renamed few values at VKShaderModule

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-03-19 13:37:55 +08:00
parent 5f4dd09f92
commit 42f63c5ef1
3 changed files with 28 additions and 28 deletions

View File

@ -60,7 +60,7 @@ class VertexShaderModule:public ShaderModule
uint32_t attr_count; uint32_t attr_count;
VAT *type_list; VAT *type_list;
const char **name_list; const char **name_list;
ShaderAttribute *attr_list; ShaderAttribute *shader_attr_list;
private: private:
@ -77,7 +77,7 @@ public:
const int GetInputBinding(const AnsiString &name)const{return shader_resource->GetInputBinding(name);} const int GetInputBinding(const AnsiString &name)const{return shader_resource->GetInputBinding(name);}
const ShaderAttribute * GetInput (const AnsiString &name)const{return shader_resource->GetInput(name);} const ShaderAttribute * GetInput (const AnsiString &name)const{return shader_resource->GetInput(name);}
const uint GetInputCount () const{return shader_resource->GetInputCount();} const uint GetInputCount () const{return shader_resource->GetInputCount();}
const ShaderAttributeArray & GetInputs () const{return shader_resource->GetInputs();} const ShaderAttributeArray & GetInputs () const{return shader_resource->GetInputs();}
//const uint32_t GetAttrCount()const{return attr_count;} //const uint32_t GetAttrCount()const{return attr_count;}

View File

@ -29,8 +29,8 @@ public:
const uint32_t * GetCode ()const {return (uint32_t *)spv_data;} const uint32_t * GetCode ()const {return (uint32_t *)spv_data;}
const uint32_t GetCodeSize ()const {return spv_size;} const uint32_t GetCodeSize ()const {return spv_size;}
ShaderAttributeArray & GetInputs () {return stage_io.input;} ShaderAttributeArray & GetInputs () {return stage_io.input;}
// ShaderAttributeArray & GetOutputs () {return stage_io.output;} // ShaderAttributeArray & GetOutputs () {return stage_io.output;}
const uint GetInputCount ()const {return stage_io.input.count;} const uint GetInputCount ()const {return stage_io.input.count;}
// const uint GetOutputCount ()const {return stage_io.output.count;} // const uint GetOutputCount ()const {return stage_io.output.count;}

View File

@ -47,15 +47,15 @@ VertexShaderModule::VertexShaderModule(VkDevice dev,VkPipelineShaderStageCreateI
const ShaderAttributeArray &stage_input_list=sr->GetInputs(); const ShaderAttributeArray &stage_input_list=sr->GetInputs();
attr_count=stage_input_list.count; attr_count=stage_input_list.count;
attr_list=stage_input_list.items; shader_attr_list=stage_input_list.items;
name_list=new const char *[attr_count]; name_list=new const char *[attr_count];
type_list=new VAT[attr_count]; type_list=new VAT[attr_count];
for(uint i=0;i<attr_count;i++) for(uint i=0;i<attr_count;i++)
{ {
name_list[i] =attr_list[i].name; name_list[i] =shader_attr_list[i].name;
type_list[i].basetype =VATBaseType(attr_list[i].basetype); type_list[i].basetype =VATBaseType(shader_attr_list[i].basetype);
type_list[i].vec_size =attr_list[i].vec_size; type_list[i].vec_size =shader_attr_list[i].vec_size;
} }
} }
@ -75,10 +75,10 @@ VIL *VertexShaderModule::CreateVIL(const VILConfig *cfg)
VkVertexInputBindingDescription *binding_list=new VkVertexInputBindingDescription[attr_count]; VkVertexInputBindingDescription *binding_list=new VkVertexInputBindingDescription[attr_count];
VkVertexInputAttributeDescription *attribute_list=new VkVertexInputAttributeDescription[attr_count]; VkVertexInputAttributeDescription *attribute_list=new VkVertexInputAttributeDescription[attr_count];
VkVertexInputBindingDescription *bind=binding_list; VkVertexInputBindingDescription *bind_desc=binding_list;
VkVertexInputAttributeDescription *attr=attribute_list; VkVertexInputAttributeDescription *attr_desc=attribute_list;
const ShaderAttribute *si=attr_list; const ShaderAttribute *sa=shader_attr_list;
VAConfig vac; VAConfig vac;
for(uint i=0;i<attr_count;i++) for(uint i=0;i<attr_count;i++)
@ -88,39 +88,39 @@ VIL *VertexShaderModule::CreateVIL(const VILConfig *cfg)
//比如在一个流中传递{pos,color}这样两个数据就需要两个attrib //比如在一个流中传递{pos,color}这样两个数据就需要两个attrib
//但在我们的设计中仅支持一个流传递一个attrib //但在我们的设计中仅支持一个流传递一个attrib
attr->binding =i; attr_desc->binding =i;
attr->location =si->location; //此值对应shader中的layout(location= attr_desc->location =sa->location; //此值对应shader中的layout(location=
attr->offset =0; attr_desc->offset =0;
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。 bind_desc->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。
//在Renderable类中buffer_list必需严格按照本此binding为序列号排列 //在Renderable类中buffer_list必需严格按照本此binding为序列号排列
if(!cfg||!cfg->Get(si->name,vac)) if(!cfg||!cfg->Get(sa->name,vac))
{ {
attr->format =GetVulkanFormat(si); attr_desc->format =GetVulkanFormat(sa);
//if(memcmp((*si)->name.c_str(),"Inst_",5)==0) //不可以使用CaseComp("Inst_",5)会被认为是比较一个5字长的字符串而不是只比较5个字符 //if(memcmp((*sa)->name.c_str(),"Inst_",5)==0) //不可以使用CaseComp("Inst_",5)会被认为是比较一个5字长的字符串而不是只比较5个字符
// bind->inputRate =VK_VERTEX_INPUT_RATE_INSTANCE; // bind_desc->inputRate =VK_VERTEX_INPUT_RATE_INSTANCE;
//else //else
bind->inputRate =VK_VERTEX_INPUT_RATE_VERTEX; bind_desc->inputRate =VK_VERTEX_INPUT_RATE_VERTEX;
} }
else else
{ {
if(vac.format!=PF_UNDEFINED) if(vac.format!=PF_UNDEFINED)
attr->format =vac.format; attr_desc->format =vac.format;
else else
attr->format =GetVulkanFormat(si); attr_desc->format =GetVulkanFormat(sa);
bind->inputRate =vac.instance?VK_VERTEX_INPUT_RATE_INSTANCE:VK_VERTEX_INPUT_RATE_VERTEX; bind_desc->inputRate =vac.instance?VK_VERTEX_INPUT_RATE_INSTANCE:VK_VERTEX_INPUT_RATE_VERTEX;
} }
bind->stride =GetStrideByFormat(attr->format); bind_desc->stride =GetStrideByFormat(attr_desc->format);
++attr; ++attr_desc;
++bind; ++bind_desc;
++si; ++sa;
} }
VIL *vil=new VIL(attr_count,name_list,type_list,binding_list,attribute_list); VIL *vil=new VIL(attr_count,name_list,type_list,binding_list,attribute_list);