create DrawData that it split from VertexInputData
This commit is contained in:
parent
a5e76988c7
commit
6740764f07
@ -225,7 +225,7 @@ public:
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cb->BindPipeline(ri->GetPipeline());
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cb->BindDescriptorSets(ri->GetMaterial());
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cb->BindVBO(ri);
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cb->Draw(vid);
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cb->Draw(vid,ri->GetDrawData());
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cb->EndRenderPass();
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cb->End();
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@ -3,9 +3,9 @@
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#include<hgl/graph/VKVBOList.h>
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VK_NAMESPACE_BEGIN
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class RenderL2WBuffer;
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class RenderAssignBuffer;
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/**
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* 同一材质的对象渲染列表
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*/
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@ -30,6 +30,7 @@ private:
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Pipeline * pipeline;
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MaterialInstance * mi;
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const VertexInputData * vid;
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const DrawData * dd;
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public:
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@ -47,9 +48,10 @@ protected:
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Pipeline * last_pipeline;
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const VertexInputData * last_vid;
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const DrawData * last_dd;
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uint last_index;
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bool Bind(const VertexInputData *,const uint);
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bool BindVAB(const VertexInputData *,const DrawData *,const uint);
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void Render(RenderItem *);
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@ -55,6 +55,7 @@ class DeviceBuffer;
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struct DeviceBufferData;
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struct VertexInputData;
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struct DrawData;
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class VertexAttribBuffer;
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using VAB=VertexAttribBuffer;
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@ -165,12 +165,12 @@ public:
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if(!vbo_list->IsFull())return(false);
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vkCmdBindVertexBuffers(cmd_buf,0,vbo_list->binding_count,vbo_list->buffer_list,vbo_list->buffer_offset);
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vkCmdBindVertexBuffers(cmd_buf,0,vbo_list->vab_count,vbo_list->vab_list,vbo_list->vab_offset);
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return(true);
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}
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// void BindIBO(const IBAccess *);
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void BindIBO(IndexBuffer *ibo,VkDeviceSize offset); ///<绑定IBO,注意offset意为索引偏移量,不是字节
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bool BindVBO(Renderable *);
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@ -200,8 +200,8 @@ public: //draw
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void DrawIndirect (VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndirectCommand )){return DrawIndirect( buf,0,drawCount,stride);}
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void DrawIndexedIndirect(VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndexedIndirectCommand )){return DrawIndexedIndirect( buf,0,drawCount,stride);}
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void Draw (const VertexInputData *vid);
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void DrawIndexed (const IBAccess *iba,const uint32_t instance_count);
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void Draw (const VertexInputData *vid,const DrawData *dd);
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// void DrawIndexed (const IBAccess *iba,const uint32_t instance_count);
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public: //dynamic state
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};//class RenderCmdBuffer:public GPUCmdBuffer
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@ -11,12 +11,12 @@ class DeviceBuffer;
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class DescriptorSet
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{
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VkDevice device;
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int binding_count;
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int vab_count;
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VkDescriptorSet desc_set;
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VkPipelineLayout pipeline_layout;
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ObjectList<VkDescriptorBufferInfo> buffer_list;
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ObjectList<VkDescriptorBufferInfo> vab_list;
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ObjectList<VkDescriptorImageInfo> image_list;
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List<VkWriteDescriptorSet> wds_list;
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@ -29,7 +29,7 @@ public:
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DescriptorSet(VkDevice dev,const int bc,VkPipelineLayout pl,VkDescriptorSet ds)
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{
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device =dev;
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binding_count =bc;
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vab_count =bc;
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desc_set =ds;
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pipeline_layout =pl;
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@ -38,11 +38,11 @@ public:
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~DescriptorSet()=default;
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const uint32_t GetCount ()const{return binding_count;}
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const uint32_t GetCount ()const{return vab_count;}
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const VkDescriptorSet GetDescriptorSet ()const{return desc_set;}
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const VkPipelineLayout GetPipelineLayout ()const{return pipeline_layout;}
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const bool IsReady ()const{return wds_list.GetCount()==binding_count;}
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const bool IsReady ()const{return wds_list.GetCount()==vab_count;}
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void Clear();
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@ -22,7 +22,7 @@ class Material
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{
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AnsiString name;
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VertexInput *vertex_input;
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VertexInput *vertex_input_data;
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ShaderModuleMap *shader_maps;
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@ -51,7 +51,7 @@ public:
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const AnsiString & GetName ()const{return name;}
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const VertexInput * GetVertexInput ()const{return vertex_input;}
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const VertexInput * GetVertexInput ()const{return vertex_input_data;}
