1.moved descriptor to MaterialDescriptorManager from ShaderDescriptorManager.
2.added UBOCodes in MaterialDescriptorManager
This commit is contained in:
2
CMCore
2
CMCore
Submodule CMCore updated: 59f7b25075...643773c93d
Submodule CMSceneGraph updated: 062c9cd642...c4823cd334
@@ -22,10 +22,10 @@ class MaterialDescriptorManager
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int set;
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int count;
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ObjectMap<UTF8String,ShaderDescriptor> descriptor_map;
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ObjectMap<AnsiString,ShaderDescriptor> descriptor_map;
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List<const UBODescriptor *> ubo_list;
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List<const SamplerDescriptor *> sampler_list;
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ObjectList<UBODescriptor> ubo_list;
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ObjectList<SamplerDescriptor> sampler_list;
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public:
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@@ -36,13 +36,34 @@ class MaterialDescriptorManager
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ShaderDescriptorSetArray desc_set_array;
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Map<AnsiString,AnsiString> ubo_code_map;
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public:
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MaterialDescriptorManager();
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~MaterialDescriptorManager()=default;
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const UBODescriptor *AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType type,UBODescriptor *sd);
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const SamplerDescriptor *AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType type,SamplerDescriptor *sd);
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bool AddUBOCode(const AnsiString &name,const AnsiString &code)
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{
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if(ubo_code_map.KeyExist(name))
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return(false);
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ubo_code_map.Add(name,code);
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return(true);
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}
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bool GetUBOCode(const AnsiString &name,AnsiString &code) const
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{
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return(ubo_code_map.Get(name,code));
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}
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bool hasUBOCode(const AnsiString &name) const
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{
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return(ubo_code_map.KeyExist(name));
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}
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const UBODescriptor *AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType set_type,UBODescriptor *sd);
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const SamplerDescriptor *AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType set_type,SamplerDescriptor *sd);
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const DescriptorSetType GetSetType(const AnsiString &)const;
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@@ -7,6 +7,10 @@
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#include<hgl/shadergen/MaterialDescriptorManager.h>
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SHADERGEN_NAMESPACE_BEGIN
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using ConstUBODescriptorList=List<const UBODescriptor *>;
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using ConstSamplerDescriptorList=List<const SamplerDescriptor *>;
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/**
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* Shader数据管理器,用于生成正式Shader前的资源统计
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*/
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@@ -14,11 +18,9 @@ class ShaderDescriptorManager
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{
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ShaderStageIO stage_io;
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MaterialDescriptorManager * material_descriptor_manager;
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//ubo/object在这里以及MaterialDescriptorManager中均有一份,mdm中的用于产生set/binding号,这里的用于产生shader
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List<const UBODescriptor *> ubo_list;
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List<const SamplerDescriptor *> sampler_list;
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ConstUBODescriptorList ubo_list;
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ConstSamplerDescriptorList sampler_list;
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ObjectList<ConstValueDescriptor> const_value_list;
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ObjectList<SubpassInputDescriptor> subpass_input;
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@@ -29,7 +31,7 @@ class ShaderDescriptorManager
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public:
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ShaderDescriptorManager(VkShaderStageFlagBits,MaterialDescriptorManager *);
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ShaderDescriptorManager(VkShaderStageFlagBits);
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~ShaderDescriptorManager()=default;
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const VkShaderStageFlagBits GetStageBits()const { return stage_io.cur; }
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@@ -42,8 +44,8 @@ public:
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const ShaderStageIO & GetShaderStageIO()const{return stage_io;}
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const List<const UBODescriptor *> & GetUBOList()const{return ubo_list;}
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const List<const SamplerDescriptor *> & GetSamplerList()const{return sampler_list;}
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const ConstUBODescriptorList & GetUBOList()const{return ubo_list;}
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const ConstSamplerDescriptorList & GetSamplerList()const{return sampler_list;}
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const ObjectList<ConstValueDescriptor> & GetConstList()const{return const_value_list;}
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@@ -56,8 +58,8 @@ public:
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bool AddInput(ShaderStage *);
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bool AddOutput(ShaderStage *);
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bool AddUBO(DescriptorSetType type,UBODescriptor *sd);
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bool AddSampler(DescriptorSetType type,SamplerDescriptor *sd);
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bool AddUBO(DescriptorSetType type,const UBODescriptor *sd);
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bool AddSampler(DescriptorSetType type,const SamplerDescriptor *sd);
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bool AddConstValue(ConstValueDescriptor *sd);
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bool AddSubpassInput(const AnsiString name,uint8_t index);
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@@ -1,15 +1,8 @@
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set(SHADERGEN_INCLUDE_PATH ${ROOT_INCLUDE_PATH}/hgl/shadergen)
