#pragma once #include #include #include #include #include #include namespace hgl{namespace graph { using UBODescriptorList=ArrayList; using SamplerDescriptorList=ArrayList; 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 { protected: VkShaderStageFlagBits stage_flag; 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; ShaderPushConstant push_constant; public: ShaderDescriptorInfo(VkShaderStageFlagBits); virtual ~ShaderDescriptorInfo()=default; const VkShaderStageFlagBits GetShaderStage()const { return stage_flag; } const AnsiString GetStageName()const { return AnsiString(GetShaderStageName(stage_flag)); } public: 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;} public: void AddStruct(const AnsiString &); bool AddUBO(DescriptorSetType type,const UBODescriptor *sd); bool AddSampler(DescriptorSetType type,const SamplerDescriptor *sd); bool AddConstValue(ConstValueDescriptor *sd); void SetPushConstant(const AnsiString &name,uint8_t offset,uint8_t size); };//class ShaderDescriptorInfo template class CustomShaderDescriptorInfo:public ShaderDescriptorInfo { IArray input; OArray output; public: CustomShaderDescriptorInfo():ShaderDescriptorInfo(SS){} virtual ~CustomShaderDescriptorInfo()override=default; bool AddInput(I &item){return input.Add(item);} bool AddOutput(O &item){return output.Add(item);} bool hasInput(const char *name)const{return input.Contains(name);} ///<是否有指定输入 public: IArray &GetInput(){return input;} OArray &GetOutput(){return output;} const bool IsEmptyInput()const{return input.IsEmpty();} const bool IsEmptyOutput()const{return output.IsEmpty();} };//class CustomShaderDescriptorInfo class VertexShaderDescriptorInfo:public CustomShaderDescriptorInfo { SubpassInputDescriptorList subpass_input; public: const SubpassInputDescriptorList & GetSubpassInputList()const{return subpass_input;} public: using CustomShaderDescriptorInfo::CustomShaderDescriptorInfo; ~VertexShaderDescriptorInfo()override=default; bool AddSubpassInput(const AnsiString &name,uint8_t index); };//class VertexShaderDescriptorInfo using TessCtrlShaderDescriptorInfo=CustomShaderDescriptorInfo; using TessEvalShaderDescriptorInfo=CustomShaderDescriptorInfo; using GeometryShaderDescriptorInfo=CustomShaderDescriptorInfo; using FragmentShaderDescriptorInfo=CustomShaderDescriptorInfo; }}//namespace hgl::graph