ULRE/src/SceneGraph/Vulkan/VKShaderResource.cpp

150 lines
4.2 KiB
C++

#include<hgl/graph/VKShaderResource.h>
#include<hgl/graph/VKFormat.h>
#include<hgl/filesystem/FileSystem.h>
#include<hgl/type/Map.h>
VK_NAMESPACE_BEGIN
const DescriptorSetsType CheckDescriptorSetsType(const char *str)
{
if(str[1]=='_')
{
if(str[0]=='m')return DescriptorSetsType::Material;
if(str[0]=='g')return DescriptorSetsType::Global;
if(str[0]=='r')return DescriptorSetsType::Renderable;
}
return DescriptorSetsType::Value;
}
#define AccessByPointer(data,type) *(type *)data;data+=sizeof(type);
namespace
{
MapObject<OSString,ShaderResource> shader_resource_by_filename;
const uint8 *LoadShaderStages(ShaderStageList &ss_list,const uint8 *data)
{
const uint count=*data++;
if(count<=0)
return(data);
int str_len;
ShaderStage *ss;
for(uint i=0;i<count;i++)
{
ss=new ShaderStage;
ss->location =*data++;
ss->type.basetype =(VertexAttribBaseType)*data++;
ss->type.vec_size =*data++;
ss->format =VK_NAMESPACE::GetVulkanFormat(&(ss->type));
str_len=*data++;
ss->name.SetString((char *)data,str_len);
data+=str_len;
ss->binding=i;
ss_list.Add(ss);
}
return data;
}
}//namespcae
ShaderResource::ShaderResource(const VkShaderStageFlagBits &flag,const void *sd,const uint32 size)
{
stage_flag=flag;
spv_data=sd;
spv_size=size;
}
const os_char *ShaderStageName[]=
{
OS_TEXT("vert"),
OS_TEXT("tesc"),
OS_TEXT("tese"),
OS_TEXT("geom"),
OS_TEXT("frag"),
OS_TEXT("comp"),
OS_TEXT("task"),
OS_TEXT("mesh")
};
const os_char *ShaderResource::GetStageName() const
{
switch(stage_flag)
{
case VK_SHADER_STAGE_VERTEX_BIT: return ShaderStageName[0];
case VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT: return ShaderStageName[1];
case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT: return ShaderStageName[2];
case VK_SHADER_STAGE_GEOMETRY_BIT: return ShaderStageName[3];
case VK_SHADER_STAGE_FRAGMENT_BIT: return ShaderStageName[4];
case VK_SHADER_STAGE_COMPUTE_BIT: return ShaderStageName[5];
case VK_SHADER_STAGE_TASK_BIT_NV: return ShaderStageName[6];
case VK_SHADER_STAGE_MESH_BIT_NV: return ShaderStageName[7];
default: return nullptr;
}
}
const ShaderStage *ShaderResource::GetStageInput(const AnsiString &name) const
{
const int count=stage_inputs.GetCount();
ShaderStage **ss=stage_inputs.GetData();
for(int i=0;i<count;i++)
{
if(name==(*ss)->name)
return *ss;
++ss;
}
return nullptr;
}
const int ShaderResource::GetStageInputBinding(const AnsiString &name) const
{
const int count=stage_inputs.GetCount();
ShaderStage **ss=stage_inputs.GetData();
for(int i=0;i<count;i++)
{
if(name==(*ss)->name)
return i;
++ss;
}
return -1;
}
ShaderResource *LoadShaderResource(const uint8 *origin_filedata,const int64 filesize)
{
if(!origin_filedata)return(nullptr);
const uint8 *filedata=origin_filedata;
const uint8 *file_end=filedata+filesize;
VkShaderStageFlagBits flag;
uint32 spv_size;
flag =(const VkShaderStageFlagBits)AccessByPointer(filedata,uint32);
spv_size=AccessByPointer(filedata,uint32);
ShaderResource *sr=new ShaderResource(flag,filedata,spv_size);
filedata+=spv_size;
filedata=LoadShaderStages(sr->GetStageInputs(),filedata);
filedata=LoadShaderStages(sr->GetStageOutputs(),filedata);
return sr;
}
VK_NAMESPACE_END