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SET(SHADERGEN_HEADER_FILES ${SHADERGEN_INCLUDE_PATH}/ShadingProgram.h
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${SHADERGEN_INCLUDE_PATH}/PMC.h
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${SHADERGEN_INCLUDE_PATH}/VertexInputStage.h
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${SHADERGEN_INCLUDE_PATH}/ShaderModule.h
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${SHADERGEN_INCLUDE_PATH}/VertexShaderModule.h
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${SHADERGEN_INCLUDE_PATH}/ShaderCommon.h
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SET(SHADERGEN_HEADER_FILES ${SHADERGEN_INCLUDE_PATH}/ShaderCommon.h
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${SHADERGEN_INCLUDE_PATH}/ShaderDescriptorManager.h
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${SHADERGEN_INCLUDE_PATH}/MaterialDescriptorManager.h
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${SHADERGEN_INCLUDE_PATH}/VertexPolicy.h
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${SHADERGEN_INCLUDE_PATH}/MaterialGen.h
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)
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SET(SHADERGEN_SOURCE_FILES
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@@ -24,5 +17,4 @@ SET(SHADERGEN_SOURCE_FILES
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add_cm_library(ULRE.ShaderGen "ULRE" ${SHADERGEN_HEADER_FILES}
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${SHADERGEN_SOURCE_FILES}
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ShaderGen.cpp
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MaterialCreater.cpp)
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@@ -5,6 +5,7 @@
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#include<hgl/graph/VKDescriptorSetType.h>
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#include<hgl/shadergen/MaterialDescriptorManager.h>
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#include<hgl/shadergen/ShaderDescriptorManager.h>
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#include<hgl/graph/VKSamplerType.h>
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using namespace hgl;
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using namespace hgl::graph;
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@@ -22,7 +23,7 @@ public:
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public:
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ShaderCreater(VkShaderStageFlagBits ss,MaterialDescriptorManager *mdm):sdm(ss,mdm)
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ShaderCreater(VkShaderStageFlagBits ss):sdm(ss)
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{
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shader_stage=ss;
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}
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@@ -58,7 +59,7 @@ class VertexShaderCreater:public ShaderCreater
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public:
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VertexShaderCreater(MaterialDescriptorManager *mdm):ShaderCreater(VK_SHADER_STAGE_VERTEX_BIT,mdm){}
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VertexShaderCreater():ShaderCreater(VK_SHADER_STAGE_VERTEX_BIT){}
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~VertexShaderCreater()=default;
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int AddInput(const AnsiString &name,const VertexAttribType &type)
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@@ -79,7 +80,7 @@ class GeometryShaderCreater:public ShaderCreater
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{
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public:
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GeometryShaderCreater(MaterialDescriptorManager *mdm):ShaderCreater(VK_SHADER_STAGE_GEOMETRY_BIT,mdm){}
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GeometryShaderCreater():ShaderCreater(VK_SHADER_STAGE_GEOMETRY_BIT){}
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~GeometryShaderCreater()=default;
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};
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@@ -87,7 +88,7 @@ class FragmentShaderCreater:public ShaderCreater
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{
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public:
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FragmentShaderCreater(MaterialDescriptorManager *mdm):ShaderCreater(VK_SHADER_STAGE_FRAGMENT_BIT,mdm){}
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FragmentShaderCreater():ShaderCreater(VK_SHADER_STAGE_FRAGMENT_BIT){}
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~FragmentShaderCreater()=default;
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};
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@@ -123,9 +124,9 @@ public:
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rt_count=rc;
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shader_stage=ss;
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if(hasVertex ())shader_map.Add(vert=new VertexShaderCreater (&MDM));else vert=nullptr;
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if(hasGeometry ())shader_map.Add(geom=new GeometryShaderCreater(&MDM));else geom=nullptr;
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if(hasFragment ())shader_map.Add(frag=new FragmentShaderCreater(&MDM));else frag=nullptr;
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if(hasVertex ())shader_map.Add(vert=new VertexShaderCreater );else vert=nullptr;
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if(hasGeometry ())shader_map.Add(geom=new GeometryShaderCreater);else geom=nullptr;
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if(hasFragment ())shader_map.Add(frag=new FragmentShaderCreater);else frag=nullptr;
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}
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~MaterialCreater()
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@@ -139,11 +140,22 @@ public:
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return vert->AddInput(name,type);
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}
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bool AddUBOCode(const AnsiString &ubo_typename,const AnsiString &codes)
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{
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if(ubo_typename.IsEmpty()||codes.IsEmpty())
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return(false);
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return MDM.AddUBOCode(ubo_typename,codes);
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}
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bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name)
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{
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if(!shader_map.KeyExist(flag_bits))
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return(false);
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if(!MDM.hasUBOCode(type_name))
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return(false);
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ShaderCreater *sc=shader_map[flag_bits];
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if(!sc)
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@@ -154,14 +166,16 @@ public:
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ubo->type=type_name;
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ubo->name=name;
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return sc->sdm.AddUBO(set_type,ubo);
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return sc->sdm.AddUBO(set_type,MDM.AddUBO(flag_bits,set_type,ubo));
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}
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bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name)
