改进Shader中的资源管理,改为一次注册所有数据
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@ -88,7 +88,7 @@ private:
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if(!ubo_mvp)
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return(false);
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return desciptor_sets->UpdateUBO(material->GetUBOBinding("world"),*ubo_mvp);
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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
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}
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void InitVBO()
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@ -37,9 +37,24 @@ public:
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Material(Device *dev,ShaderModuleMap *smm,List<VkPipelineShaderStageCreateInfo> *,DescriptorSetLayoutCreater *dslc);
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~Material();
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const int GetUBOBinding(const UTF8String &)const;
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// const int GetSSBOBinding(const UTF8String &)const;
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// const int GetINBOBinding(const UTF8String &)const;
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const int GetBinding(VkDescriptorType,const UTF8String &)const;
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#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);}
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GET_BO_BINDING(Sampler, SAMPLER)
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GET_BO_BINDING(CombindImageSampler, COMBINED_IMAGE_SAMPLER)
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GET_BO_BINDING(SampledImage, SAMPLED_IMAGE)
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GET_BO_BINDING(StorageImage, STORAGE_IMAGE)
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GET_BO_BINDING(UTBO, UNIFORM_TEXEL_BUFFER)
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GET_BO_BINDING(SSTBO, STORAGE_TEXEL_BUFFER)
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GET_BO_BINDING(UBO, UNIFORM_BUFFER)
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GET_BO_BINDING(SSBO, STORAGE_BUFFER)
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GET_BO_BINDING(UBODynamic, UNIFORM_BUFFER_DYNAMIC)
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GET_BO_BINDING(SSBODynamic, STORAGE_BUFFER_DYNAMIC)
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GET_BO_BINDING(InputAttachment, INPUT_ATTACHMENT)
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#undef GET_BO_BINDING
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const uint32_t GetStageCount ()const{return shader_stage_list->GetCount();}
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const VkPipelineShaderStageCreateInfo * GetStages ()const{return shader_stage_list->GetData();}
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@ -1,14 +1,9 @@
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#ifndef HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE
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#define HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE
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#include"VK.h"
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#include<hgl/type/BaseString.h>
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#include<hgl/type/Map.h>
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#include<hgl/graph/vulkan/VKShaderResource.h>
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VK_NAMESPACE_BEGIN
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using ShaderBindingList=List<uint32_t>; ///<shader绑定点列表
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class ShaderParse;
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/**
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@ -25,12 +20,7 @@ private:
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VkPipelineShaderStageCreateInfo *stage_create_info;
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Map<UTF8String,int> ubo_map;
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ShaderBindingList ubo_list;
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protected:
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void ParseUBO(const ShaderParse *);
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ShaderResource resource;
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public:
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@ -47,17 +37,11 @@ public:
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const VkShaderStageFlagBits GetStage ()const{return stage_create_info->stage;}
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const VkPipelineShaderStageCreateInfo * GetCreateInfo ()const{return stage_create_info;}
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const int GetUBO (const UTF8String &name)const
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const ShaderResource & GetResource ()const{return resource;}
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const int GetBinding (VkDescriptorType desc_type,const UTF8String &name)const
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{
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int binding;
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if(ubo_map.Get(name,binding))
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return binding;
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else
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return -1;
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return resource[desc_type].GetBinding(name);
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}
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const ShaderBindingList & GetUBOBindingList()const{return ubo_list;} ///<取得UBO绑定点列表
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};//class ShaderModule
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class VertexAttributeBinding;
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29
inc/hgl/graph/vulkan/VKShaderResource.h
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29
inc/hgl/graph/vulkan/VKShaderResource.h
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@ -0,0 +1,29 @@
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#ifndef HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE
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#define HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE
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#include<hgl/graph/vulkan/VK.h>
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#include<hgl/type/BaseString.h>
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#include<hgl/type/Map.h>
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VK_NAMESPACE_BEGIN
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struct ShaderResourceList
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{
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Map<UTF8String,int> binding_by_name; ///<名字索引
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List<uint32_t> binding_list; ///<资源binding列表
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public:
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const int GetBinding(const UTF8String &name)const
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{
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int binding;
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if(binding_by_name.Get(name,binding))
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return binding;
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else
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return -1;
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}
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};//struct ShaderResource
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using ShaderResource=ShaderResourceList[VK_DESCRIPTOR_TYPE_RANGE_SIZE];
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE
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@ -17,6 +17,7 @@
