将VulkanRender代码移到SceneGraph中
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156
src/SceneGraph/Vulkan/VKMaterial.cpp
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156
src/SceneGraph/Vulkan/VKMaterial.cpp
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#include<hgl/graph/VKMaterial.h>
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#include<hgl/graph/VKDevice.h>
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#include<hgl/graph/VKDescriptorSets.h>
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#include<hgl/graph/VKShaderModule.h>
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#include<hgl/graph/VKShaderModuleMap.h>
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#include<hgl/graph/VKVertexAttributeBinding.h>
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#include<hgl/graph/VKBuffer.h>
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#include"VKDescriptorSetLayoutCreater.h"
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VK_NAMESPACE_BEGIN
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Material *GPUDevice::CreateMaterial(ShaderModuleMap *shader_maps)
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{
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const int shader_count=shader_maps->GetCount();
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if(shader_count<2)
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return(nullptr);
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const ShaderModule *sm;
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if(!shader_maps->Get(VK_SHADER_STAGE_VERTEX_BIT,sm))
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return(nullptr);
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DescriptorSetLayoutCreater *dsl_creater=CreateDescriptorSetLayoutCreater();
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List<VkPipelineShaderStageCreateInfo> *shader_stage_list=new List<VkPipelineShaderStageCreateInfo>;
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shader_stage_list->SetCount(shader_count);
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VkPipelineShaderStageCreateInfo *p=shader_stage_list->GetData();
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auto **itp=shader_maps->GetDataList();
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for(int i=0;i<shader_count;i++)
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{
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sm=(*itp)->right;
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hgl_cpy(p,sm->GetCreateInfo());
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dsl_creater->Bind(sm->GetDescriptorList(),sm->GetStage());
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++p;
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++itp;
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}
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if(!dsl_creater->CreatePipelineLayout())
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{
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delete shader_stage_list;
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delete dsl_creater;
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delete shader_maps;
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return(nullptr);
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}
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return(new Material(shader_maps,shader_stage_list,dsl_creater));
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}
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Material *GPUDevice::CreateMaterial(const VertexShaderModule *vertex_shader_module,const ShaderModule *fragment_shader_module)
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{
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if(!vertex_shader_module||!fragment_shader_module)
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return(nullptr);
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if(!vertex_shader_module->IsVertex())return(nullptr);
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if(!fragment_shader_module->IsFragment())return(nullptr);
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ShaderModuleMap *smm=new ShaderModuleMap;
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smm->Add(vertex_shader_module);
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smm->Add(fragment_shader_module);
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return CreateMaterial(smm);
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}
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Material *GPUDevice::CreateMaterial(const VertexShaderModule *vertex_shader_module,const ShaderModule *geometry_shader_module,const ShaderModule *fragment_shader_module)
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{
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if(!vertex_shader_module
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||!geometry_shader_module
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||!fragment_shader_module)
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return(nullptr);
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if(!vertex_shader_module->IsVertex())return(nullptr);
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if(!geometry_shader_module->IsGeometry())return(nullptr);
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if(!fragment_shader_module->IsFragment())return(nullptr);
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ShaderModuleMap *smm=new ShaderModuleMap;
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smm->Add(vertex_shader_module);
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smm->Add(geometry_shader_module);
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smm->Add(fragment_shader_module);
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return CreateMaterial(smm);
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}
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Material::Material(ShaderModuleMap *smm,List<VkPipelineShaderStageCreateInfo> *psci_list,DescriptorSetLayoutCreater *dslc)
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{
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shader_maps=smm;
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shader_stage_list=psci_list;
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dsl_creater=dslc;
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const ShaderModule *sm;
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if(smm->Get(VK_SHADER_STAGE_VERTEX_BIT,sm))
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{
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vertex_sm=(VertexShaderModule *)sm;
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vab=vertex_sm->CreateVertexAttributeBinding();
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}
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else
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{
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//理论上不可能到达这里,前面CreateMaterial已经检测过了
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vertex_sm=nullptr;
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vab=nullptr;
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}
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}
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Material::~Material()
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{
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delete dsl_creater;
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if(vab)
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{
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vertex_sm->Release(vab);
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delete vab;
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}
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delete shader_stage_list;
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delete shader_maps;
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}
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const int Material::GetBinding(VkDescriptorType desc_type,const AnsiString &name)const
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{
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if(desc_type<VK_DESCRIPTOR_TYPE_BEGIN_RANGE
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||desc_type>VK_DESCRIPTOR_TYPE_END_RANGE
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||name.IsEmpty())
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return(-1);
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int binding;
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const int shader_count=shader_maps->GetCount();
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const ShaderModule *sm;
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auto **itp=shader_maps->GetDataList();
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for(int i=0;i<shader_count;i++)
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{
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sm=(*itp)->right;
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binding=sm->GetBinding(desc_type,name);
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if(binding!=-1)
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return binding;
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++itp;
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}
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return(-1);
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}
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const VkPipelineLayout Material::GetPipelineLayout()const
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{
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return dsl_creater->GetPipelineLayout();
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}
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DescriptorSets *Material::CreateDescriptorSets()const
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{
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return dsl_creater->Create();
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}
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VK_NAMESPACE_END
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