ULRE/src/RenderDevice/VKRenderableInstance.cpp

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#include<hgl/graph/VKRenderableInstance.h>
#include<hgl/graph/VKMaterialInstance.h>
#include<hgl/graph/VKMaterial.h>
VK_NAMESPACE_BEGIN
RenderableInstance::RenderableInstance(Renderable *r,MaterialInstance *mi,Pipeline *p,const uint32_t count,VkBuffer *bl,VkDeviceSize *bs)
{
render_obj=r;
mat_inst=mi;
pipeline=p;
buffer_count=count;
buffer_list=bl;
buffer_size=bs;
}
RenderableInstance::~RenderableInstance()
{
//需要在这里添加删除pipeline/desc_sets/render_obj引用计数的代码
delete[] buffer_list;
delete[] buffer_size;
}
RenderableInstance *CreateRenderableInstance(Renderable *r,MaterialInstance *mi,Pipeline *p)
{
if(!r||!mi||!p)return(nullptr);
Material *mtl=mi->GetMaterial();
if(!mtl)return(nullptr);
const VertexShaderModule *vsm=mtl->GetVertexShaderModule();
const ShaderStageList &ssl=vsm->GetStageInputs();
const int input_count=ssl.GetCount();
if(r->GetBufferCount()<input_count) //小于材质要求的数量?那自然是不行的
return(nullptr);
AutoDeleteArray<VkBuffer> buffer_list(input_count);
AutoDeleteArray<VkDeviceSize> buffer_size(input_count);
ShaderStage **ss=ssl.GetData();
VAB *vab;
const VkVertexInputBindingDescription *desc;
const VkVertexInputAttributeDescription *attr;
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for(int i=0;i<input_count;i++)
{
desc=vsm->GetDesc(i);
attr=vsm->GetAttr(i);
vab=r->GetVAB((*ss)->name,buffer_size+i);
if(!vab)return(nullptr);
if(vab->GetFormat()!=attr->format)return(nullptr);
if(vab->GetStride()!=desc->stride)return(nullptr);
buffer_list[i]=vab->GetBuffer();
++ss;
}
RenderableInstance *ri=new RenderableInstance(r,mi,p,input_count,buffer_list,buffer_size);
buffer_list.Discard();
buffer_size.Discard();
return ri;
}
VK_NAMESPACE_END