ULRE/inc/hgl/shadergen/ShaderDescriptorInfo.h

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#pragma once
#include<hgl/type/Map.h>
#include<hgl/type/StringList.h>
#include<hgl/graph/VKShaderStage.h>
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/shadergen/MaterialDescriptorInfo.h>
namespace hgl{namespace graph
{
using UBODescriptorList=List<const UBODescriptor *>;
using SamplerDescriptorList=List<const SamplerDescriptor *>;
using ConstValueDescriptorList=ObjectList<ConstValueDescriptor>;
using SubpassInputDescriptorList=ObjectList<SubpassInputDescriptor>;
/**
* 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 *);
void AddStruct(const AnsiString &);
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