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