删除VertexInputState类,其内容并入Shader类。
VertexInputStateInstance类更名为VertexAttributeBinding
This commit is contained in:
parent
d3e99e6061
commit
c01f46df5c
@ -11,7 +11,7 @@ Material::~Material()
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MaterialInstance *Material::CreateInstance()
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{
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VertexInputStateInstance *vis_instance=vis->CreateInstance();
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VertexAttributeBinding *vis_instance=shader->CreateVertexAttributeBinding();
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return(new MaterialInstance(this,vis_instance));
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}
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@ -7,7 +7,7 @@ class Shader;
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class DescriptorSetLayoutCreater;
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class MaterialInstance;
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class VertexInputState;
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class VertexInputStateInstance;
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class VertexAttributeBinding;
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/**
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* 材质类<br>
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@ -16,15 +16,13 @@ class VertexInputStateInstance;
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class Material
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{
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Shader *shader;
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VertexInputState *vis;
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DescriptorSetLayoutCreater *dsl_creater;
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public:
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Material(Shader *s,VertexInputState *state,DescriptorSetLayoutCreater *dslc)
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Material(Shader *s,DescriptorSetLayoutCreater *dslc)
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{
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shader=s;
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vis=state;
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dsl_creater=dslc;
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}
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~Material();
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@ -39,11 +37,11 @@ public:
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class MaterialInstance
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{
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const Material *mat; ///<这里的是对material的完全引用,不做任何修改
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VertexInputStateInstance *vis_instance; ///<这里的vis是Material中vis的复制体
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VertexAttributeBinding *vis_instance; ///<这里的vis是Material中vis的复制体
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public:
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MaterialInstance(Material *m,VertexInputStateInstance *vi)
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MaterialInstance(Material *m,VertexAttributeBinding *vi)
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{
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mat=m;
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vis_instance=vi;
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@ -156,18 +156,18 @@ bool PipelineCreater::Set(const Shader *s)
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shader=s;
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pipelineInfo.stageCount=shader->GetCount();
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pipelineInfo.pStages=shader->GetStages();
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pipelineInfo.stageCount=shader->GetStageCount();
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pipelineInfo.pStages=shader->GetShaderStages();
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return(true);
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}
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bool PipelineCreater::Set(const VertexInputStateInstance *vis)
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bool PipelineCreater::Set(const VertexAttributeBinding *vab)
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{
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if(!vis)
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if(!vab)
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return(false);
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vis->Write(vis_create_info);
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vab->Write(vis_create_info);
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return(true);
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}
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@ -6,7 +6,7 @@
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VK_NAMESPACE_BEGIN
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class Device;
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class RenderPass;
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class VertexInputStateInstance;
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class VertexAttributeBinding;
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class Pipeline
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{
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@ -60,7 +60,7 @@ public:
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~PipelineCreater()=default;
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bool Set(const Shader *);
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bool Set(const VertexInputStateInstance *);
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bool Set(const VertexAttributeBinding *);
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bool Set(const VkPrimitiveTopology,bool=false);
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bool Set(VkPipelineLayout pl);
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@ -37,6 +37,17 @@ bool Shader::CreateVIS(const void *spv_data,const uint32_t spv_size)
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spirv_cross::ShaderResources res=comp.get_shader_resources();
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attr_count=res.stage_inputs.size();
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binding_list=new VkVertexInputBindingDescription[attr_count];
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attribute_list=new VkVertexInputAttributeDescription[attr_count];
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VkVertexInputBindingDescription *bind=binding_list;
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VkVertexInputAttributeDescription *attr=attribute_list;
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uint32_t binding_index=0;
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for(auto &si:res.stage_inputs)
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{
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const spirv_cross::SPIRType & type =comp.get_type(si.type_id);
