改进Shader中的资源管理,改为一次注册所有数据

This commit is contained in:
hyzboy 2019-05-06 22:33:21 +08:00
parent bd59374f25
commit 1cebaa2714
9 changed files with 128 additions and 81 deletions

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@ -88,7 +88,7 @@ private:
if(!ubo_mvp)
return(false);
return desciptor_sets->UpdateUBO(material->GetUBOBinding("world"),*ubo_mvp);
return desciptor_sets->UpdateUBO(material->GetUBO("world"),*ubo_mvp); //material中这里可以改成不区分类型返回的值包含类型和ID,这样descriptor_sets->Update也不再需要类型
}
void InitVBO()

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@ -37,9 +37,24 @@ public:
Material(Device *dev,ShaderModuleMap *smm,List<VkPipelineShaderStageCreateInfo> *,DescriptorSetLayoutCreater *dslc);
~Material();
const int GetUBOBinding(const UTF8String &)const;
// const int GetSSBOBinding(const UTF8String &)const;
// const int GetINBOBinding(const UTF8String &)const;
const int GetBinding(VkDescriptorType,const UTF8String &)const;
#define GET_BO_BINDING(name,vk_name) const int Get##name(const UTF8String &obj_name)const{return GetBinding(VK_DESCRIPTOR_TYPE_##vk_name,obj_name);}
GET_BO_BINDING(Sampler, SAMPLER)
GET_BO_BINDING(CombindImageSampler, 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)
GET_BO_BINDING(UBODynamic, UNIFORM_BUFFER_DYNAMIC)
GET_BO_BINDING(SSBODynamic, STORAGE_BUFFER_DYNAMIC)
GET_BO_BINDING(InputAttachment, INPUT_ATTACHMENT)
#undef GET_BO_BINDING
const uint32_t GetStageCount ()const{return shader_stage_list->GetCount();}
const VkPipelineShaderStageCreateInfo * GetStages ()const{return shader_stage_list->GetData();}

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@ -1,14 +1,9 @@
#ifndef HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE
#define HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE
#include"VK.h"
#include<hgl/type/BaseString.h>
#include<hgl/type/Map.h>
#include<hgl/graph/vulkan/VKShaderResource.h>
VK_NAMESPACE_BEGIN
using ShaderBindingList=List<uint32_t>; ///<shader绑定点列表
class ShaderParse;
/**
@ -25,12 +20,7 @@ private:
VkPipelineShaderStageCreateInfo *stage_create_info;
Map<UTF8String,int> ubo_map;
ShaderBindingList ubo_list;
protected:
void ParseUBO(const ShaderParse *);
ShaderResource resource;
public:
@ -47,17 +37,11 @@ public:
const VkShaderStageFlagBits GetStage ()const{return stage_create_info->stage;}
const VkPipelineShaderStageCreateInfo * GetCreateInfo ()const{return stage_create_info;}
const int GetUBO (const UTF8String &name)const
const ShaderResource & GetResource ()const{return resource;}
const int GetBinding (VkDescriptorType desc_type,const UTF8String &name)const
{
int binding;
if(ubo_map.Get(name,binding))
return binding;
else
return -1;
return resource[desc_type].GetBinding(name);
}
const ShaderBindingList & GetUBOBindingList()const{return ubo_list;} ///<取得UBO绑定点列表
};//class ShaderModule
class VertexAttributeBinding;

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@ -0,0 +1,29 @@
#ifndef HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE
#define HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE
#include<hgl/graph/vulkan/VK.h>
#include<hgl/type/BaseString.h>
#include<hgl/type/Map.h>
VK_NAMESPACE_BEGIN
struct ShaderResourceList
{
Map<UTF8String,int> binding_by_name; ///<名字索引
List<uint32_t> binding_list; ///<资源binding列表
public:
const int GetBinding(const UTF8String &name)const
{
int binding;
if(binding_by_name.Get(name,binding))
return binding;
else
return -1;
}
};//struct ShaderResource
using ShaderResource=ShaderResourceList[VK_DESCRIPTOR_TYPE_RANGE_SIZE];
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE

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@ -17,6 +17,7 @@
${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKRenderable.h
${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKRenderPass.h
${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKSemaphore.h
${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKShaderResource.h
${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKShaderModule.h
${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKShaderModuleManage.h
${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKSurfaceExtensionName.h

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@ -1,7 +1,6 @@
#pragma once
#include<hgl/graph/vulkan/VK.h>
#include<hgl/type/Map.h>
#include<hgl/graph/vulkan/VKShaderResource.h>
VK_NAMESPACE_BEGIN
class Device;
class DescriptorSets;
@ -26,27 +25,33 @@ public:
void Bind(const uint32_t binding,VkDescriptorType,VkShaderStageFlagBits);
void Bind(const uint32_t *binding,const uint32_t count,VkDescriptorType type,VkShaderStageFlagBits stage);
void Bind(const ShaderResourceList &srl,VkDescriptorType type,VkShaderStageFlagBits stage){Bind(srl.binding_list.GetData(),srl.binding_list.GetCount(),type,stage);}
void Bind(const ShaderResource &sr,VkShaderStageFlagBits stage)
{
for(uint32_t i=VK_DESCRIPTOR_TYPE_BEGIN_RANGE;i<=VK_DESCRIPTOR_TYPE_END_RANGE;i++)
Bind(sr[i],(VkDescriptorType)i,stage);
}
#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(UBO, UNIFORM_BUFFER);
DESC_SET_BIND_FUNC(SSBO, STORAGE_BUFFER);
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(UniformTexelBuffer, UNIFORM_TEXEL_BUFFER);
DESC_SET_BIND_FUNC(StorageTexelBuffer, STORAGE_TEXEL_BUFFER);
DESC_SET_BIND_FUNC(UBODynamic, UNIFORM_BUFFER_DYNAMIC);
DESC_SET_BIND_FUNC(SBODynamic, STORAGE_BUFFER_DYNAMIC);
DESC_SET_BIND_FUNC(InputAttachment, INPUT_ATTACHMENT);
#undef DESC_SET_BIND_FUNC
//
//#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();

