removed ShaderResource

This commit is contained in:
hyzboy 2024-06-18 01:50:03 +08:00
parent 4251493415
commit 6b9ac3220b
2 changed files with 0 additions and 97 deletions

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@ -1,42 +0,0 @@
#ifndef HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE
#define HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE
#include<hgl/type/String.h>
#include<hgl/type/List.h>
#include<hgl/type/StringList.h>
#include<hgl/graph/VKShaderStage.h>
#include<hgl/graph/VKStruct.h>
VK_NAMESPACE_BEGIN
class ShaderResource
{
VkShaderStageFlagBits stage_flag;
const uint32_t *spv_data;
uint32 spv_size;
ShaderStageIO stage_io;
public:
ShaderResource(const VkShaderStageFlagBits &,const uint32_t *,const uint32);
virtual ~ShaderResource();
const VkShaderStageFlagBits GetStage ()const {return stage_flag;}
const char * GetStageName ()const {return GetShaderStageName(stage_flag);}
const uint32_t * GetSPVData ()const {return spv_data;}
const uint32_t GetSPVSize ()const {return spv_size;}
ShaderAttributeArray & GetInputs () {return stage_io.input;}
// ShaderAttributeArray & GetOutputs () {return stage_io.output;}
const uint GetInputCount ()const {return stage_io.input.count;}
// const uint GetOutputCount ()const {return stage_io.output.count;}
const ShaderAttribute * GetInput (const AnsiString &)const;
const int GetInputBinding (const AnsiString &)const;
};//class ShaderResource
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE

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#include<hgl/graph/VKShaderResource.h>
#include<hgl/graph/VKFormat.h>
#include<hgl/filesystem/FileSystem.h>
#include<hgl/type/Map.h>
#include<hgl/io/ConstBufferReader.h>
VK_NAMESPACE_BEGIN
ShaderResource::ShaderResource(const VkShaderStageFlagBits &flag,const uint32_t *sd,const uint32 size)
{
stage_flag=flag;
spv_data=sd;
spv_size=size;
Init(stage_io);
}
ShaderResource::~ShaderResource()
{
Clear(stage_io);
}
const ShaderAttribute *ShaderResource::GetInput(const AnsiString &name) const
{
if(stage_io.input.count<=0)return(nullptr);
const ShaderAttribute *ss=stage_io.input.items;
for(uint i=0;i<stage_io.input.count;i++)
{
if(name==ss->name)
return ss;
++ss;
}
return nullptr;
}
const int ShaderResource::GetInputBinding(const AnsiString &name) const
{
if(stage_io.input.count<=0)return(-1);
const ShaderAttribute *ss=stage_io.input.items;
for(uint i=0;i<stage_io.input.count;i++)
{
if(name==ss->name)
return i;
++ss;
}
return -1;
}
VK_NAMESPACE_END