create DrawData that it split from VertexInputData

This commit is contained in:
hyzboy 2024-05-25 22:08:01 +08:00
parent a5e76988c7
commit 6740764f07
20 changed files with 225 additions and 140 deletions

View File

@ -225,7 +225,7 @@ public:
cb->BindPipeline(ri->GetPipeline());
cb->BindDescriptorSets(ri->GetMaterial());
cb->BindVBO(ri);
cb->Draw(vid);
cb->Draw(vid,ri->GetDrawData());
cb->EndRenderPass();
cb->End();

View File

@ -3,9 +3,9 @@
#include<hgl/graph/VKVBOList.h>
VK_NAMESPACE_BEGIN
class RenderL2WBuffer;
class RenderAssignBuffer;
/**
*
*/
@ -30,6 +30,7 @@ private:
Pipeline * pipeline;
MaterialInstance * mi;
const VertexInputData * vid;
const DrawData * dd;
public:
@ -47,9 +48,10 @@ protected:
Pipeline * last_pipeline;
const VertexInputData * last_vid;
const DrawData * last_dd;
uint last_index;
bool Bind(const VertexInputData *,const uint);
bool BindVAB(const VertexInputData *,const DrawData *,const uint);
void Render(RenderItem *);

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@ -55,6 +55,7 @@ class DeviceBuffer;
struct DeviceBufferData;
struct VertexInputData;
struct DrawData;
class VertexAttribBuffer;
using VAB=VertexAttribBuffer;

View File

@ -165,12 +165,12 @@ public:
if(!vbo_list->IsFull())return(false);
vkCmdBindVertexBuffers(cmd_buf,0,vbo_list->binding_count,vbo_list->buffer_list,vbo_list->buffer_offset);
vkCmdBindVertexBuffers(cmd_buf,0,vbo_list->vab_count,vbo_list->vab_list,vbo_list->vab_offset);
return(true);
}
// void BindIBO(const IBAccess *);
void BindIBO(IndexBuffer *ibo,VkDeviceSize offset); ///<绑定IBO注意offset意为索引偏移量不是字节
bool BindVBO(Renderable *);
@ -200,8 +200,8 @@ 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 VertexInputData *vid);
void DrawIndexed (const IBAccess *iba,const uint32_t instance_count);
void Draw (const VertexInputData *vid,const DrawData *dd);
// void DrawIndexed (const IBAccess *iba,const uint32_t instance_count);
public: //dynamic state
};//class RenderCmdBuffer:public GPUCmdBuffer

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@ -11,12 +11,12 @@ class DeviceBuffer;
class DescriptorSet
{
VkDevice device;
int binding_count;
int vab_count;
VkDescriptorSet desc_set;
VkPipelineLayout pipeline_layout;
ObjectList<VkDescriptorBufferInfo> buffer_list;
ObjectList<VkDescriptorBufferInfo> vab_list;
ObjectList<VkDescriptorImageInfo> image_list;
List<VkWriteDescriptorSet> wds_list;
@ -29,7 +29,7 @@ public:
DescriptorSet(VkDevice dev,const int bc,VkPipelineLayout pl,VkDescriptorSet ds)
{
device =dev;
binding_count =bc;
vab_count =bc;
desc_set =ds;
pipeline_layout =pl;
@ -38,11 +38,11 @@ public:
~DescriptorSet()=default;
const uint32_t GetCount ()const{return binding_count;}
const uint32_t GetCount ()const{return vab_count;}
const VkDescriptorSet GetDescriptorSet ()const{return desc_set;}
const VkPipelineLayout GetPipelineLayout ()const{return pipeline_layout;}
const bool IsReady ()const{return wds_list.GetCount()==binding_count;}
const bool IsReady ()const{return wds_list.GetCount()==vab_count;}
void Clear();

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@ -22,7 +22,7 @@ class Material
{
AnsiString name;
VertexInput *vertex_input;
VertexInput *vertex_input_data;
ShaderModuleMap *shader_maps;
@ -51,7 +51,7 @@ public:
const AnsiString & GetName ()const{return name;}
const VertexInput * GetVertexInput ()const{return vertex_input;}
const VertexInput * GetVertexInput ()const{return vertex_input_data;}
const ShaderStageCreateInfoList & GetStageList ()const{return shader_stage_list;}

View File

@ -40,10 +40,13 @@ public:
public:
const AnsiString & GetName ()const{ return prim_name; }
const VkDeviceSize GetVertexCount ()const;
const int GetVABCount ()const;
VABAccess * GetVABAccess (const AnsiString &);
IBAccess * GetIBAccess ();
IndexBuffer * GetIBO ();
const AABB & GetBoundingBox ()const{return BoundingBox;}
};//class Primitive

