118 lines
3.6 KiB
C++
118 lines
3.6 KiB
C++
#include<hgl/graph/vulkan/VKShaderModule.h>
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#include<hgl/graph/vulkan/VKVertexAttributeBinding.h>
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#include"VKShaderParse.h"
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VK_NAMESPACE_BEGIN
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namespace
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{
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void EnumShaderResource(const ShaderParse *parse,ShaderResourceList &sr,const spirv_cross::SmallVector<spirv_cross::Resource> &res)
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{
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for(const auto &obj:res)
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{
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const UTF8String & name =parse->GetName(obj);
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const uint binding =parse->GetBinding(obj);
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sr.binding_by_name.Add(name,binding);
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sr.binding_list.Add(binding);
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}
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}
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}//namespace
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ShaderModule::ShaderModule(VkDevice dev,int id,VkPipelineShaderStageCreateInfo *sci,const ShaderParse *sp)
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{
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device=dev;
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shader_id=id;
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ref_count=0;
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stage_create_info=sci;
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EnumShaderResource(sp,resource[VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER],sp->GetUBO());
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EnumShaderResource(sp,resource[VK_DESCRIPTOR_TYPE_STORAGE_BUFFER],sp->GetSSBO());
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EnumShaderResource(sp,resource[VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE],sp->GetSampler());
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}
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ShaderModule::~ShaderModule()
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{
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vkDestroyShaderModule(device,stage_create_info->module,nullptr);
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delete stage_create_info;
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}
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VertexShaderModule::VertexShaderModule(VkDevice dev,int id,VkPipelineShaderStageCreateInfo *pssci,const ShaderParse *parse):ShaderModule(dev,id,pssci,parse)
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{
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const auto &stage_inputs=parse->GetStageInputs();
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attr_count=(uint32_t)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(const auto &si:stage_inputs)
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{
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const VkFormat format =parse->GetFormat(si); //注意这个格式有可能会解析不出来(比如各种压缩格式)
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const UTF8String & name =parse->GetName(si);
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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 =parse->GetLocation(si); //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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}
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VertexShaderModule::~VertexShaderModule()
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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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}
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const int VertexShaderModule::GetStageInputBinding(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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VertexAttributeBinding *VertexShaderModule::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 VertexShaderModule::Release(VertexAttributeBinding *vab)
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{
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return vab_sets.Delete(vab);
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}
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VK_NAMESPACE_END
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