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const ShaderStageCreateInfoList & GetStageList ()const{return shader_stage_list;}
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@ -40,10 +40,13 @@ public:
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public:
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const AnsiString & GetName ()const{ return prim_name; }
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const VkDeviceSize GetVertexCount ()const;
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const int GetVABCount ()const;
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VABAccess * GetVABAccess (const AnsiString &);
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IBAccess * GetIBAccess ();
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IndexBuffer * GetIBO ();
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const AABB & GetBoundingBox ()const{return BoundingBox;}
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};//class Primitive
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@ -11,39 +11,35 @@
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VK_NAMESPACE_BEGIN
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struct VertexInputData
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{
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uint32_t binding_count;
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VkBuffer *buffer_list;
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VkDeviceSize *buffer_offset;
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uint32_t vertex_count;
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const IBAccess *ib_access;
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uint32_t vab_count;
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VkBuffer *vab_list;
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IndexBuffer *ibo;
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public:
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VertexInputData(const uint32_t,const uint32_t,const IBAccess *);
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VertexInputData(const uint32_t,const uint32_t,const IBAccess *iba);
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~VertexInputData();
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const bool Comp(const VertexInputData *vid)const
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{
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if(!vid)return(false);
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if(binding_count!=vid->binding_count)return(false);
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for(uint32_t i=0;i<binding_count;i++)
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{
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if(buffer_list[i]!=vid->buffer_list[i])return(false);
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if(buffer_offset[i]!=vid->buffer_offset[i])return(false);
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}
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if(vertex_count!=vid->vertex_count)return(false);
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if(ib_access!=vid->ib_access)return(false);
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return(true);
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}
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const bool Comp(const VertexInputData *vid)const;
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};//struct VertexInputData
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struct DrawData
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{
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uint vab_count;
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VkDeviceSize * vab_offset;
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VkDeviceSize vertex_count;
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VkDeviceSize index_start;
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VkDeviceSize index_count;
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public:
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DrawData(const uint32_t bc,const VkDeviceSize vc,const IBAccess *iba);
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~DrawData();
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const bool Comp(const DrawData *)const;
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};
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/**
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* 可渲染对象<br>
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*/
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@ -53,17 +49,24 @@ class Renderable
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MaterialInstance * mat_inst;
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Primitive * primitive;
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VertexInputData * vertex_input;
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VertexInputData * vertex_input_data;
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DrawData * draw_data;
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private:
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friend Renderable *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);
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Renderable(Primitive *,MaterialInstance *,Pipeline *,VertexInputData *);
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Renderable(Primitive *,MaterialInstance *,Pipeline *,VertexInputData *,DrawData *);
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public:
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virtual ~Renderable();
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virtual ~Renderable()
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{
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//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
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SAFE_CLEAR(vertex_input_data);
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SAFE_CLEAR(draw_data);
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}
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void UpdatePipeline (Pipeline *p){pipeline=p;}
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@ -74,7 +77,8 @@ public:
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Primitive * GetPrimitive (){return primitive;}
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const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
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const VertexInputData * GetVertexInputData ()const{return vertex_input;}
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const VertexInputData * GetVertexInputData ()const{return vertex_input_data;}
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const DrawData * GetDrawData ()const{return draw_data;}
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};//class Renderable
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Renderable *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);
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@ -1,11 +1,11 @@
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#pragma once
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#pragma once
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VK_NAMESPACE_BEGIN
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class VBOList
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{
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uint32_t binding_count;
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VkBuffer *buffer_list;
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VkDeviceSize *buffer_offset;
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uint32_t vab_count;
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VkBuffer *vab_list;
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VkDeviceSize *vab_offset;
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uint32_t write_count;
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@ -15,17 +15,17 @@ public:
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VBOList(const uint32 bc)
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{