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@ -11,39 +11,35 @@
VK_NAMESPACE_BEGIN
struct VertexInputData
{
uint32_t binding_count;
VkBuffer *buffer_list;
VkDeviceSize *buffer_offset;
uint32_t vertex_count;
const IBAccess *ib_access;
uint32_t vab_count;
VkBuffer *vab_list;
IndexBuffer *ibo;
public:
VertexInputData(const uint32_t,const uint32_t,const IBAccess *);
VertexInputData(const uint32_t,const uint32_t,const IBAccess *iba);
~VertexInputData();
const bool Comp(const VertexInputData *vid)const
{
if(!vid)return(false);
if(binding_count!=vid->binding_count)return(false);
for(uint32_t i=0;i<binding_count;i++)
{
if(buffer_list[i]!=vid->buffer_list[i])return(false);
if(buffer_offset[i]!=vid->buffer_offset[i])return(false);
}
if(vertex_count!=vid->vertex_count)return(false);
if(ib_access!=vid->ib_access)return(false);
return(true);
}
const bool Comp(const VertexInputData *vid)const;
};//struct VertexInputData
struct DrawData
{
uint vab_count;
VkDeviceSize * vab_offset;
VkDeviceSize vertex_count;
VkDeviceSize index_start;
VkDeviceSize index_count;
public:
DrawData(const uint32_t bc,const VkDeviceSize vc,const IBAccess *iba);
~DrawData();
const bool Comp(const DrawData *)const;
};
/**
* <br>
*/
@ -53,17 +49,24 @@ class Renderable
MaterialInstance * mat_inst;
Primitive * primitive;
VertexInputData * vertex_input;
VertexInputData * vertex_input_data;
DrawData * draw_data;
private:
friend Renderable *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);
Renderable(Primitive *,MaterialInstance *,Pipeline *,VertexInputData *);
Renderable(Primitive *,MaterialInstance *,Pipeline *,VertexInputData *,DrawData *);
public:
virtual ~Renderable();
virtual ~Renderable()
{
//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
SAFE_CLEAR(vertex_input_data);
SAFE_CLEAR(draw_data);
}
void UpdatePipeline (Pipeline *p){pipeline=p;}
@ -74,7 +77,8 @@ public:
Primitive * GetPrimitive (){return primitive;}
const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
const VertexInputData * GetVertexInputData ()const{return vertex_input;}
const VertexInputData * GetVertexInputData ()const{return vertex_input_data;}
const DrawData * GetDrawData ()const{return draw_data;}
};//class Renderable
Renderable *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);

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@ -1,11 +1,11 @@
#pragma once
#pragma once
VK_NAMESPACE_BEGIN
class VBOList
{
uint32_t binding_count;
VkBuffer *buffer_list;
VkDeviceSize *buffer_offset;
uint32_t vab_count;
VkBuffer *vab_list;
VkDeviceSize *vab_offset;
uint32_t write_count;
@ -15,17 +15,17 @@ public:
VBOList(const uint32 bc)
{
binding_count=bc;
buffer_list=new VkBuffer[binding_count];
buffer_offset=new VkDeviceSize[binding_count];
vab_count=bc;
vab_list=new VkBuffer[vab_count];
vab_offset=new VkDeviceSize[vab_count];
write_count=0;
}
~VBOList()
{
delete[] buffer_offset;
delete[] buffer_list;
delete[] vab_offset;
delete[] vab_list;
}
void Restart()
@ -35,21 +35,21 @@ public:
const bool IsFull()const
{
return write_count>=binding_count;
return write_count>=vab_count;
}
void Add(const VkBuffer buf,const VkDeviceSize offset)
{
buffer_list[write_count]=buf;
buffer_offset[write_count]=offset;
vab_list[write_count]=buf;
vab_offset[write_count]=offset;
++write_count;
}
void Add(const VkBuffer *buf,const VkDeviceSize *offset,const uint32_t count)
{
hgl_cpy(buffer_list +write_count,buf, count);
hgl_cpy(buffer_offset+write_count,offset,count);
hgl_cpy(vab_list +write_count,buf, count);
hgl_cpy(vab_offset+write_count,offset,count);
write_count+=count;
}

