improvement the ShaderResource module
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@ -8,10 +8,17 @@ namespace hgl
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{
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namespace
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{
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constexpr char SHADER_FILE_HEADER[]="Shader\x1A";
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constexpr uint SHADER_FILE_HEADER_BYTES=sizeof(SHADER_FILE_HEADER)-1;
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constexpr char SHADER_FILE_HEADER[] ="Shader\x1A";
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constexpr uint SHADER_FILE_HEADER_BYTES=sizeof(SHADER_FILE_HEADER)-1;
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uint8 *LoadShaderStages(ShaderStageList &ss_list,uint8 *data)
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constexpr uint32 SHADER_FILE_MIN_SIZE =SHADER_FILE_HEADER_BYTES
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+1 //version
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+sizeof(uint32) //shader flag
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+sizeof(uint32) //spv_size
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+1 //input states count
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+1; //output states count
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const uint8 *LoadShaderStages(ShaderStageList &ss_list,const uint8 *data)
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{
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const uint count=*data++;
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@ -47,7 +54,7 @@ namespace hgl
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return data;
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}
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uint8 *LoadShaderDescriptor(ShaderDescriptorList &sd_list,uint8 *data)
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const uint8 *LoadShaderDescriptor(ShaderDescriptorList &sd_list,const uint8 *data)
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{
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const uint32 total_bytes=*(uint32 *)data;
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data+=sizeof(uint32);
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@ -72,19 +79,34 @@ namespace hgl
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}
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}//namespcae
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ShaderResource::ShaderResource(const void *fd,const void *sd,const uint32 size)
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{
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data=fd;
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spv_data=sd;
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spv_size=size;
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}
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ShaderResource::~ShaderResource()
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{
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delete[] data;
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}
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ShaderResource *LoadShaderResoruce(const OSString &filename)
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{
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int64 filesize;
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AutoDeleteArray<uint8> origin_filedata=(uint8 *)filesystem::LoadFileToMemory(filename,filesize);
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uint8 *origin_filedata=(uint8 *)filesystem::LoadFileToMemory(filename,filesize);
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uint8 *filedata=origin_filedata;
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if(!origin_filedata)return(nullptr);
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if(!filedata)return(nullptr);
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const uint8 *file_end=filedata+filesize;
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if(memcmp(filedata,SHADER_FILE_HEADER,SHADER_FILE_HEADER_BYTES))
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if(filesize<SHADER_FILE_MIN_SIZE
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||memcmp(origin_filedata,SHADER_FILE_HEADER,SHADER_FILE_HEADER_BYTES))
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{
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delete[] origin_filedata;
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return(false);
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}
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const uint8 *filedata=origin_filedata;
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const uint8 *file_end=filedata+filesize;
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filedata+=SHADER_FILE_HEADER_BYTES;
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@ -97,10 +119,9 @@ namespace hgl
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const uint32 spv_size=*(uint32 *)filedata;
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filedata+=sizeof(uint32);
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const void *spv_data=filedata;
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filedata+=spv_size;
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ShaderResource *sr=new ShaderResource(origin_filedata,filedata,spv_size);
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ShaderResource *sr=new ShaderResource;
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filedata+=spv_size;
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filedata=LoadShaderStages(sr->GetInputStages(),filedata);
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filedata=LoadShaderStages(sr->GetOutputStages(),filedata);
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