78 lines
2.5 KiB
C++
78 lines
2.5 KiB
C++
#pragma once
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#include<hgl/shadergen/ShaderCommon.h>
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#include<hgl/type/Map.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/shadergen/MaterialDescriptorManager.h>
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SHADERGEN_NAMESPACE_BEGIN
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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 ShaderDescriptorManager
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{
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ShaderStageIO stage_io;
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MaterialDescriptorManager * material_descriptor_manager;
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//ubo/object在这里以及MaterialDescriptorManager中均有一份,mdm中的用于产生set/binding号,这里的用于产生shader
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List<const UBODescriptor *> ubo_list;
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List<const SamplerDescriptor *> sampler_list;
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ObjectList<ConstValueDescriptor> const_value_list;
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ObjectList<SubpassInputDescriptor> subpass_input;
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ShaderPushConstant push_constant;
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AnsiString source_codes;
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public:
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ShaderDescriptorManager(VkShaderStageFlagBits,MaterialDescriptorManager *);
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~ShaderDescriptorManager()=default;
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const VkShaderStageFlagBits GetStageBits()const { return stage_io.cur; }
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const AnsiString GetStageName()const { return AnsiString(GetShaderStageName(stage_io.cur)); }
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void SetPrevShader(VkShaderStageFlagBits prev) { stage_io.prev=prev; }
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void SetNextShader(VkShaderStageFlagBits next) { stage_io.next=next; }
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public:
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const ShaderStageIO & GetShaderStageIO()const{return stage_io;}
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const List<const UBODescriptor *> & GetUBOList()const{return ubo_list;}
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const List<const SamplerDescriptor *> & GetSamplerList()const{return sampler_list;}
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const ObjectList<ConstValueDescriptor> & GetConstList()const{return const_value_list;}
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const ObjectList<SubpassInputDescriptor> & GetSubpassInputList()const { return subpass_input; }
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const AnsiString &GetSources()const{return source_codes;}
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public:
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bool AddInput(ShaderStage *);
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bool AddOutput(ShaderStage *);
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bool AddUBO(DescriptorSetType type,UBODescriptor *sd);
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bool AddSampler(DescriptorSetType type,SamplerDescriptor *sd);
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bool AddConstValue(ConstValueDescriptor *sd);
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bool AddSubpassInput(const AnsiString name,uint8_t index);
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void SetPushConstant(const AnsiString name,uint8_t offset,uint8_t size);
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void AddSource(const AnsiString &str)
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{
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source_codes+=str;
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source_codes+="\n";
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}
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#ifdef _DEBUG
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void DebugOutput(int);
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#endif//_DEBUG
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};//class ShaderDescriptorManager
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SHADERGEN_NAMESPACE_END
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