110 lines
4.1 KiB
C++
110 lines
4.1 KiB
C++
#pragma once
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#include<hgl/type/Map.h>
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#include<hgl/type/StringList.h>
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#include<hgl/graph/VKShaderStage.h>
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#include<hgl/graph/VKDescriptorSetType.h>
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#include<hgl/graph/mtl/ShaderVariableType.h>
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#include<hgl/shadergen/MaterialDescriptorInfo.h>
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namespace hgl{namespace graph
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{
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using UBODescriptorList=ArrayList<const UBODescriptor *>;
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using SamplerDescriptorList=ArrayList<const SamplerDescriptor *>;
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using ConstValueDescriptorList=ObjectList<ConstValueDescriptor>;
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using SubpassInputDescriptorList=ObjectList<SubpassInputDescriptor>;
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/**
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* Shader数据管理器,用于生成正式Shader前的资源统计
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*/
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class ShaderDescriptorInfo
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{
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protected:
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VkShaderStageFlagBits stage_flag;
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AnsiStringList struct_list; //用到的结构列表
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//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
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UBODescriptorList ubo_list;
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SamplerDescriptorList sampler_list;
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ConstValueDescriptorList const_value_list;
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ShaderPushConstant push_constant;
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public:
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ShaderDescriptorInfo(VkShaderStageFlagBits);
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virtual ~ShaderDescriptorInfo()=default;
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const VkShaderStageFlagBits GetShaderStage()const { return stage_flag; }
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const AnsiString GetStageName()const { return AnsiString(GetShaderStageName(stage_flag)); }
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public:
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const AnsiStringList & GetStructList()const{return struct_list;}
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const UBODescriptorList & GetUBOList()const{return ubo_list;}
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const SamplerDescriptorList & GetSamplerList()const{return sampler_list;}
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const ConstValueDescriptorList & GetConstList()const{return const_value_list;}
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public:
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void AddStruct(const AnsiString &);
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bool AddUBO(DescriptorSetType type,const UBODescriptor *sd);
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bool AddSampler(DescriptorSetType type,const SamplerDescriptor *sd);
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bool AddConstValue(ConstValueDescriptor *sd);
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void SetPushConstant(const AnsiString &name,uint8_t offset,uint8_t size);
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};//class ShaderDescriptorInfo
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template<VkShaderStageFlagBits SS,typename IArray,typename I,typename OArray,typename O> class CustomShaderDescriptorInfo:public ShaderDescriptorInfo
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{
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IArray input;
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OArray output;
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public:
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CustomShaderDescriptorInfo():ShaderDescriptorInfo(SS){}
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virtual ~CustomShaderDescriptorInfo()override=default;
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bool AddInput(I &item){return input.Add(item);}
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bool AddOutput(O &item){return output.Add(item);}
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bool hasInput(const char *name)const{return input.Contains(name);} ///<是否有指定输入
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public:
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IArray &GetInput(){return input;}
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OArray &GetOutput(){return output;}
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const bool IsEmptyInput()const{return input.IsEmpty();}
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const bool IsEmptyOutput()const{return output.IsEmpty();}
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};//class CustomShaderDescriptorInfo
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class VertexShaderDescriptorInfo:public CustomShaderDescriptorInfo<VK_SHADER_STAGE_VERTEX_BIT,VIAArray,VIA,SVArray,ShaderVariable >
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{
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SubpassInputDescriptorList subpass_input;
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public:
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const SubpassInputDescriptorList & GetSubpassInputList()const{return subpass_input;}
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public:
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using CustomShaderDescriptorInfo<VK_SHADER_STAGE_VERTEX_BIT,VIAArray,VIA,SVArray,ShaderVariable>::CustomShaderDescriptorInfo;
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~VertexShaderDescriptorInfo()override=default;
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bool AddSubpassInput(const AnsiString &name,uint8_t index);
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};//class VertexShaderDescriptorInfo
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using TessCtrlShaderDescriptorInfo=CustomShaderDescriptorInfo<VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, SVArray, ShaderVariable, SVArray, ShaderVariable >;
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using TessEvalShaderDescriptorInfo=CustomShaderDescriptorInfo<VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, SVArray, ShaderVariable, SVArray, ShaderVariable >;
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using GeometryShaderDescriptorInfo=CustomShaderDescriptorInfo<VK_SHADER_STAGE_GEOMETRY_BIT, SVArray, ShaderVariable, SVArray, ShaderVariable >;
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using FragmentShaderDescriptorInfo=CustomShaderDescriptorInfo<VK_SHADER_STAGE_FRAGMENT_BIT, SVArray, ShaderVariable, VIAArray, VIA >;
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}}//namespace hgl::graph
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