192 lines
5.8 KiB
C++
192 lines
5.8 KiB
C++
#include"VKShader.h"
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#include"VKVertexAttributeBinding.h"
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#include"spirv_cross.hpp"
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VK_NAMESPACE_BEGIN
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namespace
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{
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const VkFormat GetVecFormat(const spirv_cross::SPIRType &type)
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{
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constexpr VkFormat format[][4]=
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{
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{FMT_R8I,FMT_RG8I,FMT_RGB8I,FMT_RGBA8I}, //sbyte
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{FMT_R8U,FMT_RG8U,FMT_RGB8U,FMT_RGBA8U}, //ubyte
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{FMT_R16I,FMT_RG16I,FMT_RGB16I,FMT_RGBA16I},//short
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{FMT_R16U,FMT_RG16U,FMT_RGB16U,FMT_RGBA16U},//ushort
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{FMT_R32I,FMT_RG32I,FMT_RGB32I,FMT_RGBA32I},//int
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{FMT_R32U,FMT_RG32U,FMT_RGB32U,FMT_RGBA32U},//uint
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{FMT_R64I,FMT_RG64I,FMT_RGB64I,FMT_RGBA64I},//int64
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{FMT_R64U,FMT_RG64U,FMT_RGB64U,FMT_RGBA64U},//uint64
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{}, //atomic
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{FMT_R16F,FMT_RG16F,FMT_RGB16F,FMT_RGBA16F},//half
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{FMT_R32F,FMT_RG32F,FMT_RGB32F,FMT_RGBA32F},//float
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{FMT_R64F,FMT_RG64F,FMT_RGB64F,FMT_RGBA64F} //double
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};
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if(type.basetype<spirv_cross::SPIRType::SByte
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||type.basetype>spirv_cross::SPIRType::Double
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||type.basetype==spirv_cross::SPIRType::AtomicCounter
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||type.vecsize<1
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||type.vecsize>4)
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return VK_FORMAT_UNDEFINED;
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return format[type.basetype-spirv_cross::SPIRType::SByte][type.vecsize-1];
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}
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}//namespace
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bool Shader::ParseVertexShader(const void *spv_data,const uint32_t spv_size)
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{
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spirv_cross::Compiler comp((const uint32_t *)spv_data,spv_size/sizeof(uint32_t));
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spirv_cross::ShaderResources res=comp.get_shader_resources();
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attr_count=res.stage_inputs.size();
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binding_list=new VkVertexInputBindingDescription[attr_count];
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attribute_list=new VkVertexInputAttributeDescription[attr_count];
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VkVertexInputBindingDescription *bind=binding_list;
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VkVertexInputAttributeDescription *attr=attribute_list;
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uint32_t binding_index=0;
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for(auto &si:res.stage_inputs)
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{
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const spirv_cross::SPIRType & type =comp.get_type(si.type_id);
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const VkFormat format =GetVecFormat(type);
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if(format==VK_FORMAT_UNDEFINED)
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return(false);
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const UTF8String & name =comp.get_name(si.id).c_str();
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bind->binding =binding_index; //binding对应在vkCmdBindVertexBuffer中设置的缓冲区的序列号,所以这个数字必须从0开始,而且紧密排列。
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//在VertexInput类中,buf_list需要严格按照本此binding为序列号排列
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bind->stride =GetStrideByFormat(format);
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bind->inputRate =VK_VERTEX_INPUT_RATE_VERTEX;
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//binding对应的是第几个数据输入流
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//实际使用一个binding可以绑定多个attrib
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//比如在一个流中传递{pos,color}这样两个数据,就需要两个attrib
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//但在我们的设计中,仅支持一个流传递一个attrib
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attr->binding =binding_index;
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attr->location =comp.get_decoration(si.id,spv::DecorationLocation); //此值对应shader中的layout(location=
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attr->format =format;
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attr->offset =0;
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stage_input_locations.Add(name,attr);
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++attr;
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++bind;
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++binding_index;
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}
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for(auto &ub:res.uniform_buffers)
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{
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const UTF8String & name =comp.get_name(ub.id).c_str();
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const uint binding =comp.get_decoration(ub.id,spv::DecorationBinding);
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ubo_list.Add(name,binding);
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}
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return(true);
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}
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Shader::Shader(VkDevice dev)
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{
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device=dev;
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attr_count=0;
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binding_list=nullptr;
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attribute_list=nullptr;
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}
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Shader::~Shader()
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{
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if(vab_sets.GetCount()>0)
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{
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//还有在用的,这是个错误
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}
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SAFE_CLEAR_ARRAY(binding_list);
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SAFE_CLEAR_ARRAY(attribute_list);
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const int count=shader_stage_list.GetCount();
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if(count>0)
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{
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VkPipelineShaderStageCreateInfo *ss=shader_stage_list.GetData();
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for(int i=0;i<count;i++)
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{
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vkDestroyShaderModule(device,ss->module,nullptr);
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++ss;
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}
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}
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}
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bool Shader::Add(const VkShaderStageFlagBits shader_stage_bit,const void *spv_data,const uint32_t spv_size)
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{
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if(shader_stage_bit==VK_SHADER_STAGE_VERTEX_BIT)
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ParseVertexShader(spv_data,spv_size);
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VkPipelineShaderStageCreateInfo shader_stage;
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shader_stage.sType=VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shader_stage.pNext=nullptr;
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shader_stage.pSpecializationInfo=nullptr;
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shader_stage.flags=0;
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shader_stage.stage=shader_stage_bit;
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shader_stage.pName="main";
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VkShaderModuleCreateInfo moduleCreateInfo;
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moduleCreateInfo.sType=VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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moduleCreateInfo.pNext=nullptr;
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moduleCreateInfo.flags=0;
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moduleCreateInfo.codeSize=spv_size;
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moduleCreateInfo.pCode=(const uint32_t *)spv_data;
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if(vkCreateShaderModule(device,&moduleCreateInfo,nullptr,&shader_stage.module)!=VK_SUCCESS)
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return(false);
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shader_stage_list.Add(shader_stage);
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return(true);
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}
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VertexAttributeBinding *Shader::CreateVertexAttributeBinding()
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{
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VertexAttributeBinding *vab=new VertexAttributeBinding(this);
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vab_sets.Add(vab);
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return(vab);
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}
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bool Shader::Release(VertexAttributeBinding *vab)
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{
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return vab_sets.Delete(vab);
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}
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const int Shader::GetLocation(const UTF8String &name)const
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{
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if(name.IsEmpty())return -1;
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VkVertexInputAttributeDescription *attr;
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if(!stage_input_locations.Get(name,attr))
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return -1;
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return attr->location;
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}
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const int Shader::GetBinding(const UTF8String &name)const
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{
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if(name.IsEmpty())return -1;
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VkVertexInputAttributeDescription *attr;
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if(!stage_input_locations.Get(name,attr))
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return -1;
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return attr->binding;
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}
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VK_NAMESPACE_END
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