82 lines
2.8 KiB
C++
82 lines
2.8 KiB
C++
#ifndef HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE
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#define HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE
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#include"VK.h"
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#include<hgl/type/Map.h>
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#include<hgl/type/BaseString.h>
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VK_NAMESPACE_BEGIN
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class Device;
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class ShaderModule;
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class VertexShaderModule;
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class Material;
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/**
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* Shader模块管理器<br>
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* 所有的shader模块均由它创建和释放
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* 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)
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*/
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class ShaderModuleManage
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{
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Device *device;
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int shader_count;
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Map<int,ShaderModule *> shader_list;
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public:
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ShaderModuleManage(Device *dev)
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{
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device=dev;
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shader_count=0;
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}
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~ShaderModuleManage();
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const ShaderModule *CreateShader(const VkShaderStageFlagBits shader_stage_bit,const void *spv_data,const uint32_t spv_size);
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const ShaderModule *CreateShader(const VkShaderStageFlagBits shader_stage_bit,const OSString &filename);
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#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);}
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ADD_SHADER_FUNC(Vertex, VERTEX)
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ADD_SHADER_FUNC(Fragment, FRAGMENT)
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ADD_SHADER_FUNC(Geometry, GEOMETRY)
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ADD_SHADER_FUNC(TessCtrl, TESSELLATION_CONTROL)
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ADD_SHADER_FUNC(TessEval, TESSELLATION_EVALUATION)
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ADD_SHADER_FUNC(Compute, COMPUTE)
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#undef ADD_SHADER_FUNC
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#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);}
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ADD_NV_SHADER_FUNC(Raygen, RAYGEN);
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ADD_NV_SHADER_FUNC(AnyHit, ANY_HIT);
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ADD_NV_SHADER_FUNC(ClosestHit, CLOSEST_HIT);
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ADD_NV_SHADER_FUNC(MissBit, MISS);
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ADD_NV_SHADER_FUNC(Intersection,INTERSECTION);
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ADD_NV_SHADER_FUNC(Callable, CALLABLE);
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ADD_NV_SHADER_FUNC(Task, TASK);
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ADD_NV_SHADER_FUNC(Mesh, MESH);
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#undef ADD_NV_SHADER_FUNC
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const ShaderModule *GetShader (int);
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bool ReleaseShader (const ShaderModule *);
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Material * CreateMaterial(const VertexShaderModule *vertex_shader_module,const ShaderModule *fragment_shader_module)const;
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Material * CreateMaterial(const OSString &vertex_shader_filename,const OSString &fragment_shader_filename)
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{
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const ShaderModule *vs=CreateShader(VK_SHADER_STAGE_VERTEX_BIT,vertex_shader_filename);
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if(!vs)
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return(nullptr);
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const ShaderModule *fs=CreateShader(VK_SHADER_STAGE_FRAGMENT_BIT,fragment_shader_filename);
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if(!fs)
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{
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ReleaseShader(vs);
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return(nullptr);
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}
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return(CreateMaterial((VertexShaderModule *)vs,fs));
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}
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};//class ShaderModuleManage
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_SHADER_MODULE_MANAGE_INCLUDE
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