ULRE/example/Vulkan/VKShader.h

85 lines
3.2 KiB
C++

#pragma once
#include"VK.h"
#include<hgl/type/BaseString.h>
#include<hgl/type/Map.h>
#include<hgl/type/Set.h>
VK_NAMESPACE_BEGIN
class VertexAttributeBinding;
/**
* Shader 创建器
*/
class Shader
{
VkDevice device;
List<VkPipelineShaderStageCreateInfo> shader_stage_list;
private:
uint32_t attr_count;
VkVertexInputBindingDescription *binding_list;
VkVertexInputAttributeDescription *attribute_list;
Map<UTF8String,VkVertexInputAttributeDescription *> stage_input_locations;
Map<UTF8String,int> ubo_list;
Set<VertexAttributeBinding *> vab_sets;
private:
bool ParseVertexShader(const void *,const uint32_t);
public:
Shader(VkDevice);
~Shader();
bool Add(const VkShaderStageFlagBits shader_stage_bit,const void *spv_data,const uint32_t spv_size);
#define ADD_SHADER_FUNC(sn,vk_name) bool Add##sn##Shader(const void *spv_data,const uint32_t spv_size){return Add(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) bool Add##sn##Shader(const void *spv_data,const uint32_t spv_size) { return Add(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
public: //shader部分
const uint32_t GetStageCount ()const{return shader_stage_list.GetCount();}
const VkPipelineShaderStageCreateInfo * GetShaderStages ()const{return shader_stage_list.GetData();}
const int GetUBO(const UTF8String &name)const{int binding;if(ubo_list.Get(name,binding))return binding;else return -1;}
public: //Vertex Input部分
VertexAttributeBinding * CreateVertexAttributeBinding();
bool Release(VertexAttributeBinding *);
const uint32_t GetInstanceCount()const{return vab_sets.GetCount();}
const uint32_t GetAttrCount()const{return attr_count;}
const int GetLocation (const UTF8String &)const;
const int GetBinding (const UTF8String &)const;
const VkVertexInputBindingDescription * GetDescList ()const{return binding_list;}
const VkVertexInputAttributeDescription * GetAttrList ()const{return attribute_list;}
const VkVertexInputBindingDescription * GetDesc (const uint32_t index)const{return (index>=attr_count?nullptr:binding_list+index);}
const VkVertexInputAttributeDescription * GetAttr (const uint32_t index)const{return (index>=attr_count?nullptr:attribute_list+index);}
};//class ShaderCreater
VK_NAMESPACE_END