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@ -45,10 +56,28 @@ bool Shader::CreateVIS(const void *spv_data,const uint32_t spv_size)
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if(format==VK_FORMAT_UNDEFINED)
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return(false);
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const uint32_t location=comp.get_decoration(si.id,spv::DecorationLocation);
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const UTF8String & name =comp.get_name(si.id).c_str();
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vertex_input_state->Add(name,location,format);
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bind->binding =binding_index; //binding对应在vkCmdBindVertexBuffer中设置的缓冲区序列号,所以这个数字必须从0开始,而且紧密排列。
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//在VertexInput类中,buf_list需要严格按照本此binding为序列号排列
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bind->stride =GetStrideByFormat(format);
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bind->inputRate =VK_VERTEX_INPUT_RATE_VERTEX;
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//实际使用可以一个binding绑多个attrib,但我们仅支持1v1。
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//一个binding是指在vertex shader中,由一个vertex输入流输入数据,attrib指其中的数据成分
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//比如在一个流中传递{pos,color}这样两个数据,就需要两个attrib
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//但我们在一个流中,仅支持一个attrib传递
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attr->binding =binding_index;
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attr->location =comp.get_decoration(si.id,spv::DecorationLocation);
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attr->format =format;
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attr->offset =0;
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stage_input_locations.Add(name,attr);
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++attr;
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++bind;
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++binding_index;
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}
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return(true);
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@ -57,13 +86,20 @@ bool Shader::CreateVIS(const void *spv_data,const uint32_t spv_size)
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Shader::Shader(VkDevice dev)
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{
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device=dev;
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vertex_input_state=new VertexInputState();
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attr_count=0;
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binding_list=nullptr;
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attribute_list=nullptr;
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}
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Shader::~Shader()
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{
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delete vertex_input_state;
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if(instance_set.GetCount()>0)
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{
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//还有在用的,这是个错误
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}
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SAFE_CLEAR_ARRAY(binding_list);
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SAFE_CLEAR_ARRAY(attribute_list);
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const int count=shader_stage_list.GetCount();
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@ -106,14 +142,41 @@ bool Shader::Add(const VkShaderStageFlagBits shader_stage_bit,const void *spv_da
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return(true);
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}
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void Shader::Clear()
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VertexAttributeBinding *Shader::CreateVertexAttributeBinding()
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{
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shader_stage_list.Clear();
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vertex_input_state->Clear();
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VertexAttributeBinding *vis_instance=new VertexAttributeBinding(this);
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instance_set.Add(vis_instance);
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return(vis_instance);
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}
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VertexInputStateInstance *Shader::CreateVertexInputStateInstance()
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bool Shader::Release(VertexAttributeBinding *vis_instance)
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{
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return vertex_input_state->CreateInstance();
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return instance_set.Delete(vis_instance);
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}
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const int Shader::GetLocation(const UTF8String &name)const
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{
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if(name.IsEmpty())return -1;
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VkVertexInputAttributeDescription *attr;
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if(!stage_input_locations.Get(name,attr))
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return -1;
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return attr->location;
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}
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const int Shader::GetBinding(const UTF8String &name)const
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{
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if(name.IsEmpty())return -1;
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VkVertexInputAttributeDescription *attr;
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if(!stage_input_locations.Get(name,attr))
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return -1;
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return attr->binding;
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}
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VK_NAMESPACE_END
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@ -1,9 +1,10 @@
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#pragma once
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#include"VK.h"
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#include<hgl/type/BaseString.h>
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#include<hgl/type/Map.h>
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#include<hgl/type/Set.h>
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VK_NAMESPACE_BEGIN
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class VertexInputState;
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class VertexInputStateInstance;
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class VertexAttributeBinding;
