkDescriptorType)i,stage);
++sdl;
}
}
//以下代码不再需要使用一个void Bind(const ShaderResource &sr,VkShaderStageFlagBits stage)即可全部替代,而且更方便,但以此为提示
//
//#define DESC_SET_BIND_FUNC(name,vkname) void Bind##name(const uint32_t binding,VkShaderStageFlagBits stage_flag){Bind(binding,VK_DESCRIPTOR_TYPE_##vkname,stage_flag);} \
// void Bind##name(const uint32_t *binding,const uint32_t count,VkShaderStageFlagBits stage_flag){Bind(binding,count,VK_DESCRIPTOR_TYPE_##vkname,stage_flag);}
//
// DESC_SET_BIND_FUNC(Sampler, SAMPLER);
//
// DESC_SET_BIND_FUNC(CombinedImageSampler, COMBINED_IMAGE_SAMPLER);
// DESC_SET_BIND_FUNC(SampledImage, SAMPLED_IMAGE);
// DESC_SET_BIND_FUNC(StorageImage, STORAGE_IMAGE);
//
// DESC_SET_BIND_FUNC(UTBO, UNIFORM_TEXEL_BUFFER);
// DESC_SET_BIND_FUNC(SSTBO, STORAGE_TEXEL_BUFFER);
// DESC_SET_BIND_FUNC(UBO, UNIFORM_BUFFER);
// DESC_SET_BIND_FUNC(SSBO, STORAGE_BUFFER);
// DESC_SET_BIND_FUNC(UBODynamic, UNIFORM_BUFFER_DYNAMIC);
// DESC_SET_BIND_FUNC(SSBODynamic, STORAGE_BUFFER_DYNAMIC);
//
// DESC_SET_BIND_FUNC(InputAttachment, INPUT_ATTACHMENT);
//
//#undef DESC_SET_BIND_FUNC
bool CreatePipelineLayout();
const VkPipelineLayout GetPipelineLayout()const{return pipeline_layout;}
DescriptorSets *Create();
};//class DescriptorSetLayoutCreater
VK_NAMESPACE_END