#pragma once #include #include #include #include #include namespace hgl{namespace graph { using UBODescriptorList=List; using SamplerDescriptorList=List; using ConstValueDescriptorList=ObjectList; using SubpassInputDescriptorList=ObjectList; /** * Shader数据管理器,用于生成正式Shader前的资源统计 */ class ShaderDescriptorInfo { VkShaderStageFlagBits stage_flag; ShaderStageIO stage_io; AnsiStringList struct_list; //用到的结构列表 //ubo/object在这里以及MaterialDescriptorInfo中均有一份,mdi中的用于产生set/binding号,这里的用于产生shader UBODescriptorList ubo_list; SamplerDescriptorList sampler_list; ConstValueDescriptorList const_value_list; SubpassInputDescriptorList subpass_input; ShaderPushConstant push_constant; public: ShaderDescriptorInfo(VkShaderStageFlagBits); ~ShaderDescriptorInfo()=default; const VkShaderStageFlagBits GetStageFlag()const { return stage_flag; } const AnsiString GetStageName()const { return AnsiString(GetShaderStageName(stage_flag)); } public: const ShaderStageIO & GetShaderStageIO()const{return stage_io;} const AnsiStringList & GetStructList()const{return struct_list;} const UBODescriptorList & GetUBOList()const{return ubo_list;} const SamplerDescriptorList & GetSamplerList()const{return sampler_list;} const ConstValueDescriptorList & GetConstList()const{return const_value_list;} const SubpassInputDescriptorList & GetSubpassInputList()const{return subpass_input;} public: bool AddInput(ShaderAttribute *); bool AddOutput(ShaderAttribute *); bool AddUBO(DescriptorSetType type,const UBODescriptor *sd); bool AddSampler(DescriptorSetType type,const SamplerDescriptor *sd); bool AddConstValue(ConstValueDescriptor *sd); bool AddSubpassInput(const AnsiString name,uint8_t index); void SetPushConstant(const AnsiString name,uint8_t offset,uint8_t size); #ifdef _DEBUG void DebugOutput(int); #endif//_DEBUG };//class ShaderDescriptorInfo }}//namespace hgl::graph