View File

@ -94,6 +94,7 @@ void MaterialRenderList::RenderItem::Set(Renderable *ri)
pipeline =ri->GetPipeline();
mi =ri->GetMaterialInstance();
vid =ri->GetVertexInputData();
dd =ri->GetDrawData();
}
void MaterialRenderList::Stat()
@ -114,6 +115,7 @@ void MaterialRenderList::Stat()
last_pipeline =ri->pipeline;
last_vid =ri->vid;
last_dd =ri->dd;
++rn;
@ -121,11 +123,12 @@ void MaterialRenderList::Stat()
{
if(last_pipeline==rn->ri->GetPipeline())
if(last_vid->Comp(rn->ri->GetVertexInputData()))
{
++ri->count;
++rn;
continue;
}
if(last_dd->Comp(rn->ri->GetDrawData()))
{
++ri->count;
++rn;
continue;
}
++ri_count;
++ri;
@ -136,25 +139,26 @@ void MaterialRenderList::Stat()
last_pipeline =ri->pipeline;
last_vid =ri->vid;
last_dd =ri->dd;
++rn;
}
}
bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index)
bool MaterialRenderList::BindVAB(const VertexInputData *vid,const DrawData *dd,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。
//const VIL *vil=last_vil;
//if(vil->GetCount(VertexInputGroup::Basic)!=vid->binding_count)
//if(vil->GetCount(VertexInputGroup::Basic)!=vid->vab_count)
// return(false); //这里基本不太可能因为CreateRenderable时就会检查值是否一样
vbo_list->Restart();
//Basic组它所有的VAB信息均来自于Primitive由vid参数传递进来
{
vbo_list->Add(vid->buffer_list,vid->buffer_offset,vid->binding_count);
vbo_list->Add(vid->vab_list,dd->vab_offset,vid->vab_count);
}
if(assign_buffer) //L2W/MI分发组
@ -168,7 +172,7 @@ bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index)
// {
// count+=joint_id_binding_count;
// if(count<binding_count) //JointWeight组
// if(count<vab_count) //JointWeight组
// {
// const uint joing_weight_binding_count=vil->GetCount(VertexInputGroup::JointWeight);
@ -188,7 +192,7 @@ bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index)
// }
//}
//if(count!=binding_count)
//if(count!=vab_count)
//{
// //还有没支持的绑定组????
@ -214,17 +218,24 @@ void MaterialRenderList::Render(RenderItem *ri)
if(!ri->vid->Comp(last_vid))
{
Bind(ri->vid,ri->first);
last_vid=ri->vid;
}
if(last_vid->ib_access)
if(!ri->dd->Comp(last_dd))
{
cmd_buf->DrawIndexed(last_vid->ib_access,ri->count);
BindVAB(ri->vid,ri->dd,ri->first);
last_dd=ri->dd;
}
if(last_vid->ibo)
{
cmd_buf->BindIBO(ri->vid->ibo,ri->dd->index_start);
cmd_buf->DrawIndexed(ri->dd->index_count,
ri->count);
}
else
{
cmd_buf->Draw(last_vid->vertex_count,ri->count);
cmd_buf->Draw(ri->dd->vertex_count,ri->count);
}
}

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@ -130,13 +130,13 @@ bool RenderCmdBuffer::BindDescriptorSets(Material *mtl)
return(true);
}
//void RenderCmdBuffer::BindIBO(const IBAccess *iba)
//{
// vkCmdBindIndexBuffer( cmd_buf,
// iba->buffer->GetBuffer(),
// iba->start,
// VkIndexType(iba->buffer->GetType()));
//}
void RenderCmdBuffer::BindIBO(IndexBuffer *ibo,VkDeviceSize offset)
{
vkCmdBindIndexBuffer(cmd_buf,
ibo->GetBuffer(),
offset*ibo->GetStride(),
VkIndexType(ibo->GetType()));
}
bool RenderCmdBuffer::BindVBO(Renderable *ri)
{
@ -145,18 +145,18 @@ bool RenderCmdBuffer::BindVBO(Renderable *ri)
const VertexInputData *vid=ri->GetVertexInputData();
if(vid->binding_count<=0)
if(vid->vab_count<=0)
return(false);
vkCmdBindVertexBuffers(cmd_buf,0,vid->binding_count,vid->buffer_list,vid->buffer_offset);
const DrawData *dd=ri->GetDrawData();
IndexBuffer *indices_buffer=vid->ib_access->buffer;
if(dd->vertex_count<=0)
return(false);
if(indices_buffer)
vkCmdBindIndexBuffer(cmd_buf,
indices_buffer->GetBuffer(),
vid->ib_access->start,
VkIndexType(indices_buffer->GetType()));
vkCmdBindVertexBuffers(cmd_buf,0,vid->vab_count,vid->vab_list,dd->vab_offset);
if(vid->ibo&&dd->index_count)
BindIBO(vid->ibo,dd->index_start);
return(true);
}
@ -185,23 +185,31 @@ void RenderCmdBuffer::DrawIndexedIndirect( VkBuffer buffer,
vkCmdDrawIndexedIndirect(cmd_buf,buffer,offset+i*stride,1,stride);
}
void RenderCmdBuffer::Draw(const VertexInputData *vid)
void RenderCmdBuffer::Draw(const VertexInputData *vid,const DrawData *dd)
{
if (vid->ib_access->buffer)
DrawIndexed(vid->ib_access->count);
if(!vid||!dd)
return;
if (vid->ibo)
DrawIndexed(dd->index_count);
else
Draw(vid->vertex_count);
Draw(dd->vertex_count);
}
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,0,0,0);
}
//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

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@ -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;

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@ -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

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@ -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)

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@ -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;

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@ -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];

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@ -61,4 +61,9 @@ IBAccess *Primitive::GetIBAccess()
return prim_data->GetIBAccess();
}
IndexBuffer *Primitive::GetIBO()
{
return prim_data->GetIBO();
}
VK_NAMESPACE_END

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@ -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:

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@ -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);
}
{

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@ -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