54 lines
1.6 KiB
C++
54 lines
1.6 KiB
C++
#pragma once
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#include"VK.h"
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VK_NAMESPACE_BEGIN
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/**
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* Shader ´´½¨Æ÷
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*/
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class ShaderCreater
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{
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VkDevice device;
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List<VkPipelineShaderStageCreateInfo> shader_stage_list;
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public:
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ShaderCreater(VkDevice dev):device(dev){}
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~ShaderCreater();
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bool Add(const VkShaderStageFlagBits shader_stage_bit,const void *spv_data,const uint32_t spv_size);
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#define ADD_SHADER_FUNC(sn,vk_name) bool Add##sn##Shader(const void *spv_data,const uint32_t spv_size){return Add(VK_SHADER_STAGE_##vk_name##_BIT,spv_data,spv_size);}
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ADD_SHADER_FUNC(Vertex, VERTEX)
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ADD_SHADER_FUNC(Fragment, FRAGMENT)
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ADD_SHADER_FUNC(Geometry, GEOMETRY)
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ADD_SHADER_FUNC(TessCtrl, TESSELLATION_CONTROL)
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ADD_SHADER_FUNC(TessEval, TESSELLATION_EVALUATION)
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ADD_SHADER_FUNC(Compute, COMPUTE)
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#undef ADD_SHADER_FUNC
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#define ADD_NV_SHADER_FUNC(sn,vk_name) bool Add##sn##Shader(const void *spv_data,const uint32_t spv_size) { return Add(VK_SHADER_STAGE_##vk_name##_BIT_NV,spv_data,spv_size); }
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ADD_NV_SHADER_FUNC(Raygen, RAYGEN);
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ADD_NV_SHADER_FUNC(AnyHit, ANY_HIT);
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ADD_NV_SHADER_FUNC(ClosestHit, CLOSEST_HIT);
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ADD_NV_SHADER_FUNC(MissBit, MISS);
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ADD_NV_SHADER_FUNC(Intersection,INTERSECTION);
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ADD_NV_SHADER_FUNC(Callable, CALLABLE);
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ADD_NV_SHADER_FUNC(Task, TASK);
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ADD_NV_SHADER_FUNC(Mesh, MESH);
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#undef ADD_NV_SHADER_FUNC
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void Clear()
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{
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shader_stage_list.Clear();
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}
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bool Finish(List<VkPipelineShaderStageCreateInfo> &pss_list)
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{
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pss_list=shader_stage_list;
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Clear();
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}
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};//class ShaderCreater
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VK_NAMESPACE_END
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