renamed to MeshDataBuffer from PrimitiveDataBuffer,

renamed to MeshRenderData from PrimitiveRenderData
This commit is contained in:
hyzboy 2025-05-18 02:07:10 +08:00
parent 014fce2c8e
commit 4b2f344c5c
7 changed files with 34 additions and 34 deletions

View File

@ -68,8 +68,8 @@ private:
MaterialInstance * mi;
const PrimitiveDataBuffer * pdb;
const PrimitiveRenderData * prd;
const MeshDataBuffer * pdb;
const MeshRenderData * prd;
public:
@ -92,14 +92,14 @@ protected:
VABList * vab_list;
const PrimitiveDataBuffer * last_data_buffer;
const MeshDataBuffer * last_data_buffer;
const VDM * last_vdm;
const PrimitiveRenderData * last_render_data;
const MeshRenderData * last_render_data;
int first_indirect_draw_index=-1;
uint indirect_draw_count=0;
bool BindVAB(const PrimitiveDataBuffer *,const uint);
bool BindVAB(const MeshDataBuffer *,const uint);
void ProcIndirectRender();
void Render(RenderItem *);

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@ -73,8 +73,8 @@ class DeviceBuffer;
struct DeviceBufferData;
template<typename T> class DeviceBufferMap;
struct PrimitiveDataBuffer;
struct PrimitiveRenderData;
struct MeshDataBuffer;
struct MeshRenderData;
class VertexAttribBuffer;
using VAB=VertexAttribBuffer;

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@ -202,7 +202,7 @@ public:
void BindIBO(IndexBuffer *,const VkDeviceSize byte_offset=0);
bool BindDataBuffer(const PrimitiveDataBuffer *);
bool BindDataBuffer(const MeshDataBuffer *);
void SetViewport (uint32_t first,uint32_t count,const VkViewport *vp) {vkCmdSetViewport(cmd_buf,first,count,vp);}
void SetScissor (uint32_t first,uint32_t count,const VkRect2D *sci) {vkCmdSetScissor(cmd_buf,first,count,sci);}
@ -239,7 +239,7 @@ public: //draw
void DrawIndirect (VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndirectCommand )){return DrawIndirect( buf,0,drawCount,stride);}
void DrawIndexedIndirect(VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndexedIndirectCommand )){return DrawIndexedIndirect( buf,0,drawCount,stride);}
void Draw (const PrimitiveDataBuffer *prb,const PrimitiveRenderData *prd,const uint32_t instance_count=1,const uint32_t first_instance=0);
void Draw (const MeshDataBuffer *prb,const MeshRenderData *prd,const uint32_t instance_count=1,const uint32_t first_instance=0);
public: //dynamic state

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@ -12,7 +12,7 @@ VK_NAMESPACE_BEGIN
* <Br>
*
*/
struct PrimitiveDataBuffer:public Comparator<PrimitiveDataBuffer>
struct MeshDataBuffer:public Comparator<MeshDataBuffer>
{
uint32_t vab_count;
VkBuffer * vab_list;
@ -29,17 +29,17 @@ struct PrimitiveDataBuffer:public Comparator<PrimitiveDataBuffer>
public:
PrimitiveDataBuffer(const uint32_t,IndexBuffer *,VertexDataManager *_v=nullptr);
~PrimitiveDataBuffer();
MeshDataBuffer(const uint32_t,IndexBuffer *,VertexDataManager *_v=nullptr);
~MeshDataBuffer();
const int compare(const PrimitiveDataBuffer &pdb)const override;
};//struct PrimitiveDataBuffer
const int compare(const MeshDataBuffer &pdb)const override;
};//struct MeshDataBuffer
/**
* <Br>
*
*/
struct PrimitiveRenderData:public ComparatorData<PrimitiveRenderData>
struct MeshRenderData:public ComparatorData<MeshRenderData>
{
//因为要VAB是流式访问所以我们这个结构会被用做排序依据
//也因此把vertex_offset放在最前面
@ -52,7 +52,7 @@ struct PrimitiveRenderData:public ComparatorData<PrimitiveRenderData>
public:
PrimitiveRenderData(const uint32_t vc,const uint32_t ic,const int32_t vo=0,const uint32_t fi=0)
MeshRenderData(const uint32_t vc,const uint32_t ic,const int32_t vo=0,const uint32_t fi=0)
{
vertex_count =vc;
index_count =ic;
@ -70,14 +70,14 @@ class Mesh
MaterialInstance * mat_inst;
Primitive * primitive;
PrimitiveDataBuffer * primitive_data_buffer;
PrimitiveRenderData * primitive_render_data;
MeshDataBuffer * data_buffer;
MeshRenderData * render_data;
private:
friend Mesh *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);
Mesh(Primitive *,MaterialInstance *,Pipeline *,PrimitiveDataBuffer *,PrimitiveRenderData *);
Mesh(Primitive *,MaterialInstance *,Pipeline *,MeshDataBuffer *,MeshRenderData *);
public:
@ -85,8 +85,8 @@ public:
{
//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
SAFE_CLEAR(primitive_data_buffer);
SAFE_CLEAR(primitive_render_data);
SAFE_CLEAR(data_buffer);
SAFE_CLEAR(render_data);
}
void UpdatePipeline (Pipeline *p){pipeline=p;}
@ -98,8 +98,8 @@ public:
Primitive * GetPrimitive (){return primitive;}
const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
const PrimitiveDataBuffer *GetDataBuffer ()const{return primitive_data_buffer;}
const PrimitiveRenderData *GetRenderData ()const{return primitive_render_data;}
const MeshDataBuffer * GetDataBuffer ()const{return data_buffer;}
const MeshRenderData * GetRenderData ()const{return render_data;}
public:

