added GLSLCompiler.cpp/.h
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@@ -14,7 +14,7 @@ class MaterialCreater
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uint32_t shader_stage; ///<着色器阶段
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MaterialDescriptorManager MDM; ///<材质描述符管理器
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MaterialDescriptorManager mdm; ///<材质描述符管理器
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ShaderCreaterMap shader_map; ///<着色器列表
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@@ -22,6 +22,10 @@ class MaterialCreater
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ShaderCreaterGeometry *geom;
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ShaderCreaterFragment *frag;
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private:
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void SetContext();
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public:
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bool hasShader(const VkShaderStageFlagBits ss)const{return shader_stage&ss;}
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@@ -46,5 +50,7 @@ public:
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bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name);
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bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name);
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bool CompileShader();
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};//class MaterialCreater
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SHADERGEN_NAMESPACE_END
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@@ -32,7 +32,7 @@ public:
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void SetShaderCodes(const AnsiString &str)
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{
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shader_codes;
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shader_codes=str;
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}
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bool CompileToSPV();
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@@ -27,8 +27,6 @@ class ShaderDescriptorManager
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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);
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@@ -50,8 +48,6 @@ public:
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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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@@ -66,12 +62,6 @@ public:
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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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