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binding_count=bc;
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buffer_list=new VkBuffer[binding_count];
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buffer_offset=new VkDeviceSize[binding_count];
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vab_count=bc;
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vab_list=new VkBuffer[vab_count];
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vab_offset=new VkDeviceSize[vab_count];
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write_count=0;
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}
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~VBOList()
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{
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delete[] buffer_offset;
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delete[] buffer_list;
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delete[] vab_offset;
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delete[] vab_list;
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}
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void Restart()
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@ -35,21 +35,21 @@ public:
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const bool IsFull()const
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{
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return write_count>=binding_count;
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return write_count>=vab_count;
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}
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void Add(const VkBuffer buf,const VkDeviceSize offset)
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{
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buffer_list[write_count]=buf;
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buffer_offset[write_count]=offset;
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vab_list[write_count]=buf;
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vab_offset[write_count]=offset;
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++write_count;
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}
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void Add(const VkBuffer *buf,const VkDeviceSize *offset,const uint32_t count)
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{
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hgl_cpy(buffer_list +write_count,buf, count);
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hgl_cpy(buffer_offset+write_count,offset,count);
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hgl_cpy(vab_list +write_count,buf, count);
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hgl_cpy(vab_offset+write_count,offset,count);
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write_count+=count;
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}
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@ -94,6 +94,7 @@ void MaterialRenderList::RenderItem::Set(Renderable *ri)
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pipeline =ri->GetPipeline();
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mi =ri->GetMaterialInstance();
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vid =ri->GetVertexInputData();
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dd =ri->GetDrawData();
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}
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void MaterialRenderList::Stat()
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@ -114,6 +115,7 @@ void MaterialRenderList::Stat()
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last_pipeline =ri->pipeline;
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last_vid =ri->vid;
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last_dd =ri->dd;
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++rn;
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@ -121,11 +123,12 @@ void MaterialRenderList::Stat()
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{
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if(last_pipeline==rn->ri->GetPipeline())
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if(last_vid->Comp(rn->ri->GetVertexInputData()))
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{
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++ri->count;
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++rn;
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continue;
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}
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if(last_dd->Comp(rn->ri->GetDrawData()))
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{
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++ri->count;
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++rn;
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continue;
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}
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++ri_count;
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++ri;
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@ -136,25 +139,26 @@ void MaterialRenderList::Stat()
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last_pipeline =ri->pipeline;
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last_vid =ri->vid;
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last_dd =ri->dd;
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++rn;
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}
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}
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bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index)
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bool MaterialRenderList::BindVAB(const VertexInputData *vid,const DrawData *dd,const uint ri_index)
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{
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//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。
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//const VIL *vil=last_vil;
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//if(vil->GetCount(VertexInputGroup::Basic)!=vid->binding_count)
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//if(vil->GetCount(VertexInputGroup::Basic)!=vid->vab_count)
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// return(false); //这里基本不太可能,因为CreateRenderable时就会检查值是否一样
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vbo_list->Restart();
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//Basic组,它所有的VAB信息均来自于Primitive,由vid参数传递进来
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{
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vbo_list->Add(vid->buffer_list,vid->buffer_offset,vid->binding_count);
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vbo_list->Add(vid->vab_list,dd->vab_offset,vid->vab_count);
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}
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if(assign_buffer) //L2W/MI分发组
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@ -168,7 +172,7 @@ bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index)
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// {
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// count+=joint_id_binding_count;
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// if(count<binding_count) //JointWeight组
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// if(count<vab_count) //JointWeight组
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// {
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// const uint joing_weight_binding_count=vil->GetCount(VertexInputGroup::JointWeight);
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@ -188,7 +192,7 @@ bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index)
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// }
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//}
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//if(count!=binding_count)
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//if(count!=vab_count)
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//{
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// //还有没支持的绑定组????
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@ -214,17 +218,24 @@ void MaterialRenderList::Render(RenderItem *ri)
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if(!ri->vid->Comp(last_vid))
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{
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Bind(ri->vid,ri->first);
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last_vid=ri->vid;
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}
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if(last_vid->ib_access)
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if(!ri->dd->Comp(last_dd))
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{
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cmd_buf->DrawIndexed(last_vid->ib_access,ri->count);
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BindVAB(ri->vid,ri->dd,ri->first);
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last_dd=ri->dd;
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}
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if(last_vid->ibo)
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{
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cmd_buf->BindIBO(ri->vid->ibo,ri->dd->index_start);
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cmd_buf->DrawIndexed(ri->dd->index_count,
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ri->count);
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}
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else
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{
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cmd_buf->Draw(last_vid->vertex_count,ri->count);
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cmd_buf->Draw(ri->dd->vertex_count,ri->count);
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}
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}
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@ -130,13 +130,13 @@ bool RenderCmdBuffer::BindDescriptorSets(Material *mtl)
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return(true);
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}
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//void RenderCmdBuffer::BindIBO(const IBAccess *iba)
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//{
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// vkCmdBindIndexBuffer( cmd_buf,
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// iba->buffer->GetBuffer(),
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// iba->start,
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// VkIndexType(iba->buffer->GetType()));
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//}
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void RenderCmdBuffer::BindIBO(IndexBuffer *ibo,VkDeviceSize offset)
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{
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vkCmdBindIndexBuffer(cmd_buf,
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ibo->GetBuffer(),
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offset*ibo->GetStride(),
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VkIndexType(ibo->GetType()));
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}
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bool RenderCmdBuffer::BindVBO(Renderable *ri)
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{
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@ -145,18 +145,18 @@ bool RenderCmdBuffer::BindVBO(Renderable *ri)
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const VertexInputData *vid=ri->GetVertexInputData();
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if(vid->binding_count<=0)
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if(vid->vab_count<=0)
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return(false);
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vkCmdBindVertexBuffers(cmd_buf,0,vid->binding_count,vid->buffer_list,vid->buffer_offset);
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const DrawData *dd=ri->GetDrawData();
