ULRE/inc/hgl/shadergen/ShaderCreateInfo.h

80 lines
1.7 KiB
C++

#ifndef HGL_SHADER_CREATE_INFO_INCLUDE
#define HGL_SHADER_CREATE_INFO_INCLUDE
#include<hgl/shadergen/ShaderGenNamespace.h>
#include<hgl/graph/VertexAttrib.h>
namespace glsl_compiler
{
struct SPVData;
}
SHADERGEN_NAMESPACE_BEGIN
class MaterialDescriptorInfo;
class ShaderDescriptorInfo;
class ShaderCreateInfo
{
protected:
VkShaderStageFlagBits shader_stage; ///<着色器阶段
MaterialDescriptorInfo *mdm;
protected:
AnsiString main_codes;
AnsiString output_struct;
AnsiString final_shader;
glsl_compiler::SPVData *spv_data;
protected:
virtual bool ProcHeader(){return(true);}
virtual bool ProcSubpassInput();
virtual bool ProcInput(ShaderCreateInfo *);
virtual bool ProcOutput();
virtual bool ProcStruct();
virtual bool ProcUBO();
virtual bool ProcSSBO();
virtual bool ProcConst();
virtual bool ProcSampler();
bool CompileToSPV();
public:
ShaderDescriptorInfo *sdm;
VkShaderStageFlagBits GetShaderStage()const{return shader_stage;}
public:
ShaderCreateInfo(VkShaderStageFlagBits ss,MaterialDescriptorInfo *m);
virtual ~ShaderCreateInfo();
int AddOutput(const graph::VAT &type,const AnsiString &name);
int AddOutput(const AnsiString &type,const AnsiString &name);
void SetShaderCodes(const AnsiString &str)
{
main_codes=str;
}
const AnsiString &GetOutputStruct()const{return output_struct;}
const AnsiString &GetShaderSource()const{return final_shader;}
bool CreateShader(ShaderCreateInfo *);
const uint32_t *GetSPVData()const;
const size_t GetSPVSize()const;
};//class ShaderCreateInfo
SHADERGEN_NAMESPACE_END
#endif//HGL_SHADER_CREATE_INFO_INCLUDE