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bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name)
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{
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if(!shader_map.KeyExist(flag_bits))
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return(false);
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RANGE_CHECK_RETURN_FALSE(st);
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ShaderCreater *sc=shader_map[flag_bits];
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if(!sc)
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@@ -169,10 +183,10 @@ public:
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SamplerDescriptor *sampler=new SamplerDescriptor();
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sampler->type=type_name;
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sampler->type=GetSamplerTypeName(st);
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sampler->name=name;
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return sc->sdm.AddSampler(set_type,sampler);
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return sc->sdm.AddSampler(set_type,MDM.AddSampler(flag_bits,set_type,sampler));
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}
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};//class MaterialCreater
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@@ -34,6 +34,7 @@ const ShaderDescriptor *MaterialDescriptorManager::ShaderDescriptorSet::AddDescr
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if(descriptor_map.Get(new_sd->name,sd))
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{
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delete new_sd;
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sd->stage_flag|=ssb;
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return(sd);
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}
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@@ -50,12 +51,12 @@ const ShaderDescriptor *MaterialDescriptorManager::ShaderDescriptorSet::AddDescr
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}
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}
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const UBODescriptor *MaterialDescriptorManager::AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType type,UBODescriptor *sd)
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const UBODescriptor *MaterialDescriptorManager::AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType set_type,UBODescriptor *sd)
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{
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RANGE_CHECK_RETURN_NULLPTR(type);
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RANGE_CHECK_RETURN_NULLPTR(set_type);
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if(!sd)return(nullptr);
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ShaderDescriptorSet *sds=desc_set_array+(size_t)type;
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ShaderDescriptorSet *sds=desc_set_array+(size_t)set_type;
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const ShaderDescriptor *obj=sds->AddDescriptor(ssb,sd);
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@@ -65,12 +66,12 @@ const UBODescriptor *MaterialDescriptorManager::AddUBO(VkShaderStageFlagBits ssb
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return((UBODescriptor *)obj);
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}
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const SamplerDescriptor *MaterialDescriptorManager::AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType type,SamplerDescriptor *sd)
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const SamplerDescriptor *MaterialDescriptorManager::AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType set_type,SamplerDescriptor *sd)
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{
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RANGE_CHECK_RETURN_NULLPTR(type);
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RANGE_CHECK_RETURN_NULLPTR(set_type);
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if(!sd)return(nullptr);
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ShaderDescriptorSet *sds=desc_set_array+(size_t)type;
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ShaderDescriptorSet *sds=desc_set_array+(size_t)set_type;
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const ShaderDescriptor *obj=sds->AddDescriptor(ssb,sd);
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@@ -1,10 +1,8 @@
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#include<hgl/shadergen/ShaderDescriptorManager.h>
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SHADERGEN_NAMESPACE_BEGIN
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ShaderDescriptorManager::ShaderDescriptorManager(VkShaderStageFlagBits cur,MaterialDescriptorManager *mdm)
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ShaderDescriptorManager::ShaderDescriptorManager(VkShaderStageFlagBits cur)
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{
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material_descriptor_manager=mdm;
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stage_io.cur=cur;
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stage_io.prev=(VkShaderStageFlagBits)0;
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stage_io.next=(VkShaderStageFlagBits)0;
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@@ -46,26 +44,22 @@ bool ShaderDescriptorManager::AddOutput(ShaderStage *ss)
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return(true);
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}
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bool ShaderDescriptorManager::AddUBO(DescriptorSetType type,UBODescriptor *sd)
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bool ShaderDescriptorManager::AddUBO(DescriptorSetType type,const UBODescriptor *ubo)
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{
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const UBODescriptor *obj=material_descriptor_manager->AddUBO(stage_io.cur,type,sd);
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if(!obj)
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if(!ubo)
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return(false);
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ubo_list.Add(obj);
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return obj;
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ubo_list.Add(ubo);
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return true;
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}
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bool ShaderDescriptorManager::AddSampler(DescriptorSetType type,SamplerDescriptor *sd)
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bool ShaderDescriptorManager::AddSampler(DescriptorSetType type,const SamplerDescriptor *sampler)
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{
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const SamplerDescriptor *obj=material_descriptor_manager->AddSampler(stage_io.cur,type,sd);
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if(!obj)
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if(!sampler)
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return(false);
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sampler_list.Add(obj);
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return obj;
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sampler_list.Add(sampler);
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return true;
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}
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bool ShaderDescriptorManager::AddConstValue(ConstValueDescriptor *sd)
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