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/**
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* Shader 创建器
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@ -14,7 +15,15 @@ class Shader
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List<VkPipelineShaderStageCreateInfo> shader_stage_list;
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VertexInputState *vertex_input_state=nullptr;
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private:
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uint32_t attr_count;
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VkVertexInputBindingDescription *binding_list;
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VkVertexInputAttributeDescription *attribute_list;
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Map<UTF8String,VkVertexInputAttributeDescription *> stage_input_locations;
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Set<VertexAttributeBinding *> instance_set;
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private:
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@ -47,12 +56,26 @@ public:
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ADD_NV_SHADER_FUNC(Mesh, MESH);
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#undef ADD_NV_SHADER_FUNC
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void Clear();
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public: //shader部分
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const uint32_t GetCount ()const{return shader_stage_list.GetCount();}
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const VkPipelineShaderStageCreateInfo * GetStages ()const{return shader_stage_list.GetData();}
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const uint32_t GetStageCount ()const{return shader_stage_list.GetCount();}
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const VkPipelineShaderStageCreateInfo * GetShaderStages ()const{return shader_stage_list.GetData();}
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const VertexInputState *GetVertexInputState()const{return vertex_input_state;}
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VertexInputStateInstance *CreateVertexInputStateInstance();
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public: //Vertex Input部分
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VertexAttributeBinding * CreateVertexAttributeBinding();
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bool Release(VertexAttributeBinding *);
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const uint32_t GetInstanceCount()const{return instance_set.GetCount();}
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const uint32_t GetAttrCount()const{return attr_count;}
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const int GetLocation (const UTF8String &)const;
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const int GetBinding (const UTF8String &)const;
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const VkVertexInputBindingDescription * GetDescList ()const{return binding_list;}
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const VkVertexInputAttributeDescription * GetAttrList ()const{return attribute_list;}
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const VkVertexInputBindingDescription * GetDesc (const uint32_t index)const{return (index>=attr_count?nullptr:binding_list+index);}
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const VkVertexInputAttributeDescription * GetAttr (const uint32_t index)const{return (index>=attr_count?nullptr:attribute_list+index);}
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};//class ShaderCreater
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VK_NAMESPACE_END
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@ -1,90 +1,13 @@
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#include"VKVertexInput.h"
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#include"VKBuffer.h"
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#include"VKShader.h"
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VK_NAMESPACE_BEGIN
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VertexInputState::~VertexInputState()
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VertexAttributeBinding::VertexAttributeBinding(Shader *s)
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{
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if(instance_set.GetCount()>0)
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{
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//还有在用的,这是个错误
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}
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}
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shader=s;
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int VertexInputState::Add(const UTF8String &name,const uint32_t shader_location,const VkFormat format,uint32_t offset,bool instance)
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{
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//binding对应在vkCmdBindVertexBuffer中设置的缓冲区序列号,所以这个数字必须从0开始,而且紧密排列。
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//在VertexInput类中,buf_list需要严格按照本类产生的binding为序列号
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const int binding_index=binding_list.GetCount(); //参考opengl vab,binding_index必须从0开始,紧密排列。对应在vkCmdBindVertexBuffer中的缓冲区索引
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binding_list.SetCount(binding_index+1);
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attribute_list.SetCount(binding_index+1);
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VkVertexInputBindingDescription *binding=binding_list.GetData()+binding_index;
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VkVertexInputAttributeDescription *attrib=attribute_list.GetData()+binding_index;
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binding->binding=binding_index;
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binding->stride=GetStrideByFormat(format);
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binding->inputRate=instance?VK_VERTEX_INPUT_RATE_INSTANCE:VK_VERTEX_INPUT_RATE_VERTEX;
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//实际使用可以一个binding绑多个attrib,但我们仅支持1v1。
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//一个binding是指在vertex shader中,由一个vertex输入流输入数据,attrib指其中的数据成分
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//比如在一个流中传递{pos,color}这样两个数据,就需要两个attrib
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//但我们在一个流中,仅支持一个attrib传递
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attrib->binding=binding_index;
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attrib->location=shader_location;
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attrib->format=format;
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attrib->offset=offset;
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stage_input_locations.Add(name,attrib);
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return binding_index;
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}
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const int VertexInputState::GetLocation(const UTF8String &name)const
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{
