optimized ShaderModuleMapByName in RenderResource
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CMCore
2
CMCore
@ -1 +1 @@
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Subproject commit 72fcbb18ab3bbd8971777f62ee9fcb967ab25e9e
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Subproject commit be17b06a2f243faffd55fc7bde6156c83d2c5a7a
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@ -34,7 +34,7 @@ public:
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#define MP_TYPE_IS(name) const bool is##name()const{return set_type==DescriptorSetType::name;}
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MP_TYPE_IS(Instance)
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//MP_TYPE_IS(PerMaterial)
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MP_TYPE_IS(PerMaterial)
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MP_TYPE_IS(PerFrame)
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MP_TYPE_IS(Global)
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#undef MP_TYPE_IS
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@ -29,6 +29,9 @@ using TextureID =int;
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class VertexAttribData;
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using ShaderModuleMapByName=ObjectMap<AnsiString,ShaderModule>;
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constexpr const size_t VK_SHADER_STAGE_TYPE_COUNT=20;//GetBitOffset((uint32_t)VK_SHADER_STAGE_CLUSTER_CULLING_BIT_HUAWEI)+1;
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/**
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* 资源管理,用于管理场景内所需的所有数据
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*/
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@ -36,7 +39,7 @@ class RenderResource
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{
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GPUDevice *device;
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ObjectMap<AnsiString,ShaderModule> shader_module_by_name;
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ShaderModuleMapByName shader_module_by_name[VK_SHADER_STAGE_TYPE_COUNT];
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Map<AnsiString,Material *> material_by_name;
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Map<OSString,Texture *> texture_by_name;
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@ -95,7 +98,7 @@ public: // VBO/VAO
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public: //Material
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const ShaderModule *CreateShaderModule(const AnsiString &shader_module_name,VkShaderStageFlagBits shader_stage,const uint32_t *spv_data,const size_t spv_size);
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const ShaderModule *CreateShaderModule(const AnsiString &shader_module_name,const ShaderCreateInfo *);
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Material * CreateMaterial(const mtl::MaterialCreateInfo *);
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@ -12,21 +12,28 @@
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#include<hgl/shadergen/ShaderDescriptorInfo.h>
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VK_NAMESPACE_BEGIN
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const ShaderModule *RenderResource::CreateShaderModule(const AnsiString &sm_name,VkShaderStageFlagBits shader_stage,const uint32_t *spv_data,const size_t spv_size)
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const ShaderModule *RenderResource::CreateShaderModule(const AnsiString &sm_name,const ShaderCreateInfo *sci)
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{
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if(!device)return(nullptr);
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if(sm_name.IsEmpty())return(nullptr);
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if(!spv_data)return(nullptr);
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if(spv_size<4)return(nullptr);
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const int bit_offset=GetBitOffset((uint32_t)sci->GetShaderStage());
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if(bit_offset<0||bit_offset>VK_SHADER_STAGE_TYPE_COUNT)return(nullptr);
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ShaderModule *sm;
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if(shader_module_by_name.Get(sm_name,sm))
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ShaderModuleMapByName &sm_map=shader_module_by_name[bit_offset];
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if(sm_map.Get(sm_name,sm))
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return sm;
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sm=device->CreateShaderModule(shader_stage,spv_data,spv_size);
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sm=device->CreateShaderModule(sci->GetShaderStage(),sci->GetSPVData(),sci->GetSPVSize());
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shader_module_by_name.Add(sm_name,sm);
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if(!sm)
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return(nullptr);
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sm_map.Add(sm_name,sm);
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#ifdef _DEBUG
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{
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@ -65,9 +72,7 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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if(vert)
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{
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sm=CreateShaderModule( mtl_name+U8_TEXT("?Vertex"),
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VK_SHADER_STAGE_VERTEX_BIT,
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vert->GetSPVData(),vert->GetSPVSize());
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sm=CreateShaderModule(mtl_name,vert);
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if(!sm)
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return(false);
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@ -80,9 +85,7 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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if(geom)
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{
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sm=CreateShaderModule( mtl_name+U8_TEXT("?Geometry"),
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VK_SHADER_STAGE_GEOMETRY_BIT,
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geom->GetSPVData(),geom->GetSPVSize());
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sm=CreateShaderModule(mtl_name,geom);
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smm->Add(sm);
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}
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@ -91,9 +94,7 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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if(frag)
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{
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sm=CreateShaderModule( mtl_name+U8_TEXT("?Fragment"),
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VK_SHADER_STAGE_FRAGMENT_BIT,
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frag->GetSPVData(),frag->GetSPVSize());
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sm=CreateShaderModule(mtl_name,frag);
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smm->Add(sm);
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}
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