writed ProcSubpassInput,ProcStruct,ProcUBO,ProcConst,ProcSampler at ShaderCreater

This commit is contained in:
hyzboy 2023-03-10 02:15:26 +08:00
parent 68b24903bb
commit ece7fa5f32
No known key found for this signature in database
GPG Key ID: 067EE4525D4FB6D3
4 changed files with 146 additions and 9 deletions

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@ -32,6 +32,7 @@ protected:
virtual bool ProcUBO();
virtual bool ProcSSBO();
virtual bool ProcConst();
virtual bool ProcSampler();
public:

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@ -5,7 +5,7 @@
SHADERGEN_NAMESPACE_BEGIN
class ShaderCreaterVertex:public ShaderCreater
{
virtual void ProcInput() override;
bool ProcInput(ShaderCreater *) override;
public:

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@ -28,22 +28,46 @@ int ShaderCreater::AddOutput(const AnsiString &type,const AnsiString &name)
bool ShaderCreater::ProcSubpassInput()
{
auto sil=sdm.GetSubpassInputList();
if(sil.IsEmpty())
return(true);
const auto si=sil.GetData();
const int si_count=sil.GetCount();
for(int i=0;i<si_count;i++)
{
final_shader+="layout(input_attachment_index=";
final_shader+=AnsiString::numberOf((*si)->input_attachment_index);
final_shader+=", binding=";
final_shader+=AnsiString::numberOf((*si)->binding);
final_shader+=") uniform subpassInput ";
final_shader+=(*si)->name;
final_shader+=";\n";
}
final_shader+="\n";
return(true);
}
bool ShaderCreater::ProcInput(ShaderCreater *last_sc)
{
if(!last_sc)
return;
return(false);
AnsiString last_output=last_sc->GetOutputStruct();
if(last_output.IsEmpty())
return;
return(true);
final_shader+="layout(location=0) in ";
final_shader+=last_output;
final_shader+="Input;\n\n";
return(true);
}
bool ShaderCreater::ProcOutput()
@ -68,6 +92,8 @@ bool ShaderCreater::ProcOutput()
final_shader+=output_struct;
final_shader+="Output;\n\n";
return(true);
}
bool ShaderCreater::ProcStruct()
@ -76,11 +102,16 @@ bool ShaderCreater::ProcStruct()
AnsiString codes;
for(const AnsiString &str:struct_list)
for(auto &str:struct_list)
{
if(!mdm->GetStruct(str,codes))
if(!mdm->GetStruct(*str,codes))
return(false);
final_shader+="struct ";
final_shader+=*str;
final_shader+="\n{\n";
final_shader+=codes;
final_shader+="};\n\n";
}
return(true);
@ -88,23 +119,120 @@ bool ShaderCreater::ProcStruct()
bool ShaderCreater::ProcUBO()
{
auto ubo_list=sdm.GetUBOList();
const int count=ubo_list.GetCount();
if(count<=0)return(true);
auto ubo=ubo_list.GetData();
for(int i=0;i<count;i++)
{
final_shader+="layout(set=";
final_shader+=AnsiString::numberOf((*ubo)->set);
final_shader+=",binding=";
final_shader+=AnsiString::numberOf((*ubo)->binding);
final_shader+=") uniform ";
final_shader+=(*ubo)->type;
final_shader+=" ";
final_shader+=(*ubo)->name;
final_shader+="\n";
++ubo;
}
final_shader+="\n";
return(true);
}
bool ShaderCreater::ProcSSBO()
{
return(false);
}
bool ShaderCreater::ProcConst()
{auto const_list=sdm.GetConstList();
const int count=const_list.GetCount();
if(count<=0)return(true);
auto const_data=const_list.GetData();
for(int i=0;i<count;i++)
{
final_shader+="layout(constant_id=";
final_shader+=AnsiString::numberOf((*const_data)->constant_id);
final_shader+=") const ";
final_shader+=(*const_data)->type;
final_shader+=" ";
final_shader+=(*const_data)->name;
final_shader+="=";
final_shader+=(*const_data)->value;
final_shader+=";\n";
++const_data;
}
final_shader+="\n";
return(true);
}
bool ShaderCreater::ProcSampler()
{
auto sampler_list=sdm.GetSamplerList();
const int count=sampler_list.GetCount();
if(count<=0)return(true);
auto sampler=sampler_list.GetData();
for(int i=0;i<count;i++)
{
final_shader+="layout(set=";
final_shader+=AnsiString::numberOf((*sampler)->set);
final_shader+=",binding=";
final_shader+=AnsiString::numberOf((*sampler)->binding);
final_shader+=") uniform ";
final_shader+=(*sampler)->type;
final_shader+=" ";
final_shader+=(*sampler)->name;
final_shader+="\n";
++sampler;
}
final_shader+="\n";
return(true);
}
bool ShaderCreater::CreateShader(ShaderCreater *last_sc)
{
final_shader="#version 460 core\n";
ProcInput(last_sc);
if(!ProcSubpassInput())
return(false);
if(!ProcInput(last_sc))
return(false);
if(!ProcStruct())
return(false);
if(!ProcUBO())
return(false);
//if(!ProcSSBO())
//return(false);
if(!ProcConst())
return(false);
if(!ProcSampler())
return(false);
ProcOutput();
return(true);
}
bool ShaderCreater::CompileToSPV()

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@ -23,11 +23,17 @@ int ShaderCreaterVertex::AddInput(const AnsiString &type,const AnsiString &name)
return AddInput(vat,name);
}
void ShaderCreaterVertex::ProcInput()
bool ShaderCreaterVertex::ProcInput(ShaderCreater *)
{
const auto &io=sdm.GetShaderStageIO();
if(!io.input.IsEmpty())
if(io.input.IsEmpty())
{
//no input ? this isn't a bug.
//maybe position info from UBO/SBBO/Texture.
return(true);
}
{
for(auto *ss:io.input)
{
@ -41,5 +47,7 @@ void ShaderCreaterVertex::ProcInput()
final_shader+="\n";
}
return(true);
}
SHADERGEN_NAMESPACE_END