ULRE/inc/hgl/graph/vulkan/VKShaderModuleManage.h

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#ifndef HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE
#define HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE
#include<hgl/graph/vulkan/VK.h>
#include<hgl/type/Map.h>
#include<hgl/type/BaseString.h>
VK_NAMESPACE_BEGIN
/**
* Shader模块管理器<br>
* 所有的shader模块均由它创建和释放
* 该管理器在一个设备下仅有一个它负责管理所有的shader(仅vs/fs/gs等单个非组合体)
*/
class ShaderModuleManage
{
Device *device;
int shader_count;
Map<int,ShaderModule *> shader_list;
public:
ShaderModuleManage(Device *dev)
{
device=dev;
shader_count=0;
}
~ShaderModuleManage();
const ShaderModule *CreateShader(const VkShaderStageFlagBits shader_stage_bit,const void *spv_data,const uint32_t spv_size);
const ShaderModule *CreateShader(const VkShaderStageFlagBits shader_stage_bit,const OSString &filename);
#define ADD_SHADER_FUNC(sn,vk_name) const ShaderModule *Create##sn##Shader(const void *spv_data,const uint32_t spv_size){return CreateShader(VK_SHADER_STAGE_##vk_name##_BIT,spv_data,spv_size);}
ADD_SHADER_FUNC(Vertex, VERTEX)
ADD_SHADER_FUNC(Fragment, FRAGMENT)
ADD_SHADER_FUNC(Geometry, GEOMETRY)
ADD_SHADER_FUNC(TessCtrl, TESSELLATION_CONTROL)
ADD_SHADER_FUNC(TessEval, TESSELLATION_EVALUATION)
ADD_SHADER_FUNC(Compute, COMPUTE)
#undef ADD_SHADER_FUNC
#define ADD_NV_SHADER_FUNC(sn,vk_name) const ShaderModule *Create##sn##Shader(const void *spv_data,const uint32_t spv_size){return CreateShader(VK_SHADER_STAGE_##vk_name##_BIT_NV,spv_data,spv_size);}
ADD_NV_SHADER_FUNC(Raygen, RAYGEN);
ADD_NV_SHADER_FUNC(AnyHit, ANY_HIT);
ADD_NV_SHADER_FUNC(ClosestHit, CLOSEST_HIT);
ADD_NV_SHADER_FUNC(MissBit, MISS);
ADD_NV_SHADER_FUNC(Intersection,INTERSECTION);
ADD_NV_SHADER_FUNC(Callable, CALLABLE);
ADD_NV_SHADER_FUNC(Task, TASK);
ADD_NV_SHADER_FUNC(Mesh, MESH);
#undef ADD_NV_SHADER_FUNC
const ShaderModule *GetShader (int);
bool ReleaseShader (const ShaderModule *);
Material * CreateMaterial(const VertexShaderModule *vertex_shader_module,const ShaderModule *fragment_shader_module)const;
Material * CreateMaterial(const OSString &vertex_shader_filename,const OSString &fragment_shader_filename)
{
const ShaderModule *vs=CreateShader(VK_SHADER_STAGE_VERTEX_BIT,vertex_shader_filename);
if(!vs)
return(nullptr);
const ShaderModule *fs=CreateShader(VK_SHADER_STAGE_FRAGMENT_BIT,fragment_shader_filename);
if(!fs)
{
ReleaseShader(vs);
return(nullptr);
}
return(CreateMaterial((VertexShaderModule *)vs,fs));
}
};//class ShaderModuleManage
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE