completed AutoMergeMaterialInstance,test ok. next step is to support texture2d array

This commit is contained in:
2023-09-20 21:53:30 +08:00
parent ddb5a0b77a
commit 6820ee8c74
12 changed files with 73 additions and 45 deletions

View File

@@ -6,6 +6,9 @@
#include<hgl/type/ActiveMemoryBlockManager.h>
VK_NAMESPACE_BEGIN
void ReleaseVertexInput(VertexInput *vi);
Material::Material(const AnsiString &n)
{
name=n;
@@ -25,7 +28,7 @@ Material::~Material()
{
SAFE_CLEAR(mi_data_manager);
SAFE_CLEAR(vertex_input);
ReleaseVertexInput(vertex_input);
delete shader_maps; //不用SAFE_CLEAR是因为这个一定会有
SAFE_CLEAR(desc_manager);
SAFE_CLEAR(pipeline_layout_data);
@@ -44,6 +47,11 @@ const bool Material::hasSet(const DescriptorSetType &dst)const
return desc_manager->hasSet(dst);
}
const VIL *Material::GetDefaultVIL()const
{
return vertex_input->GetDefaultVIL();
}
VIL *Material::CreateVIL(const VILConfig *format_map)
{
return vertex_input->CreateVIL(format_map);

View File

@@ -78,6 +78,16 @@ Pipeline *RenderPass::CreatePipeline(Material *mtl,const VIL *vil,const InlinePi
return CreatePipeline(mtl,vil,GetPipelineData(ip),prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(Material *mtl,const PipelineData *pd, const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mtl,mtl->GetDefaultVIL(),pd,prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(Material *mtl,const InlinePipeline &ip, const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mtl,mtl->GetDefaultVIL(),ip,prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
{
if(!mi)return(nullptr);

View File

@@ -124,7 +124,7 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
ShaderCreateInfoVertex *vert=mci->GetVS();
if(vert)
mtl->vertex_input=new VertexInput(vert->sdm->GetShaderStageIO().input);
mtl->vertex_input=GetVertexInput(vert->sdm->GetShaderStageIO().input);
}
{