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IndexBuffer *indices_buffer=vid->ib_access->buffer;
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if(dd->vertex_count<=0)
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return(false);
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if(indices_buffer)
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vkCmdBindIndexBuffer(cmd_buf,
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indices_buffer->GetBuffer(),
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vid->ib_access->start,
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VkIndexType(indices_buffer->GetType()));
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vkCmdBindVertexBuffers(cmd_buf,0,vid->vab_count,vid->vab_list,dd->vab_offset);
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if(vid->ibo&&dd->index_count)
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BindIBO(vid->ibo,dd->index_start);
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return(true);
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}
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@ -185,23 +185,31 @@ void RenderCmdBuffer::DrawIndexedIndirect( VkBuffer buffer,
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vkCmdDrawIndexedIndirect(cmd_buf,buffer,offset+i*stride,1,stride);
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}
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void RenderCmdBuffer::Draw(const VertexInputData *vid)
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void RenderCmdBuffer::Draw(const VertexInputData *vid,const DrawData *dd)
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{
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if (vid->ib_access->buffer)
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DrawIndexed(vid->ib_access->count);
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if(!vid||!dd)
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return;
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if (vid->ibo)
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DrawIndexed(dd->index_count);
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else
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Draw(vid->vertex_count);
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Draw(dd->vertex_count);
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}
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void RenderCmdBuffer::DrawIndexed(const IBAccess *iba,const uint32_t instance_count)
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{
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if(!iba||instance_count<=0)return;
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vkCmdBindIndexBuffer(cmd_buf,
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iba->buffer->GetBuffer(),
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||||
iba->start*iba->buffer->GetStride(),
|
||||
VkIndexType(iba->buffer->GetType()));
|
||||
|
||||
vkCmdDrawIndexed(cmd_buf,iba->count,instance_count,0,0,0);
|
||||
}
|
||||
//void RenderCmdBuffer::DrawIndexed(const IBAccess *iba,const uint32_t instance_count)
|
||||
//{
|
||||
// if(!iba||instance_count<=0)return;
|
||||
//
|
||||
// vkCmdBindIndexBuffer(cmd_buf,
|
||||
// iba->buffer->GetBuffer(),
|
||||
// iba->start*iba->buffer->GetStride(),
|
||||
// VkIndexType(iba->buffer->GetType()));
|
||||
//
|
||||
// vkCmdDrawIndexed(cmd_buf,
|
||||
// iba->count,
|
||||
// instance_count,
|
||||
// 0, //first index
|
||||
// 0, //vertex offset
|
||||
// 0); //first instance
|
||||
//}
|
||||
VK_NAMESPACE_END
|
||||
|
@ -69,7 +69,7 @@ namespace
|
||||
|
||||
void DescriptorSet::Clear()
|
||||
{
|
||||
buffer_list.Clear();
|
||||
vab_list.Clear();
|
||||
image_list.Clear();
|
||||
wds_list.Clear();
|
||||
binded_sets.Clear();
|
||||
@ -101,7 +101,7 @@ bool DescriptorSet::BindUBO(const int binding,const DeviceBuffer *buf,const VkDe
|
||||
|
||||
DescriptorBufferInfo *buf_info=new DescriptorBufferInfo(buf,offset,range);
|
||||
|
||||
buffer_list.Add(buf_info);
|
||||
vab_list.Add(buf_info);
|
||||
|
||||
