121 lines
3.1 KiB
C++
121 lines
3.1 KiB
C++
#include"VKShaderModuleManage.h"
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#include"VKShaderModule.h"
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#include"VKMaterial.h"
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#include"VKDevice.h"
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#include"AssetsManage.h"
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#include"VKShaderParse.h"
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VK_NAMESPACE_BEGIN
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ShaderModuleManage::~ShaderModuleManage()
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{
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const int count=shader_list.GetCount();
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if(count>0)
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{
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auto **p=shader_list.GetDataList();
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for(int i=0;i<count;i++)
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{
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delete (*p)->right;
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++p;
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}
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}
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}
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const ShaderModule *ShaderModuleManage::CreateShader(const VkShaderStageFlagBits shader_stage_bit,const void *spv_data,const uint32_t spv_size)
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{
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VkPipelineShaderStageCreateInfo *shader_stage=new VkPipelineShaderStageCreateInfo;
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shader_stage->sType=VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shader_stage->pNext=nullptr;
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shader_stage->pSpecializationInfo=nullptr;
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shader_stage->flags=0;
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shader_stage->stage=shader_stage_bit;
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shader_stage->pName="main";
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VkShaderModuleCreateInfo moduleCreateInfo;
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moduleCreateInfo.sType=VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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moduleCreateInfo.pNext=nullptr;
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moduleCreateInfo.flags=0;
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moduleCreateInfo.codeSize=spv_size;
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moduleCreateInfo.pCode=(const uint32_t *)spv_data;
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if(vkCreateShaderModule(*device,&moduleCreateInfo,nullptr,&(shader_stage->module))!=VK_SUCCESS)
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return(nullptr);
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ShaderModule *sm;
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ShaderParse *parse=new ShaderParse(spv_data,spv_size);
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if(shader_stage_bit==VK_SHADER_STAGE_VERTEX_BIT)
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sm=new VertexShaderModule(shader_count,shader_stage,parse);
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else
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sm=new ShaderModule(shader_count,shader_stage,parse);
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delete parse;
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shader_list.Add(shader_count,sm);
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++shader_count;
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return sm;
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}
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const ShaderModule *ShaderModuleManage::CreateShader(const VkShaderStageFlagBits shader_stage_bit,const UTF8String &filename)
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{
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uint32_t spv_size;
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void *spv_data=LoadFileToMemory(filename,spv_size);
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if(!spv_data)
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return(nullptr);
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const ShaderModule *sm=CreateShader(shader_stage_bit,spv_data,spv_size);
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delete[] spv_data;
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return sm;
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}
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const ShaderModule *ShaderModuleManage::GetShader(int id)
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{
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ShaderModule *sm;
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if(!shader_list.Get(id,sm))
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return nullptr;
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sm->IncRef();
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return sm;
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}
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bool ShaderModuleManage::ReleaseShader(const ShaderModule *const_sm)
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{
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if(!const_sm)
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return(false);
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ShaderModule *sm;
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if(!shader_list.Get(const_sm->GetID(),sm))
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return(false);
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if(sm!=const_sm)
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return(false);
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sm->DecRef();
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return(true);
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}
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Material *ShaderModuleManage::CreateMaterial(const VertexShaderModule *vertex_shader_module,const ShaderModule *fragment_shader_module)const
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{
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if(!vertex_shader_module||!fragment_shader_module)
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return(nullptr);
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if(vertex_shader_module->GetStage()!=VK_SHADER_STAGE_VERTEX_BIT)return(nullptr);
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if(fragment_shader_module->GetStage()!=VK_SHADER_STAGE_FRAGMENT_BIT)return(nullptr);
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ShaderModuleMap *smm=new ShaderModuleMap;
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smm->Add(VK_SHADER_STAGE_VERTEX_BIT,vertex_shader_module);
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smm->Add(VK_SHADER_STAGE_FRAGMENT_BIT,fragment_shader_module);
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return(new Material(device,smm));
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}
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VK_NAMESPACE_END
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