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${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKRenderable.h
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${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKRenderPass.h
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${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKSemaphore.h
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${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKShaderResource.h
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${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKShaderModule.h
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${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKShaderModuleManage.h
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${ROOT_INCLUDE_PATH}/hgl/graph/vulkan/VKSurfaceExtensionName.h
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@ -1,7 +1,6 @@
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#pragma once
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#include<hgl/graph/vulkan/VK.h>
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#include<hgl/type/Map.h>
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#include<hgl/graph/vulkan/VKShaderResource.h>
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VK_NAMESPACE_BEGIN
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class Device;
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class DescriptorSets;
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@ -26,27 +25,33 @@ public:
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void Bind(const uint32_t binding,VkDescriptorType,VkShaderStageFlagBits);
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void Bind(const uint32_t *binding,const uint32_t count,VkDescriptorType type,VkShaderStageFlagBits stage);
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void Bind(const ShaderResourceList &srl,VkDescriptorType type,VkShaderStageFlagBits stage){Bind(srl.binding_list.GetData(),srl.binding_list.GetCount(),type,stage);}
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void Bind(const ShaderResource &sr,VkShaderStageFlagBits stage)
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{
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for(uint32_t i=VK_DESCRIPTOR_TYPE_BEGIN_RANGE;i<=VK_DESCRIPTOR_TYPE_END_RANGE;i++)
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Bind(sr[i],(VkDescriptorType)i,stage);
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}
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#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);} \
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void Bind##name(const uint32_t *binding,const uint32_t count,VkShaderStageFlagBits stage_flag){Bind(binding,count,VK_DESCRIPTOR_TYPE_##vkname,stage_flag);}
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DESC_SET_BIND_FUNC(Sampler, SAMPLER);
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DESC_SET_BIND_FUNC(UBO, UNIFORM_BUFFER);
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DESC_SET_BIND_FUNC(SSBO, STORAGE_BUFFER);
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DESC_SET_BIND_FUNC(CombinedImageSampler, COMBINED_IMAGE_SAMPLER);
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DESC_SET_BIND_FUNC(SampledImage, SAMPLED_IMAGE);
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DESC_SET_BIND_FUNC(StorageImage, STORAGE_IMAGE);
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DESC_SET_BIND_FUNC(UniformTexelBuffer, UNIFORM_TEXEL_BUFFER);
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DESC_SET_BIND_FUNC(StorageTexelBuffer, STORAGE_TEXEL_BUFFER);
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DESC_SET_BIND_FUNC(UBODynamic, UNIFORM_BUFFER_DYNAMIC);
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DESC_SET_BIND_FUNC(SBODynamic, STORAGE_BUFFER_DYNAMIC);
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DESC_SET_BIND_FUNC(InputAttachment, INPUT_ATTACHMENT);
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#undef DESC_SET_BIND_FUNC
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//
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//#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);} \
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// void Bind##name(const uint32_t *binding,const uint32_t count,VkShaderStageFlagBits stage_flag){Bind(binding,count,VK_DESCRIPTOR_TYPE_##vkname,stage_flag);}
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//
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// DESC_SET_BIND_FUNC(Sampler, SAMPLER);
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//
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// DESC_SET_BIND_FUNC(CombinedImageSampler, COMBINED_IMAGE_SAMPLER);
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// DESC_SET_BIND_FUNC(SampledImage, SAMPLED_IMAGE);
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// DESC_SET_BIND_FUNC(StorageImage, STORAGE_IMAGE);
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//
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// DESC_SET_BIND_FUNC(UTBO, UNIFORM_TEXEL_BUFFER);
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// DESC_SET_BIND_FUNC(SSTBO, STORAGE_TEXEL_BUFFER);
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// DESC_SET_BIND_FUNC(UBO, UNIFORM_BUFFER);
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// DESC_SET_BIND_FUNC(SSBO, STORAGE_BUFFER);
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// DESC_SET_BIND_FUNC(UBODynamic, UNIFORM_BUFFER_DYNAMIC);
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// DESC_SET_BIND_FUNC(SSBODynamic, STORAGE_BUFFER_DYNAMIC);
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//
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// DESC_SET_BIND_FUNC(InputAttachment, INPUT_ATTACHMENT);
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//
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//#undef DESC_SET_BIND_FUNC
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bool CreatePipelineLayout();
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@ -34,11 +34,7 @@ Material *CreateMaterial(Device *dev,ShaderModuleMap *shader_maps)
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sm=(*itp)->right;
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memcpy(p,sm->GetCreateInfo(),sizeof(VkPipelineShaderStageCreateInfo));
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{
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const ShaderBindingList &ubo_list=sm->GetUBOBindingList();
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dsl_creater->BindUBO(ubo_list.GetData(),ubo_list.GetCount(),sm->GetStage());
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}
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dsl_creater->Bind(sm->GetResource(),sm->GetStage());
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++p;
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++itp;
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@ -78,9 +74,14 @@ Material::~Material()
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delete shader_maps;
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}
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const int Material::GetUBOBinding(const UTF8String &name)const
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const int Material::GetBinding(VkDescriptorType desc_type,const UTF8String &name)const
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{
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int result;
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if(desc_type<VK_DESCRIPTOR_TYPE_BEGIN_RANGE
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||desc_type>VK_DESCRIPTOR_TYPE_END_RANGE
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||name.IsEmpty())
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return(-1);
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int binding;
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const int shader_count=shader_maps->GetCount();
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const ShaderModule *sm;
