#pragma once #include #include #include #include VK_NAMESPACE_BEGIN class DescriptorSets; /** * 描述符合集创造器 */ class DescriptorSetLayoutCreater { VkDevice device; VkDescriptorPool pool; const MaterialDescriptorSets *mds; VkDescriptorSetLayout layouts[size_t(DescriptorSetType::RANGE_SIZE)]; VkDescriptorSetLayout fin_dsl[size_t(DescriptorSetType::RANGE_SIZE)]; uint32_t fin_dsl_count; VkPipelineLayout pipeline_layout=VK_NULL_HANDLE; public: DescriptorSetLayoutCreater(VkDevice,VkDescriptorPool,const MaterialDescriptorSets *); ~DescriptorSetLayoutCreater(); //以下代码不再需要,使用一个void Bind(const ShaderResource &sr,VkShaderStageFlagBits stage)即可全部替代,而且更方便,但以此为提示 // //#define DESC_SET_BIND_FUNC(name,vkname) void Bind##name(const uint32_t binding,VkShaderStageFlagBits stage_flag){Bind(binding,VK_DESCRIPTOR_TYPE_##vkname,stage_flag);} \ // void Bind##name(const uint32_t *binding,const uint32_t count,VkShaderStageFlagBits stage_flag){Bind(binding,count,VK_DESCRIPTOR_TYPE_##vkname,stage_flag);} // // DESC_SET_BIND_FUNC(Sampler, SAMPLER); // // DESC_SET_BIND_FUNC(CombinedImageSampler, COMBINED_IMAGE_SAMPLER); // DESC_SET_BIND_FUNC(SampledImage, SAMPLED_IMAGE); // DESC_SET_BIND_FUNC(StorageImage, STORAGE_IMAGE); // // DESC_SET_BIND_FUNC(UTBO, UNIFORM_TEXEL_BUFFER); // DESC_SET_BIND_FUNC(SSTBO, STORAGE_TEXEL_BUFFER); // DESC_SET_BIND_FUNC(UBO, UNIFORM_BUFFER); // DESC_SET_BIND_FUNC(SSBO, STORAGE_BUFFER); // DESC_SET_BIND_FUNC(UBODynamic, UNIFORM_BUFFER_DYNAMIC); // DESC_SET_BIND_FUNC(SSBODynamic, STORAGE_BUFFER_DYNAMIC); // // DESC_SET_BIND_FUNC(InputAttachment, INPUT_ATTACHMENT); // //#undef DESC_SET_BIND_FUNC bool CreatePipelineLayout(); const VkPipelineLayout GetPipelineLayout()const{return pipeline_layout;} DescriptorSets *Create(const DescriptorSetType &type)const; };//class DescriptorSetLayoutCreater VK_NAMESPACE_END