2.added VertexInput at MaterialData 3.newly CreateShaderModule/CreateMaterial functions at GPUDevice/RenderResource class.
43 lines
1.5 KiB
C++
43 lines
1.5 KiB
C++
#ifndef HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE
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#define HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE
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#include<hgl/type/String.h>
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#include<hgl/type/List.h>
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#include<hgl/type/StringList.h>
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#include<hgl/graph/VKShaderStage.h>
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#include<hgl/graph/VKStruct.h>
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VK_NAMESPACE_BEGIN
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class ShaderResource
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{
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VkShaderStageFlagBits stage_flag;
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const void *spv_data;
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uint32 spv_size;
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ShaderStageIO stage_io;
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public:
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ShaderResource(const VkShaderStageFlagBits &,const void *,const uint32);
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virtual ~ShaderResource();
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const VkShaderStageFlagBits GetStage ()const {return stage_flag;}
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const char * GetStageName ()const {return GetShaderStageName(stage_flag);}
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const uint32_t * GetCode ()const {return (uint32_t *)spv_data;}
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const uint32_t GetCodeSize ()const {return spv_size;}
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ShaderAttributeArray & GetInputs () {return stage_io.input;}
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// ShaderAttributeArray & GetOutputs () {return stage_io.output;}
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const uint GetInputCount ()const {return stage_io.input.count;}
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// const uint GetOutputCount ()const {return stage_io.output.count;}
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const ShaderAttribute * GetInput (const AnsiString &)const;
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const int GetInputBinding (const AnsiString &)const;
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};//class ShaderResource
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE
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