const VkDescriptorType desc_type=dynamic?VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
||||
|
||||
@ -137,7 +137,7 @@ bool DescriptorSet::BindSSBO(const int binding,const DeviceBuffer *buf,const VkD
|
||||
|
||||
DescriptorBufferInfo *buf_info=new DescriptorBufferInfo(buf,offset,range);
|
||||
|
||||
buffer_list.Add(buf_info);
|
||||
vab_list.Add(buf_info);
|
||||
|
||||
const VkDescriptorType desc_type=dynamic?VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
|
||||
|
||||
|
@ -18,9 +18,9 @@ namespace
|
||||
{
|
||||
RANGE_CHECK_RETURN_NULLPTR(type);
|
||||
|
||||
const uint32_t binding_count=pld->binding_count[size_t(type)];
|
||||
const uint32_t vab_count=pld->vab_count[size_t(type)];
|
||||
|
||||
if(!binding_count)
|
||||
if(!vab_count)
|
||||
return(nullptr);
|
||||
|
||||
DescriptorSetAllocateInfo alloc_info;
|
||||
@ -34,7 +34,7 @@ namespace
|
||||
if(vkAllocateDescriptorSets(device,&alloc_info,&desc_set)!=VK_SUCCESS)
|
||||
return(nullptr);
|
||||
|
||||
return(new DescriptorSet(device,binding_count,pld->pipeline_layout,desc_set));
|
||||
return(new DescriptorSet(device,vab_count,pld->pipeline_layout,desc_set));
|
||||
}
|
||||
}//namespace
|
||||
|
||||
|
@ -13,7 +13,7 @@ Material::Material(const AnsiString &n)
|
||||
{
|
||||
name=n;
|
||||
|
||||
vertex_input=nullptr;
|
||||
vertex_input_data=nullptr;
|
||||
shader_maps=new ShaderModuleMap;
|
||||
desc_manager=nullptr;
|
||||
pipeline_layout_data=nullptr;
|
||||
@ -28,7 +28,7 @@ Material::~Material()
|
||||
{
|
||||
SAFE_CLEAR(mi_data_manager);
|
||||
|
||||
ReleaseVertexInput(vertex_input);
|
||||
ReleaseVertexInput(vertex_input_data);
|
||||
delete shader_maps; //不用SAFE_CLEAR是因为这个一定会有
|
||||
SAFE_CLEAR(desc_manager);
|
||||
SAFE_CLEAR(pipeline_layout_data);
|
||||
@ -49,22 +49,22 @@ const bool Material::hasSet(const DescriptorSetType &dst)const
|
||||
|
||||
const VIL *Material::GetDefaultVIL()const
|
||||
{
|
||||
return vertex_input->GetDefaultVIL();
|
||||
return vertex_input_data->GetDefaultVIL();
|
||||
}
|
||||
|
||||
VIL *Material::CreateVIL(const VILConfig *format_map)
|
||||
{
|
||||
return vertex_input->CreateVIL(format_map);
|
||||
return vertex_input_data->CreateVIL(format_map);
|
||||
}
|
||||
|
||||
bool Material::Release(VIL *vil)
|
||||
{
|
||||
return vertex_input->Release(vil);
|
||||
return vertex_input_data->Release(vil);
|
||||
}
|
||||
|
||||
const uint Material::GetVILCount()
|
||||
{
|
||||
return vertex_input->GetInstanceCount();
|
||||
return vertex_input_data->GetInstanceCount();
|
||||
}
|
||||
|
||||
bool Material::BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic)
|
||||
|
@ -26,7 +26,7 @@ PipelineLayoutData *GPUDevice::CreatePipelineLayoutData(const MaterialDescriptor
|
||||
return(nullptr);
|
||||
}
|
||||
|
||||
pld->binding_count[i]=dslci->bindingCount;
|
||||
pld->vab_count[i]=dslci->bindingCount;
|
||||
|
||||
pld->fin_dsl[pld->fin_dsl_count]=pld->layouts[i];
|
||||
++pld->fin_dsl_count;
|
||||
|
@ -9,7 +9,7 @@ struct PipelineLayoutData
|
||||
{
|
||||
VkDevice device;
|
||||
|
||||
int binding_count[DESCRIPTOR_SET_TYPE_COUNT];
|
||||
int vab_count[DESCRIPTOR_SET_TYPE_COUNT];
|
||||
VkDescriptorSetLayout layouts[DESCRIPTOR_SET_TYPE_COUNT];
|
||||
|
||||
VkDescriptorSetLayout fin_dsl[DESCRIPTOR_SET_TYPE_COUNT];
|
||||
|
@ -61,4 +61,9 @@ IBAccess *Primitive::GetIBAccess()
|
||||
return prim_data->GetIBAccess();
|
||||
}
|
||||
|
||||
IndexBuffer *Primitive::GetIBO()
|
||||
{
|
||||
return prim_data->GetIBO();
|
||||
}
|
||||
|
||||
VK_NAMESPACE_END
|
||||
|
@ -38,7 +38,9 @@ public:
|
||||
const int GetVABIndex (const AnsiString &name)const;
|
||||
VABAccess * GetVABAccess (const int index);
|
||||
VABAccess * GetVABAccess (const AnsiString &name);
|
||||
|
||||
IBAccess * GetIBAccess (){return &ib_access;}
|
||||
IndexBuffer * GetIBO (){return ib_access.buffer;}
|
||||
|
||||
public:
|
||||
|
||||
|
@ -124,7 +124,7 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
|
||||
ShaderCreateInfoVertex *vert=mci->GetVS();
|
||||
|
||||
if(vert)
|
||||
mtl->vertex_input=GetVertexInput(vert->sdm->GetShaderStageIO().input);