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if(name.IsEmpty())return -1;
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VkVertexInputAttributeDescription *attr;
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if(!stage_input_locations.Get(name,attr))
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return -1;
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return attr->location;
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}
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const int VertexInputState::GetBinding(const UTF8String &name)const
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{
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if(name.IsEmpty())return -1;
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VkVertexInputAttributeDescription *attr;
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if(!stage_input_locations.Get(name,attr))
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return -1;
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return attr->binding;
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}
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VertexInputStateInstance *VertexInputState::CreateInstance()
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{
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VertexInputStateInstance *vis_instance=new VertexInputStateInstance(this);
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instance_set.Add(vis_instance);
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return(vis_instance);
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}
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bool VertexInputState::Release(VertexInputStateInstance *vis_instance)
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{
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return instance_set.Delete(vis_instance);
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}
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VertexInputStateInstance::VertexInputStateInstance(VertexInputState *_vis)
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{
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vis=_vis;
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const int count=vis->GetCount();
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const int count=shader->GetAttrCount();
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if(count<=0)
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{
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@ -92,46 +15,51 @@ VertexInputStateInstance::VertexInputStateInstance(VertexInputState *_vis)
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return;
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}
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binding_list=hgl_copy_new(count,vis->GetDescList());
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binding_list=hgl_copy_new(count,shader->GetDescList());
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}
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VertexInputStateInstance::~VertexInputStateInstance()
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VertexAttributeBinding::~VertexAttributeBinding()
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{
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delete[] binding_list;
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vis->Release(this);
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shader->Release(this);
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}
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bool VertexInputStateInstance::SetInstance(const uint index,bool instance)
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bool VertexAttributeBinding::SetInstance(const uint index,bool instance)
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{
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if(index>=vis->GetCount())return(false);
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if(index>=shader->GetAttrCount())return(false);
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binding_list[index].inputRate=instance?VK_VERTEX_INPUT_RATE_INSTANCE:VK_VERTEX_INPUT_RATE_VERTEX;
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return(true);
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}
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void VertexInputStateInstance::Write(VkPipelineVertexInputStateCreateInfo &vis_create_info) const
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bool VertexAttributeBinding::SetInstance(const UTF8String &name,bool instance)
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{
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return SetInstance(shader->GetBinding(name),instance);
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}
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void VertexAttributeBinding::Write(VkPipelineVertexInputStateCreateInfo &vis_create_info) const
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{
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vis_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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const uint32_t count=vis->GetCount();
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const uint32_t count=shader->GetAttrCount();
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vis_create_info.vertexBindingDescriptionCount = count;
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vis_create_info.pVertexBindingDescriptions = binding_list;
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vis_create_info.vertexAttributeDescriptionCount = count;
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vis_create_info.pVertexAttributeDescriptions = vis->GetAttrList();
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vis_create_info.pVertexAttributeDescriptions = shader->GetAttrList();
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}
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VertexInput::VertexInput(const VertexInputState *state)
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VertexInput::VertexInput(const Shader *s)
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{
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vis=state;
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shader=s;
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if(!vis)
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if(!shader)
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return;
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buf_count=vis->GetCount();
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buf_count=shader->GetAttrCount();
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buf_list=hgl_zero_new<VkBuffer>(buf_count);
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buf_offset=hgl_zero_new<VkDeviceSize>(buf_count);
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@ -147,8 +75,8 @@ bool VertexInput::Set(const int index,VertexBuffer *buf,VkDeviceSize offset)
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{
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if(index<0||index>=buf_count)return(false);
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const VkVertexInputBindingDescription *desc=vis->GetDesc(index);
