removed source codes about "Load Material file"
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@ -97,11 +97,9 @@ public: //Material
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const ShaderModule *CreateShaderModule(const OSString &filename,VkShaderStageFlagBits shader_stage,const uint32_t *spv_data,const size_t spv_size);
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Material * CreateMaterial(const OSString &);
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Material * CreateMaterial(const mtl::MaterialCreateInfo *);
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MaterialInstance * CreateMaterialInstance(Material *,const VILConfig *vil_cfg=nullptr);
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MaterialInstance * CreateMaterialInstance(const OSString &,const VILConfig *vil_cfg=nullptr);
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MaterialInstance * CreateMaterialInstance(const mtl::MaterialCreateInfo *,const VILConfig *vil_cfg=nullptr);
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Primitive * CreatePrimitive(const uint32_t vertex_count=0);
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@ -62,16 +62,6 @@ MaterialInstance *RenderResource::CreateMaterialInstance(Material *mtl,const VIL
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return mi;
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}
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MaterialInstance *RenderResource::CreateMaterialInstance(const OSString &mtl_filename,const VILConfig *vil_cfg)
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{
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Material *mtl=this->CreateMaterial(mtl_filename);
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if(!mtl)
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return(nullptr);
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return CreateMaterialInstance(mtl,vil_cfg);
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}
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MaterialInstance *RenderResource::CreateMaterialInstance(const mtl::MaterialCreateInfo *mci,const VILConfig *vil_cfg)
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{
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Material *mtl=this->CreateMaterial(mci);
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@ -12,7 +12,6 @@
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#include<hgl/shadergen/ShaderDescriptorInfo.h>
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VK_NAMESPACE_BEGIN
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const ShaderModule *RenderResource::CreateShaderModule(const OSString &filename,VkShaderStageFlagBits shader_stage,const uint32_t *spv_data,const size_t spv_size)
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{
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if(!device)return(nullptr);
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@ -45,160 +44,6 @@ const ShaderModule *RenderResource::CreateShaderModule(const OSString &filename,
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return sm;
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}
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void LoadShaderDescriptor(io::ConstBufferReader &cbr,ShaderDescriptor *sd_list,const uint count,const uint8 ver)
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{
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ShaderDescriptor *sd=sd_list;
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for(uint i=0;i<count;i++)
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{
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cbr.CastRead<uint8>(sd->desc_type);
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cbr.ReadTinyString(sd->name);
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if(ver==3)
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cbr.CastRead<uint8>(sd->set_type);
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else
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if(ver==2) //以下是旧的,未来不用了,现仅保证能运行
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{
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if(sd->name[0]=='g')sd->set_type=DescriptorSetType::Global;else
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//if(sd->name[0]=='m')sd->set_type=DescriptorSetType::PerMaterial;else
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//if(sd->name[0]=='r')sd->set_type=DescriptorSetType::PerObject;else
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sd->set_type=DescriptorSetType::PerMaterial;
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}
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cbr.Read(sd->set);
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cbr.Read(sd->binding);
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cbr.Read(sd->stage_flag);
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//if(sd->set_type>=DescriptorSetType::PerObject)
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//{
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// if(sd->desc_type==VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER)sd->desc_type=VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;else
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// if(sd->desc_type==VK_DESCRIPTOR_TYPE_STORAGE_BUFFER)sd->desc_type=VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
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//}
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++sd;
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}
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}
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ShaderResource *LoadShaderResource(io::ConstBufferReader &cbr);
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Material *RenderResource::CreateMaterial(const OSString &filename)
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{
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Material *mtl;
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if(material_by_name.Get(filename,mtl))
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return mtl;
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constexpr char MaterialFileHeader[]=u8"Material\x1A";
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constexpr uint MaterialFileHeaderLength=sizeof(MaterialFileHeader)-1;
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int64 filesize;
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uint8 *filedata=(uint8 *)filesystem::LoadFileToMemory(filename+OS_TEXT(".material"),filesize);
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if(!filedata)
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{
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material_by_name.Add(filename,nullptr);
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return(nullptr);
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}
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AutoDeleteArray<uint8> origin_filedata(filedata,filesize);
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if(filesize<MaterialFileHeaderLength)
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return(nullptr);
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io::ConstBufferReader cbr(filedata,filesize);
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if(memcmp(cbr.CurPointer(),MaterialFileHeader,MaterialFileHeaderLength)!=0)
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return(nullptr);
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cbr.Skip(MaterialFileHeaderLength);
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uint8 ver;
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cbr.Read(ver);
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if(ver<2||ver>3)
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return(nullptr);
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uint32_t shader_bits;
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cbr.Read(shader_bits);
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const uint count=GetShaderCountByBits(shader_bits);
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uint32_t size;
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ShaderResource *sr;
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const ShaderModule *sm;
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bool result=true;
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ShaderModuleMap *smm=new ShaderModuleMap;
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VertexInput *vertex_input=nullptr;
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OSString shader_name;
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for(uint i=0;i<count;i++)
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{
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cbr.Read(size);
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sr=LoadShaderResource(io::ConstBufferReader(cbr,size)); //有一个stage output没读,放弃了,所以不能直接用上一级的cbr
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cbr.Skip(size);
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if(sr)
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{
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shader_name=filename+OS_TEXT("?")+ToOSString(sr->GetStageName());
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sm=CreateShaderModule(shader_name,sr->GetStage(),sr->GetSPVData(),sr->GetSPVSize());
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if(sm)
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{
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if(smm->Add(sm))
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{
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if(sr->GetStage()==VK_SHADER_STAGE_VERTEX_BIT)
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vertex_input=new VertexInput(sr->GetInputs());
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continue;
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}
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}
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}
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result=false;