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@ -134,7 +134,7 @@ void RenderCmdBuffer::BindIBO(IndexBuffer *ibo,const VkDeviceSize byte_offset)
VkIndexType(ibo->GetType()));
}
bool RenderCmdBuffer::BindDataBuffer(const PrimitiveDataBuffer *pdb)
bool RenderCmdBuffer::BindDataBuffer(const MeshDataBuffer *pdb)
{
if(!pdb)
return(false);
@ -178,7 +178,7 @@ void RenderCmdBuffer::DrawIndexedIndirect( VkBuffer buffer,
vkCmdDrawIndexedIndirect(cmd_buf,buffer,offset+i*stride,1,stride);
}
void RenderCmdBuffer::Draw(const PrimitiveDataBuffer *pdb,const PrimitiveRenderData *prd,const uint32_t instance_count,const uint32_t first_instance)
void RenderCmdBuffer::Draw(const MeshDataBuffer *pdb,const MeshRenderData *prd,const uint32_t instance_count,const uint32_t first_instance)
{
if(!pdb||!prd)
return;

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@ -7,7 +7,7 @@
#include<hgl/log/LogInfo.h>
VK_NAMESPACE_BEGIN
PrimitiveDataBuffer::PrimitiveDataBuffer(const uint32_t c,IndexBuffer *ib,VertexDataManager *_vdm)
MeshDataBuffer::MeshDataBuffer(const uint32_t c,IndexBuffer *ib,VertexDataManager *_vdm)
{
vab_count=c;
@ -18,13 +18,13 @@ PrimitiveDataBuffer::PrimitiveDataBuffer(const uint32_t c,IndexBuffer *ib,Vertex
vdm=_vdm;
}
PrimitiveDataBuffer::~PrimitiveDataBuffer()
MeshDataBuffer::~MeshDataBuffer()
{
delete[] vab_offset;
delete[] vab_list;
}
const int PrimitiveDataBuffer::compare(const PrimitiveDataBuffer &pdb)const
const int MeshDataBuffer::compare(const MeshDataBuffer &pdb)const
{
ptrdiff_t off;
@ -52,14 +52,14 @@ const int PrimitiveDataBuffer::compare(const PrimitiveDataBuffer &pdb)const
return off;
}
Mesh::Mesh(Primitive *r,MaterialInstance *mi,Pipeline *p,PrimitiveDataBuffer *pdb,PrimitiveRenderData *prd)
Mesh::Mesh(Primitive *r,MaterialInstance *mi,Pipeline *p,MeshDataBuffer *pdb,MeshRenderData *prd)
{
primitive=r;
pipeline=p;
mat_inst=mi;
primitive_data_buffer=pdb;
primitive_render_data=prd;
data_buffer=pdb;
render_data=prd;
}
Mesh *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
@ -81,8 +81,8 @@ Mesh *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
return(nullptr);
}
PrimitiveDataBuffer *pdb=new PrimitiveDataBuffer(input_count,prim->GetIBO(),prim->GetVDM());
PrimitiveRenderData *prd=new PrimitiveRenderData(prim->GetVertexCount(),prim->GetIndexCount(),prim->GetVertexOffset(),prim->GetFirstIndex());
MeshDataBuffer *pdb=new MeshDataBuffer(input_count,prim->GetIBO(),prim->GetVDM());
MeshRenderData *prd=new MeshRenderData(prim->GetVertexCount(),prim->GetIndexCount(),prim->GetVertexOffset(),prim->GetFirstIndex());
const VertexInputFormat *vif=vil->GetVIFList(VertexInputGroup::Basic);

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@ -324,7 +324,7 @@ void MaterialRenderList::Stat()
icb_draw_indexed->Unmap();
}
bool MaterialRenderList::BindVAB(const PrimitiveDataBuffer *pdb,const uint ri_index)
bool MaterialRenderList::BindVAB(const MeshDataBuffer *pdb,const uint ri_index)
{
//binding号都是在VertexInput::CreateVIL时连续紧密排列生成的所以bind时first_binding写0就行了。