|
||||
mtl->vertex_input_data=GetVertexInput(vert->sdm->GetShaderStageIO().input);
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -3,46 +3,92 @@
|
||||
#include<hgl/graph/VKMaterialParameters.h>
|
||||
#include<hgl/graph/VKMaterial.h>
|
||||
#include<hgl/graph/VKVertexAttribBuffer.h>
|
||||
#include<hgl/graph/VKIndexBuffer.h>
|
||||
#include<hgl/log/LogInfo.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
VertexInputData::VertexInputData(const uint32_t c,const uint32_t vc,const IBAccess *iba)
|
||||
{
|
||||
binding_count=c;
|
||||
vab_count=c;
|
||||
|
||||
buffer_list=new VkBuffer[binding_count];
|
||||
buffer_offset=new VkDeviceSize[binding_count];
|
||||
vab_list=hgl_zero_new<VkBuffer>(vab_count);
|
||||
|
||||
vertex_count=vc;
|
||||
|
||||
if(!iba||!iba->buffer)
|
||||
ib_access=nullptr;
|
||||
if(iba&&iba->buffer)
|
||||
ibo=iba->buffer;
|
||||
else
|
||||
ib_access=iba;
|
||||
ibo=nullptr;
|
||||
}
|
||||
|
||||
VertexInputData::~VertexInputData()
|
||||
{
|
||||
delete[] buffer_list;
|
||||
delete[] buffer_offset;
|
||||
delete[] vab_list;
|
||||
}
|
||||
|
||||
Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,VertexInputData *vi)
|
||||
const bool VertexInputData::Comp(const VertexInputData *vid)const
|
||||
{
|
||||
if(!vid)return(false);
|
||||
|
||||
if(vab_count!=vid->vab_count)return(false);
|
||||
|
||||
for(uint32_t i=0;i<vab_count;i++)
|
||||
{
|
||||
if(vab_list[i]!=vid->vab_list[i])return(false);
|
||||
}
|
||||
|
||||
if(ibo!=vid->ibo)return(false);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,VertexInputData *vid,DrawData *dd)
|
||||
{
|
||||
primitive=r;
|
||||
pipeline=p;
|
||||
mat_inst=mi;
|
||||
|
||||
vertex_input=vi;
|
||||
vertex_input_data=vid;
|
||||
draw_data=dd;
|
||||
}
|
||||
|
||||
DrawData::DrawData(const uint32_t bc,const VkDeviceSize vc,const IBAccess *iba)
|
||||
{
|
||||
vab_count=bc;
|
||||
|
||||
vab_offset=new VkDeviceSize[vab_count];
|
||||
|
||||
vertex_count=vc;
|
||||
|
||||
if(iba&&iba->buffer)
|
||||
{
|
||||
index_start=iba->start;
|
||||
index_count=iba->count;
|
||||
}
|
||||
}
|
||||
|
||||
DrawData::~DrawData()
|
||||
{
|
||||
delete[] vab_offset;
|
||||
}
|
||||
|
||||
const bool DrawData::Comp(const DrawData *dd)const
|
||||
{
|
||||
if(!dd)return(false);
|
||||
|
||||
if(vab_count!=dd->vab_count)return(false);
|
||||
|
||||
for(uint i=0;i<vab_count;i++)
|
||||
{
|
||||
if(vab_offset[i]!=dd->vab_offset[i])return(false);
|
||||
}
|
||||
|
||||
if(vertex_count!=dd->vertex_count)return(false);
|
||||
|
||||
if(index_start!=dd->index_start)return(false);
|
||||
if(index_count!=dd->index_count)return(false);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
Renderable::~Renderable()
|
||||
{
|
||||
//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
|
||||
|
||||
delete vertex_input;
|
||||
}
|
||||
|
||||
Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
|
||||
{
|
||||
if(!prim||!mi||!p)return(nullptr);
|
||||
@ -58,7 +104,10 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
|
||||
return(nullptr);
|
||||
}
|
||||
|
||||
VertexInputData *vid=new VertexInputData(input_count,prim->GetVertexCount(),prim->GetIBAccess());
|
||||
const IBAccess *iba=prim->GetIBAccess();
|
||||
|
||||
VertexInputData *vid=new VertexInputData(input_count,prim->GetVertexCount(),iba);
|
||||
DrawData *dd=new DrawData(input_count,prim->GetVertexCount(),iba);
|
||||
|
||||
const VertexInputFormat *vif=vil->GetVIFList(VertexInputGroup::Basic);
|
||||
VABAccess *vab_access;
|
||||
@ -96,11 +145,11 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
|
||||
return(nullptr);
|
||||
}
|
||||
|
||||
vid->buffer_offset[i]=vab_access->start*vif->stride;
|
||||
vid->buffer_list[i]=vab_access->vab->GetBuffer();
|
||||
dd->vab_offset[i]=vab_access->start*vif->stride;
|
||||
vid->vab_list[i]=vab_access->vab->GetBuffer();
|
||||
++vif;
|
||||
}
|
||||
|
||||
return(new Renderable(prim,mi,p,vid));
|
||||
return(new Renderable(prim,mi,p,vid,dd));
|
||||
}
|
||||
VK_NAMESPACE_END
|
||||
|
Loading…
x
Reference in New Issue
Block a user