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const VkVertexInputAttributeDescription *attr=vis->GetAttr(index);
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const VkVertexInputBindingDescription *desc=shader->GetDesc(index);
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const VkVertexInputAttributeDescription *attr=shader->GetAttr(index);
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if(buf->GetFormat()!=attr->format)return(false);
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if(buf->GetStride()!=desc->stride)return(false);
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@ -158,4 +86,9 @@ bool VertexInput::Set(const int index,VertexBuffer *buf,VkDeviceSize offset)
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return(true);
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}
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bool VertexInput::Set(const UTF8String &name,VertexBuffer *vb,VkDeviceSize offset)
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{
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return Set(shader->GetBinding(name),vb,offset);
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}
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VK_NAMESPACE_END
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@ -3,83 +3,32 @@
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#include"VK.h"
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#include<hgl/type/BaseString.h>
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#include<hgl/type/Map.h>
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#include<hgl/type/Set.h>
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VK_NAMESPACE_BEGIN
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class VertexBuffer;
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class IndexBuffer;
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class VertexInputStateInstance;
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/**
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* 顶点输入状态<br>
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* 顶点输入状态用于记录数据是如果传递给Pipeline的,并不包含具体数据<br>
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* 本类对象用于存放在Material中,只记录格式,并不能直接供pipeline使用
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*/
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class VertexInputState
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{
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List<VkVertexInputBindingDescription> binding_list;
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List<VkVertexInputAttributeDescription> attribute_list;
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Map<UTF8String,VkVertexInputAttributeDescription *> stage_input_locations;
|
||||
|
||||
Set<VertexInputStateInstance *> instance_set;
|
||||
|
||||
private:
|
||||
|
||||
friend class Shader;
|
||||
|
||||
VertexInputState()=default;
|
||||
~VertexInputState();
|
||||
|
||||
int Add(const UTF8String &name,const uint32_t shader_location,const VkFormat format,uint32_t offset=0,bool instance=false);
|
||||
|
||||
public:
|
||||
|
||||
void Clear()
|
||||
{
|
||||
binding_list.Clear();
|
||||
attribute_list.Clear();
|
||||
}
|
||||
|
||||
const uint32_t GetCount ()const{return binding_list.GetCount();}
|
||||
|
||||
const int GetLocation (const UTF8String &)const;
|
||||
const int GetBinding (const UTF8String &)const;
|
||||
|
||||
const VkVertexInputBindingDescription * GetDescList ()const{return binding_list.GetData();}
|
||||
const VkVertexInputAttributeDescription * GetAttrList ()const{return attribute_list.GetData();}
|
||||
|
||||
const VkVertexInputBindingDescription * GetDesc (const int index)const{return (index<0||index>=binding_list.GetCount()?nullptr:binding_list.GetData()+index);}
|
||||
const VkVertexInputAttributeDescription * GetAttr (const int index)const{return (index<0||index>=attribute_list.GetCount()?nullptr:attribute_list.GetData()+index);}
|
||||
|
||||
public:
|
||||
|
||||
VertexInputStateInstance * CreateInstance();
|
||||
bool Release(VertexInputStateInstance *);
|
||||
const uint32_t GetInstanceCount()const{return instance_set.GetCount();}
|
||||
};//class VertexInputState
|
||||
class Shader;
|
||||
|
||||
/**
|
||||
* 顶点输入状态实例<br>
|
||||
* 本对象用于传递给MaterialInstance,用于已经确定好顶点格式的情况下,依然可修改部分设定(如instance)。
|
||||
*/
|
||||
class VertexInputStateInstance
|
||||
class VertexAttributeBinding
|
||||
{
|
||||
VertexInputState *vis;
|
||||
Shader *shader;
|
||||
VkVertexInputBindingDescription *binding_list;
|
||||
|
||||
private:
|
||||
|
||||
friend class VertexInputState;
|
||||
friend class Shader;
|
||||
|
||||
VertexInputStateInstance(VertexInputState *);
|
||||
VertexAttributeBinding(Shader *);
|
||||
|
||||
public:
|
||||
|
||||
~VertexInputStateInstance();
|
||||
~VertexAttributeBinding();
|
||||
|
||||
bool SetInstance(const uint index,bool instance);
|
||||
bool SetInstance(const UTF8String &name,bool instance){return SetInstance(vis->GetBinding(name),instance);}
|
||||
bool SetInstance(const UTF8String &name,bool instance);
|
||||
|
||||
void Write(VkPipelineVertexInputStateCreateInfo &vis)const;
|
||||
};//class VertexInputStateInstance
|
||||
@ -90,7 +39,7 @@ public:
|
||||
*/
|
||||
class VertexInput
|
||||
{
|
||||
const VertexInputState *vis;
|
||||
const Shader *shader;
|
||||
|
||||
int buf_count=0;
|
||||
VkBuffer *buf_list=nullptr;
|
||||
@ -101,11 +50,11 @@ class VertexInput
|
||||
|
||||
public:
|
||||
|
||||
VertexInput(const VertexInputState *);
|
||||
VertexInput(const Shader *);
|
||||
virtual ~VertexInput();
|
||||
|
||||
bool Set(const int binding, VertexBuffer *vb,VkDeviceSize offset=0);
|
||||
bool Set(const UTF8String &name,VertexBuffer *vb,VkDeviceSize offset=0){return Set(vis->GetBinding(name),vb,offset);}
|
||||
bool Set(const UTF8String &name,VertexBuffer *vb,VkDeviceSize offset=0);
|
||||
|
||||
bool Set(IndexBuffer *ib,VkDeviceSize offset=0)
|
||||
{
|
||||
|
@ -113,12 +113,12 @@ constexpr float color_data[]={1,0,0, 0,1,0, 0,0,1 };
|
||||
vulkan::VertexBuffer *vertex_buffer=nullptr;
|
||||
vulkan::VertexBuffer *color_buffer=nullptr;
|
||||
|
||||
vulkan::VertexInput *CreateVertexBuffer(vulkan::Device *dev,const vulkan::VertexInputState *vis)
|
||||
vulkan::VertexInput *CreateVertexBuffer(vulkan::Device *dev,const vulkan::Shader *shader)
|
||||
{
|
||||
vertex_buffer =dev->CreateVBO(FMT_RG32F, 3,vertex_data);
|
||||
color_buffer =dev->CreateVBO(FMT_RGB32F, 3,color_data);
|
||||
|
||||
vulkan::VertexInput *vi=new vulkan::VertexInput(vis);
|
||||
vulkan::VertexInput *vi=new vulkan::VertexInput(shader);
|
||||
|
||||
vi->Set("Vertex", vertex_buffer);
|
||||
vi->Set("Color", color_buffer);
|
||||
@ -188,9 +188,9 @@ int main(int,char **)
|
||||
|
||||
vulkan::Buffer *ubo=CreateUBO(device);
|
||||
|
||||
vulkan::VertexInputStateInstance *vis_instance=shader->CreateVertexInputStateInstance();
|
||||
vulkan::VertexAttributeBinding *vis_instance=shader->CreateVertexAttributeBinding();
|
||||
|
||||
vulkan::VertexInput *vi=CreateVertexBuffer(device,shader->GetVertexInputState());
|
||||
vulkan::VertexInput *vi=CreateVertexBuffer(device,shader);
|
||||
|
||||
vulkan::PipelineCreater pc(device);
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user