reanmed to ShaderAttribute instead of ShaderStage

This commit is contained in:
2023-03-17 16:06:11 +08:00
parent 9ee5f0adaa
commit 4de8139936
14 changed files with 51 additions and 52 deletions

View File

@@ -139,7 +139,7 @@ Material *RenderResource::CreateMaterial(const OSString &filename)
if(sr)
{
shader_name=filename+OS_TEXT("?")+ToOSString(sr->GetStageName());
shader_name=filename+OS_TEXT("?")+ToOSString(sr->GetStageFlagName());
sm=CreateShaderModule(shader_name,sr);

View File

@@ -7,7 +7,7 @@ ShaderModule *GPUDevice::CreateShaderModule(ShaderResource *sr)
{
if(!sr)return(nullptr);
PipelineShaderStageCreateInfo *shader_stage=new PipelineShaderStageCreateInfo(sr->GetStage());
PipelineShaderStageCreateInfo *shader_stage=new PipelineShaderStageCreateInfo(sr->GetStageFlagBit());
ShaderModuleCreateInfo moduleCreateInfo(sr);
@@ -16,7 +16,7 @@ ShaderModule *GPUDevice::CreateShaderModule(ShaderResource *sr)
ShaderModule *sm;
if(sr->GetStage()==VK_SHADER_STAGE_VERTEX_BIT)
if(sr->GetStageFlagBit()==VK_SHADER_STAGE_VERTEX_BIT)
sm=new VertexShaderModule(attr->device,shader_stage,sr);
else
sm=new ShaderModule(attr->device,shader_stage,sr);
@@ -44,7 +44,7 @@ ShaderModule::~ShaderModule()
VertexShaderModule::VertexShaderModule(VkDevice dev,VkPipelineShaderStageCreateInfo *pssci,ShaderResource *sr):ShaderModule(dev,pssci,sr)
{
const ShaderStageList &stage_input_list=sr->GetStageInputs();
const ShaderAttributeList &stage_input_list=sr->GetStageInputs();
attr_count=stage_input_list.GetCount();
ssi_list=stage_input_list.GetData();
@@ -80,7 +80,7 @@ VIL *VertexShaderModule::CreateVIL(const VILConfig *cfg)
VkVertexInputBindingDescription *bind=binding_list;
VkVertexInputAttributeDescription *attr=attribute_list;
ShaderStage **si=ssi_list;
ShaderAttribute **si=ssi_list;
VAConfig vac;
for(uint i=0;i<attr_count;i++)

View File

@@ -10,7 +10,7 @@ VK_NAMESPACE_BEGIN
{
ObjectMap<OSString,ShaderResource> shader_resource_by_filename;
const bool LoadShaderStages(ShaderStageList &ss_list,io::ConstBufferReader &cbr)
const bool LoadShaderStages(ShaderAttributeList &ss_list,io::ConstBufferReader &cbr)
{
uint count;
@@ -19,11 +19,11 @@ VK_NAMESPACE_BEGIN
if(count<=0)
return(false);
ShaderStage *ss;
ShaderAttribute *ss;
for(uint i=0;i<count;i++)
{
ss=new ShaderStage;
ss=new ShaderAttribute;
cbr.Read(ss->location);
cbr.CastRead<uint8>(ss->basetype);
@@ -45,10 +45,10 @@ VK_NAMESPACE_BEGIN
spv_size=size;
}
const ShaderStage *ShaderResource::GetStageInput(const AnsiString &name) const
const ShaderAttribute *ShaderResource::GetStageInput(const AnsiString &name) const
{
const int count=stage_inputs.GetCount();
ShaderStage **ss=stage_inputs.GetData();
const int count=stage_io.input.GetCount();
ShaderAttribute **ss=stage_io.input.GetData();
for(int i=0;i<count;i++)
{
@@ -63,8 +63,8 @@ VK_NAMESPACE_BEGIN
const int ShaderResource::GetStageInputBinding(const AnsiString &name) const
{
const int count=stage_inputs.GetCount();
ShaderStage **ss=stage_inputs.GetData();
const int count=stage_io.input.GetCount();
ShaderAttribute **ss=stage_io.input.GetData();
for(int i=0;i<count;i++)
{