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@ -88,9 +89,9 @@ const int Material::GetUBOBinding(const UTF8String &name)const
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for(int i=0;i<shader_count;i++)
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{
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sm=(*itp)->right;
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result=sm->GetUBO(name);
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if(result!=-1)
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return result;
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binding=sm->GetBinding(desc_type,name);
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if(binding!=-1)
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return binding;
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++itp;
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}
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@ -98,14 +99,6 @@ const int Material::GetUBOBinding(const UTF8String &name)const
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return(-1);
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}
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//const int Material::GetSSBOBinding(const UTF8String &name)const
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//{
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//}
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//
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//const int Material::GetINBOBinding(const UTF8String &name)const
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//{
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//}
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const VkPipelineLayout Material::GetPipelineLayout()const
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{
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return dsl_creater->GetPipelineLayout();
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@ -3,6 +3,21 @@
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#include"VKShaderParse.h"
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VK_NAMESPACE_BEGIN
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namespace
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{
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void EnumShaderResource(const ShaderParse *parse,ShaderResourceList &sr,const spirv_cross::SmallVector<spirv_cross::Resource> &res)
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{
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for(const auto &obj:res)
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{
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const UTF8String & name =parse->GetName(obj);
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const uint binding =parse->GetBinding(obj);
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sr.binding_by_name.Add(name,binding);
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sr.binding_list.Add(binding);
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}
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}
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}//namespace
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ShaderModule::ShaderModule(VkDevice dev,int id,VkPipelineShaderStageCreateInfo *sci,const ShaderParse *sp)
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{
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device=dev;
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@ -11,7 +26,9 @@ ShaderModule::ShaderModule(VkDevice dev,int id,VkPipelineShaderStageCreateInfo *
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stage_create_info=sci;
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ParseUBO(sp);
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EnumShaderResource(sp,resource[VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER],sp->GetUBO());
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EnumShaderResource(sp,resource[VK_DESCRIPTOR_TYPE_STORAGE_BUFFER],sp->GetSSBO());
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// EnumShaderResource(sp,resource[VK_DESCRIPTOR_TYPE_SAMPLER],sp->GetSampler());
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}
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ShaderModule::~ShaderModule()
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@ -20,21 +37,9 @@ ShaderModule::~ShaderModule()
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delete stage_create_info;
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}
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void ShaderModule::ParseUBO(const ShaderParse *parse)
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{
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for(const auto &ubo:parse->GetUBO())
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{
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const UTF8String & name =parse->GetName(ubo);
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const uint binding =parse->GetBinding(ubo);
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ubo_map.Add(name,binding);
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ubo_list.Add(binding);
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}
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}
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VertexShaderModule::VertexShaderModule(VkDevice dev,int id,VkPipelineShaderStageCreateInfo *pssci,const ShaderParse *parse):ShaderModule(dev,id,pssci,parse)
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{
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const auto &stage_inputs=parse->GetStageInput();
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const auto &stage_inputs=parse->GetStageInputs();
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attr_count=(uint32_t)stage_inputs.size();
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binding_list=new VkVertexInputBindingDescription[attr_count];
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@ -25,8 +25,23 @@ public:
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delete compiler;
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}
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const spirv_cross::SmallVector<spirv_cross::Resource> &GetUBO()const{return resource.uniform_buffers;}
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const spirv_cross::SmallVector<spirv_cross::Resource> &GetStageInput()const{return resource.stage_inputs;}
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#define SHADER_PARSE_GET_RESOURCE(name,buf_name) const spirv_cross::SmallVector<spirv_cross::Resource> &Get##name()const{return resource.buf_name;}
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SHADER_PARSE_GET_RESOURCE(UBO, uniform_buffers)
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SHADER_PARSE_GET_RESOURCE(SSBO, storage_buffers)
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SHADER_PARSE_GET_RESOURCE(StageInputs, stage_inputs)
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SHADER_PARSE_GET_RESOURCE(StageOutputs, stage_outputs)
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//SmallVector<Resource> subpass_inputs;
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//SmallVector<Resource> storage_images;
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//SmallVector<Resource> sampled_images;
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//SmallVector<Resource> atomic_counters;
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//SmallVector<Resource> acceleration_structures;
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//SmallVector<Resource> push_constant_buffers;
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//SmallVector<Resource> separate_images;
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//SmallVector<Resource> separate_samplers;
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#undef SHADER_PARSE_GET_RESOURCE
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public:
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