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break;
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}
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const UTF8String mtl_name=ToUTF8String(filename);
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MaterialDescriptorManager *desc_manager=nullptr;
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{
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uint8 count;
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cbr.Read(count);
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if(count>0)
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{
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ShaderDescriptor *sd_list=new ShaderDescriptor[count];
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LoadShaderDescriptor(cbr,sd_list,count,ver);
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desc_manager=new MaterialDescriptorManager(mtl_name,sd_list,count);
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delete[] sd_list;
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}
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}
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if(result&&vertex_input)
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{
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mtl=device->CreateMaterial(mtl_name,smm,desc_manager,vertex_input);
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Add(mtl);
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}
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else
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{
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SAFE_CLEAR(desc_manager);
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delete smm;
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mtl=nullptr;
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}
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material_by_name.Add(filename,mtl);
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return(mtl);
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}
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Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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{
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if(!mci)
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@ -276,6 +121,6 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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}
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material_by_name.Add(mtl_name,mtl);
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return mtl;
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return mtl;
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}
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VK_NAMESPACE_END
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@ -5,39 +5,6 @@
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#include<hgl/io/ConstBufferReader.h>
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VK_NAMESPACE_BEGIN
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namespace
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{
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ObjectMap<OSString,ShaderResource> shader_resource_by_filename;
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const bool LoadShaderStageAttributes(ShaderAttributeArray &sa_array,io::ConstBufferReader &cbr)
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{
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uint count;
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cbr.CastRead<uint8>(count);
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if(count<=0)
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return(false);
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Init(&sa_array,count);
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ShaderAttribute *ss=sa_array.items;
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for(uint i=0;i<count;i++)
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{
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cbr.Read(ss->location);
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cbr.CastRead<uint8>(ss->basetype);
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cbr.CastRead<uint8>(ss->vec_size);
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cbr.ReadTinyString(ss->name);
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++ss;
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}
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return true;
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}
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}//namespcae
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ShaderResource::ShaderResource(const VkShaderStageFlagBits &flag,const uint32_t *sd,const uint32 size)
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{
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stage_flag=flag;
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@ -85,22 +52,4 @@ VK_NAMESPACE_BEGIN
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return -1;
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}
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ShaderResource *LoadShaderResource(io::ConstBufferReader &cbr)
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{
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VkShaderStageFlagBits flag;
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uint32 spv_size;
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cbr.CastRead<uint32>(flag);
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cbr.Read(spv_size);
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ShaderResource *sr=new ShaderResource(flag,(const uint32_t *)cbr.CurPointer(),spv_size);
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cbr.Skip(spv_size);
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LoadShaderStageAttributes(sr->GetInputs(),cbr);
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// LoadShaderStageAttributes(sr->GetStageOutputs(),cbr);
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return sr;
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}
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VK_NAMESPACE_END
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@ -109,55 +109,4 @@ void ShaderDescriptorInfo::SetPushConstant(const UTF8String name,uint8_t offset,
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push_constant.offset=offset;
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push_constant.size =size;
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}
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#ifdef _DEBUG
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void ShaderDescriptorInfo::DebugOutput(int index)
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{
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UTF8String name=GetStageName();
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LOG_INFO(UTF8String::numberOf(index)+": "+name+" shader");
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if(stage_io.input.count>0)
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{
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LOG_INFO("\tStage Input "+UTF8String::numberOf(stage_io.input.count));
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const ShaderAttribute *ss=stage_io.input.items;
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for(uint i=0;i<stage_io.input.count;i++)
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{
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LOG_INFO("\t\tlayout(location="+UTF8String::numberOf(ss->location)+") in "+GetShaderAttributeTypename(ss)+"\t"+UTF8String(ss->name));
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++ss;
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}
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}
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if(stage_io.output.count>0)
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{
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LOG_INFO("\tStage Output "+UTF8String::numberOf(stage_io.output.count));
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const ShaderAttribute *ss=stage_io.output.items;
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for(uint i=0;i<stage_io.output.count;i++)
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{
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LOG_INFO("\t\tlayout(location="+UTF8String::numberOf(ss->location)+") out "+GetShaderAttributeTypename(ss)+"\t"+UTF8String(ss->name));
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++ss;
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}
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}
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if(ubo_list.GetCount()>0)
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{
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LOG_INFO("\tUBO "+UTF8String::numberOf(ubo_list.GetCount()));
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for(auto *ubo:ubo_list)
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LOG_INFO("\t\tlayout(set="+UTF8String::numberOf(ubo->set)+",binding="+UTF8String::numberOf(ubo->binding)+") uniform "+ubo->type+"\t"+ubo->type);
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}
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if(sampler_list.GetCount()>0)
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{
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LOG_INFO("\tSampler "+UTF8String::numberOf(sampler_list.GetCount()));
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for(auto *ubo:ubo_list)
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LOG_INFO("\t\tlayout(set="+UTF8String::numberOf(ubo->set)+",binding="+UTF8String::numberOf(ubo->binding)+") uniform "+ubo->type+"\t"+ubo->type);
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}
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}
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#endif//_DEBUG
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}}//namespace hgl::graph
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