84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
#include<hgl/graph/vulkan/VKShaderModule.h>
|
||
#include<hgl/graph/vulkan/VKVertexAttributeBinding.h>
|
||
|
||
VK_NAMESPACE_BEGIN
|
||
ShaderModule::ShaderModule(VkDevice dev,int id,VkPipelineShaderStageCreateInfo *sci,ShaderResource *sr)
|
||
{
|
||
device=dev;
|
||
shader_id=id;
|
||
ref_count=0;
|
||
|
||
stage_create_info=sci;
|
||
|
||
shader_resource=sr;
|
||
}
|
||
|
||
ShaderModule::~ShaderModule()
|
||
{
|
||
vkDestroyShaderModule(device,stage_create_info->module,nullptr);
|
||
delete stage_create_info;
|
||
}
|
||
|
||
VertexShaderModule::VertexShaderModule(VkDevice dev,int id,VkPipelineShaderStageCreateInfo *pssci,ShaderResource *sr):ShaderModule(dev,id,pssci,sr)
|
||
{
|
||
const ShaderStageList &stage_inputs=sr->GetStageInputs();
|
||
|
||
attr_count=stage_inputs.GetCount();
|
||
binding_list=new VkVertexInputBindingDescription[attr_count];
|
||
attribute_list=new VkVertexInputAttributeDescription[attr_count];
|
||
|
||
VkVertexInputBindingDescription *bind=binding_list;
|
||
VkVertexInputAttributeDescription *attr=attribute_list;
|
||
|
||
ShaderStage **si=stage_inputs.GetData();
|
||
|
||
for(uint i=0;i<attr_count;i++)
|
||
{
|
||
bind->binding =i; //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。
|
||
//在VertexInput类中,buf_list需要严格按照本此binding为序列号排列
|
||
bind->stride =GetStrideByFormat((*si)->format);
|
||
bind->inputRate =VK_VERTEX_INPUT_RATE_VERTEX;
|
||
|
||
//binding对应的是第几个数据输入流
|
||
//实际使用一个binding可以绑定多个attrib
|
||
//比如在一个流中传递{pos,color}这样两个数据,就需要两个attrib
|
||
//但在我们的设计中,仅支持一个流传递一个attrib
|
||
|
||
attr->binding =i;
|
||
attr->location =(*si)->location; //此值对应shader中的layout(location=
|
||
attr->format =(*si)->format;
|
||
attr->offset =0;
|
||
|
||
++attr;
|
||
++bind;
|
||
|
||
++si;
|
||
}
|
||
}
|
||
|
||
VertexShaderModule::~VertexShaderModule()
|
||
{
|
||
if(vab_sets.GetCount()>0)
|
||
{
|
||
//还有在用的,这是个错误
|
||
}
|
||
|
||
SAFE_CLEAR_ARRAY(binding_list);
|
||
SAFE_CLEAR_ARRAY(attribute_list);
|
||
}
|
||
|
||
VertexAttributeBinding *VertexShaderModule::CreateVertexAttributeBinding()
|
||
{
|
||
VertexAttributeBinding *vab=new VertexAttributeBinding(this);
|
||
|
||
vab_sets.Add(vab);
|
||
|
||
return(vab);
|
||
}
|
||
|
||
bool VertexShaderModule::Release(VertexAttributeBinding *vab)
|
||
{
|
||
return vab_sets.Delete(vab);
|
||
}
|
||
VK_NAMESPACE_END
|