133 lines
3.9 KiB
C++
133 lines
3.9 KiB
C++
#include<hgl/graph/VKShaderModule.h>
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#include<hgl/graph/VKVertexAttributeBinding.h>
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#include<hgl/graph/VKDevice.h>
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VK_NAMESPACE_BEGIN
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ShaderModule *GPUDevice::CreateShaderModule(ShaderResource *sr)
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{
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if(!sr)return(nullptr);
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PipelineShaderStageCreateInfo *shader_stage=new PipelineShaderStageCreateInfo(sr->GetStage());
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ShaderModuleCreateInfo moduleCreateInfo(sr);
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if(vkCreateShaderModule(attr->device,&moduleCreateInfo,nullptr,&(shader_stage->module))!=VK_SUCCESS)
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return(nullptr);
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ShaderModule *sm;
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if(sr->GetStage()==VK_SHADER_STAGE_VERTEX_BIT)
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sm=new VertexShaderModule(attr->device,shader_stage,sr);
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else
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sm=new ShaderModule(attr->device,shader_stage,sr);
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return sm;
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}
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ShaderModule::ShaderModule(VkDevice dev,VkPipelineShaderStageCreateInfo *sci,ShaderResource *sr)
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{
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device=dev;
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ref_count=0;
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stage_create_info=sci;
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shader_resource=sr;
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}
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ShaderModule::~ShaderModule()
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{
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vkDestroyShaderModule(device,stage_create_info->module,nullptr);
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//这里不用删除stage_create_info,材质中会删除的
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SAFE_CLEAR(shader_resource);
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}
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VertexShaderModule::VertexShaderModule(VkDevice dev,VkPipelineShaderStageCreateInfo *pssci,ShaderResource *sr):ShaderModule(dev,pssci,sr)
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{
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const ShaderStageList &stage_input_list=sr->GetStageInputs();
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attr_count=stage_input_list.GetCount();
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ssi_list=stage_input_list.GetData();
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name_list=new const AnsiString *[attr_count];
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type_list=new VertexAttribType[attr_count];
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for(uint i=0;i<attr_count;i++)
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{
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name_list[i]=&(ssi_list[i]->name);
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type_list[i]= ssi_list[i]->type;
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}
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}
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VertexShaderModule::~VertexShaderModule()
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{
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if(vab_sets.GetCount()>0)
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{
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//还有在用的,这是个错误
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}
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delete[] type_list;
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delete[] name_list;
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}
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VAB *VertexShaderModule::CreateVAB(const VABConfigInfo *cfg)
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{
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VkVertexInputBindingDescription *binding_list=new VkVertexInputBindingDescription[attr_count];
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VkVertexInputAttributeDescription *attribute_list=new VkVertexInputAttributeDescription[attr_count];
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VkVertexInputBindingDescription *bind=binding_list;
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VkVertexInputAttributeDescription *attr=attribute_list;
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ShaderStage **si=ssi_list;
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VAConfig vac;
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for(uint i=0;i<attr_count;i++)
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{
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//binding对应的是第几个数据输入流
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//实际使用一个binding可以绑定多个attrib
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//比如在一个流中传递{pos,color}这样两个数据,就需要两个attrib
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//但在我们的设计中,仅支持一个流传递一个attrib
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attr->binding =i;
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attr->location =(*si)->location; //此值对应shader中的layout(location=
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attr->offset =0;
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bind->binding =i; //binding对应在vkCmdBindVertexBuffer中设置的缓冲区的序列号,所以这个数字必须从0开始,而且紧密排列。
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//在Renderable类中,buffer_list必需严格按照本此binding为序列号排列
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if(!cfg||!cfg->Get((*si)->name,vac))
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{
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attr->format =VK_NAMESPACE::GetVulkanFormat(&((*si)->type));
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bind->inputRate =VK_VERTEX_INPUT_RATE_VERTEX;
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}
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else
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{
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if(vac.format!=PF_UNDEFINED)
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attr->format =vac.format;
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else
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attr->format =VK_NAMESPACE::GetVulkanFormat(&((*si)->type));
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bind->inputRate =vac.instance?VK_VERTEX_INPUT_RATE_INSTANCE:VK_VERTEX_INPUT_RATE_VERTEX;
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}
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bind->stride =GetStrideByFormat(attr->format);
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++attr;
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++bind;
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++si;
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}
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VAB *vab=new VAB(attr_count,name_list,type_list,binding_list,attribute_list);
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vab_sets.Add(vab);
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return(vab);
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}
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bool VertexShaderModule::Release(VAB *vab)
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{
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return vab_sets.Delete(vab);
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}
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VK_NAMESPACE_END
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