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@ -34,11 +34,7 @@ Material *CreateMaterial(Device *dev,ShaderModuleMap *shader_maps)
sm=(*itp)->right;
memcpy(p,sm->GetCreateInfo(),sizeof(VkPipelineShaderStageCreateInfo));
{
const ShaderBindingList &ubo_list=sm->GetUBOBindingList();
dsl_creater->BindUBO(ubo_list.GetData(),ubo_list.GetCount(),sm->GetStage());
}
dsl_creater->Bind(sm->GetResource(),sm->GetStage());
++p;
++itp;
@ -78,9 +74,14 @@ Material::~Material()
delete shader_maps;
}
const int Material::GetUBOBinding(const UTF8String &name)const
const int Material::GetBinding(VkDescriptorType desc_type,const UTF8String &name)const
{
int result;
if(desc_type<VK_DESCRIPTOR_TYPE_BEGIN_RANGE
||desc_type>VK_DESCRIPTOR_TYPE_END_RANGE
||name.IsEmpty())
return(-1);
int binding;
const int shader_count=shader_maps->GetCount();
const ShaderModule *sm;
@ -88,9 +89,9 @@ const int Material::GetUBOBinding(const UTF8String &name)const
for(int i=0;i<shader_count;i++)
{
sm=(*itp)->right;
result=sm->GetUBO(name);
if(result!=-1)
return result;
binding=sm->GetBinding(desc_type,name);
if(binding!=-1)
return binding;
++itp;
}
@ -98,14 +99,6 @@ const int Material::GetUBOBinding(const UTF8String &name)const
return(-1);
}
//const int Material::GetSSBOBinding(const UTF8String &name)const
//{
//}
//
//const int Material::GetINBOBinding(const UTF8String &name)const
//{
//}
const VkPipelineLayout Material::GetPipelineLayout()const
{
return dsl_creater->GetPipelineLayout();

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@ -3,6 +3,21 @@
#include"VKShaderParse.h"
VK_NAMESPACE_BEGIN
namespace
{
void EnumShaderResource(const ShaderParse *parse,ShaderResourceList &sr,const spirv_cross::SmallVector<spirv_cross::Resource> &res)
{
for(const auto &obj:res)
{
const UTF8String & name =parse->GetName(obj);
const uint binding =parse->GetBinding(obj);
sr.binding_by_name.Add(name,binding);
sr.binding_list.Add(binding);
}
}
}//namespace
ShaderModule::ShaderModule(VkDevice dev,int id,VkPipelineShaderStageCreateInfo *sci,const ShaderParse *sp)
{
device=dev;
@ -11,7 +26,9 @@ ShaderModule::ShaderModule(VkDevice dev,int id,VkPipelineShaderStageCreateInfo *
stage_create_info=sci;
ParseUBO(sp);
EnumShaderResource(sp,resource[VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER],sp->GetUBO());
EnumShaderResource(sp,resource[VK_DESCRIPTOR_TYPE_STORAGE_BUFFER],sp->GetSSBO());
// EnumShaderResource(sp,resource[VK_DESCRIPTOR_TYPE_SAMPLER],sp->GetSampler());
}
ShaderModule::~ShaderModule()
@ -20,21 +37,9 @@ ShaderModule::~ShaderModule()
delete stage_create_info;
}
void ShaderModule::ParseUBO(const ShaderParse *parse)
{
for(const auto &ubo:parse->GetUBO())
{
const UTF8String & name =parse->GetName(ubo);
const uint binding =parse->GetBinding(ubo);
ubo_map.Add(name,binding);
ubo_list.Add(binding);
}
}
VertexShaderModule::VertexShaderModule(VkDevice dev,int id,VkPipelineShaderStageCreateInfo *pssci,const ShaderParse *parse):ShaderModule(dev,id,pssci,parse)
{
const auto &stage_inputs=parse->GetStageInput();
const auto &stage_inputs=parse->GetStageInputs();
attr_count=(uint32_t)stage_inputs.size();
binding_list=new VkVertexInputBindingDescription[attr_count];

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@ -25,8 +25,23 @@ public:
delete compiler;
}
const spirv_cross::SmallVector<spirv_cross::Resource> &GetUBO()const{return resource.uniform_buffers;}
const spirv_cross::SmallVector<spirv_cross::Resource> &GetStageInput()const{return resource.stage_inputs;}
#define SHADER_PARSE_GET_RESOURCE(name,buf_name) const spirv_cross::SmallVector<spirv_cross::Resource> &Get##name()const{return resource.buf_name;}
SHADER_PARSE_GET_RESOURCE(UBO, uniform_buffers)
SHADER_PARSE_GET_RESOURCE(SSBO, storage_buffers)
SHADER_PARSE_GET_RESOURCE(StageInputs, stage_inputs)
SHADER_PARSE_GET_RESOURCE(StageOutputs, stage_outputs)
//SmallVector<Resource> subpass_inputs;
//SmallVector<Resource> storage_images;
//SmallVector<Resource> sampled_images;
//SmallVector<Resource> atomic_counters;
//SmallVector<Resource> acceleration_structures;
//SmallVector<Resource> push_constant_buffers;
//SmallVector<Resource> separate_images;
//SmallVector<Resource> separate_samplers;
#undef SHADER_PARSE_GET_RESOURCE
public: