1.moved descriptor to MaterialDescriptorManager from ShaderDescriptorManager.

2.added UBOCodes in MaterialDescriptorManager
This commit is contained in:
2023-03-04 05:11:51 +08:00
parent d54aff2a42
commit 7a0acaf63e
9 changed files with 82 additions and 58 deletions

2
CMCore

Submodule CMCore updated: 59f7b25075...643773c93d

View File

@@ -22,10 +22,10 @@ class MaterialDescriptorManager
int set;
int count;
ObjectMap<UTF8String,ShaderDescriptor> descriptor_map;
ObjectMap<AnsiString,ShaderDescriptor> descriptor_map;
List<const UBODescriptor *> ubo_list;
List<const SamplerDescriptor *> sampler_list;
ObjectList<UBODescriptor> ubo_list;
ObjectList<SamplerDescriptor> sampler_list;
public:
@@ -36,13 +36,34 @@ class MaterialDescriptorManager
ShaderDescriptorSetArray desc_set_array;
Map<AnsiString,AnsiString> ubo_code_map;
public:
MaterialDescriptorManager();
~MaterialDescriptorManager()=default;
const UBODescriptor *AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType type,UBODescriptor *sd);
const SamplerDescriptor *AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType type,SamplerDescriptor *sd);
bool AddUBOCode(const AnsiString &name,const AnsiString &code)
{
if(ubo_code_map.KeyExist(name))
return(false);
ubo_code_map.Add(name,code);
return(true);
}
bool GetUBOCode(const AnsiString &name,AnsiString &code) const
{
return(ubo_code_map.Get(name,code));
}
bool hasUBOCode(const AnsiString &name) const
{
return(ubo_code_map.KeyExist(name));
}
const UBODescriptor *AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType set_type,UBODescriptor *sd);
const SamplerDescriptor *AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType set_type,SamplerDescriptor *sd);
const DescriptorSetType GetSetType(const AnsiString &)const;

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@@ -7,6 +7,10 @@
#include<hgl/shadergen/MaterialDescriptorManager.h>
SHADERGEN_NAMESPACE_BEGIN
using ConstUBODescriptorList=List<const UBODescriptor *>;
using ConstSamplerDescriptorList=List<const SamplerDescriptor *>;
/**
* Shader数据管理器,用于生成正式Shader前的资源统计
*/
@@ -14,11 +18,9 @@ class ShaderDescriptorManager
{
ShaderStageIO stage_io;
MaterialDescriptorManager * material_descriptor_manager;
//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
List<const UBODescriptor *> ubo_list;
List<const SamplerDescriptor *> sampler_list;
ConstUBODescriptorList ubo_list;
ConstSamplerDescriptorList sampler_list;
ObjectList<ConstValueDescriptor> const_value_list;
ObjectList<SubpassInputDescriptor> subpass_input;
@@ -29,7 +31,7 @@ class ShaderDescriptorManager
public:
ShaderDescriptorManager(VkShaderStageFlagBits,MaterialDescriptorManager *);
ShaderDescriptorManager(VkShaderStageFlagBits);
~ShaderDescriptorManager()=default;
const VkShaderStageFlagBits GetStageBits()const { return stage_io.cur; }
@@ -42,8 +44,8 @@ public:
const ShaderStageIO & GetShaderStageIO()const{return stage_io;}
const List<const UBODescriptor *> & GetUBOList()const{return ubo_list;}
const List<const SamplerDescriptor *> & GetSamplerList()const{return sampler_list;}
const ConstUBODescriptorList & GetUBOList()const{return ubo_list;}
const ConstSamplerDescriptorList & GetSamplerList()const{return sampler_list;}
const ObjectList<ConstValueDescriptor> & GetConstList()const{return const_value_list;}
@@ -56,8 +58,8 @@ public:
bool AddInput(ShaderStage *);
bool AddOutput(ShaderStage *);
bool AddUBO(DescriptorSetType type,UBODescriptor *sd);
bool AddSampler(DescriptorSetType type,SamplerDescriptor *sd);
bool AddUBO(DescriptorSetType type,const UBODescriptor *sd);
bool AddSampler(DescriptorSetType type,const SamplerDescriptor *sd);
bool AddConstValue(ConstValueDescriptor *sd);
bool AddSubpassInput(const AnsiString name,uint8_t index);

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@@ -1,15 +1,8 @@
set(SHADERGEN_INCLUDE_PATH ${ROOT_INCLUDE_PATH}/hgl/shadergen)
SET(SHADERGEN_HEADER_FILES ${SHADERGEN_INCLUDE_PATH}/ShadingProgram.h
${SHADERGEN_INCLUDE_PATH}/PMC.h
${SHADERGEN_INCLUDE_PATH}/VertexInputStage.h
${SHADERGEN_INCLUDE_PATH}/ShaderModule.h
${SHADERGEN_INCLUDE_PATH}/VertexShaderModule.h
${SHADERGEN_INCLUDE_PATH}/ShaderCommon.h
SET(SHADERGEN_HEADER_FILES ${SHADERGEN_INCLUDE_PATH}/ShaderCommon.h
${SHADERGEN_INCLUDE_PATH}/ShaderDescriptorManager.h
${SHADERGEN_INCLUDE_PATH}/MaterialDescriptorManager.h
${SHADERGEN_INCLUDE_PATH}/VertexPolicy.h
${SHADERGEN_INCLUDE_PATH}/MaterialGen.h
)
SET(SHADERGEN_SOURCE_FILES
@@ -24,5 +17,4 @@ SET(SHADERGEN_SOURCE_FILES
add_cm_library(ULRE.ShaderGen "ULRE" ${SHADERGEN_HEADER_FILES}
${SHADERGEN_SOURCE_FILES}
ShaderGen.cpp
MaterialCreater.cpp)

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@@ -5,6 +5,7 @@
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/shadergen/MaterialDescriptorManager.h>
#include<hgl/shadergen/ShaderDescriptorManager.h>
#include<hgl/graph/VKSamplerType.h>
using namespace hgl;
using namespace hgl::graph;
@@ -22,7 +23,7 @@ public:
public:
ShaderCreater(VkShaderStageFlagBits ss,MaterialDescriptorManager *mdm):sdm(ss,mdm)
ShaderCreater(VkShaderStageFlagBits ss):sdm(ss)
{
shader_stage=ss;
}
@@ -58,7 +59,7 @@ class VertexShaderCreater:public ShaderCreater
public:
VertexShaderCreater(MaterialDescriptorManager *mdm):ShaderCreater(VK_SHADER_STAGE_VERTEX_BIT,mdm){}
VertexShaderCreater():ShaderCreater(VK_SHADER_STAGE_VERTEX_BIT){}
~VertexShaderCreater()=default;
int AddInput(const AnsiString &name,const VertexAttribType &type)
@@ -79,7 +80,7 @@ class GeometryShaderCreater:public ShaderCreater
{
public:
GeometryShaderCreater(MaterialDescriptorManager *mdm):ShaderCreater(VK_SHADER_STAGE_GEOMETRY_BIT,mdm){}
GeometryShaderCreater():ShaderCreater(VK_SHADER_STAGE_GEOMETRY_BIT){}
~GeometryShaderCreater()=default;
};
@@ -87,7 +88,7 @@ class FragmentShaderCreater:public ShaderCreater
{
public:
FragmentShaderCreater(MaterialDescriptorManager *mdm):ShaderCreater(VK_SHADER_STAGE_FRAGMENT_BIT,mdm){}
FragmentShaderCreater():ShaderCreater(VK_SHADER_STAGE_FRAGMENT_BIT){}
~FragmentShaderCreater()=default;
};
@@ -123,9 +124,9 @@ public:
rt_count=rc;
shader_stage=ss;
if(hasVertex ())shader_map.Add(vert=new VertexShaderCreater (&MDM));else vert=nullptr;
if(hasGeometry ())shader_map.Add(geom=new GeometryShaderCreater(&MDM));else geom=nullptr;
if(hasFragment ())shader_map.Add(frag=new FragmentShaderCreater(&MDM));else frag=nullptr;
if(hasVertex ())shader_map.Add(vert=new VertexShaderCreater );else vert=nullptr;
if(hasGeometry ())shader_map.Add(geom=new GeometryShaderCreater);else geom=nullptr;
if(hasFragment ())shader_map.Add(frag=new FragmentShaderCreater);else frag=nullptr;
}
~MaterialCreater()
@@ -139,11 +140,22 @@ public:
return vert->AddInput(name,type);
}
bool AddUBOCode(const AnsiString &ubo_typename,const AnsiString &codes)
{
if(ubo_typename.IsEmpty()||codes.IsEmpty())
return(false);
return MDM.AddUBOCode(ubo_typename,codes);
}
bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name)
{
if(!shader_map.KeyExist(flag_bits))
return(false);
if(!MDM.hasUBOCode(type_name))
return(false);
ShaderCreater *sc=shader_map[flag_bits];
if(!sc)
@@ -154,14 +166,16 @@ public:
ubo->type=type_name;
ubo->name=name;
return sc->sdm.AddUBO(set_type,ubo);
return sc->sdm.AddUBO(set_type,MDM.AddUBO(flag_bits,set_type,ubo));
}
bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name)
bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name)
{
if(!shader_map.KeyExist(flag_bits))
return(false);
RANGE_CHECK_RETURN_FALSE(st);
ShaderCreater *sc=shader_map[flag_bits];
if(!sc)
@@ -169,10 +183,10 @@ public:
SamplerDescriptor *sampler=new SamplerDescriptor();
sampler->type=type_name;
sampler->type=GetSamplerTypeName(st);
sampler->name=name;
return sc->sdm.AddSampler(set_type,sampler);
return sc->sdm.AddSampler(set_type,MDM.AddSampler(flag_bits,set_type,sampler));
}
};//class MaterialCreater

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@@ -34,6 +34,7 @@ const ShaderDescriptor *MaterialDescriptorManager::ShaderDescriptorSet::AddDescr
if(descriptor_map.Get(new_sd->name,sd))
{
delete new_sd;
sd->stage_flag|=ssb;
return(sd);
}
@@ -50,12 +51,12 @@ const ShaderDescriptor *MaterialDescriptorManager::ShaderDescriptorSet::AddDescr
}
}
const UBODescriptor *MaterialDescriptorManager::AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType type,UBODescriptor *sd)
const UBODescriptor *MaterialDescriptorManager::AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType set_type,UBODescriptor *sd)
{
RANGE_CHECK_RETURN_NULLPTR(type);
RANGE_CHECK_RETURN_NULLPTR(set_type);
if(!sd)return(nullptr);
ShaderDescriptorSet *sds=desc_set_array+(size_t)type;
ShaderDescriptorSet *sds=desc_set_array+(size_t)set_type;
const ShaderDescriptor *obj=sds->AddDescriptor(ssb,sd);
@@ -65,12 +66,12 @@ const UBODescriptor *MaterialDescriptorManager::AddUBO(VkShaderStageFlagBits ssb
return((UBODescriptor *)obj);
}
const SamplerDescriptor *MaterialDescriptorManager::AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType type,SamplerDescriptor *sd)
const SamplerDescriptor *MaterialDescriptorManager::AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType set_type,SamplerDescriptor *sd)
{
RANGE_CHECK_RETURN_NULLPTR(type);
RANGE_CHECK_RETURN_NULLPTR(set_type);
if(!sd)return(nullptr);
ShaderDescriptorSet *sds=desc_set_array+(size_t)type;
ShaderDescriptorSet *sds=desc_set_array+(size_t)set_type;
const ShaderDescriptor *obj=sds->AddDescriptor(ssb,sd);

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@@ -1,10 +1,8 @@
#include<hgl/shadergen/ShaderDescriptorManager.h>
SHADERGEN_NAMESPACE_BEGIN
ShaderDescriptorManager::ShaderDescriptorManager(VkShaderStageFlagBits cur,MaterialDescriptorManager *mdm)
ShaderDescriptorManager::ShaderDescriptorManager(VkShaderStageFlagBits cur)
{
material_descriptor_manager=mdm;
stage_io.cur=cur;
stage_io.prev=(VkShaderStageFlagBits)0;
stage_io.next=(VkShaderStageFlagBits)0;
@@ -46,26 +44,22 @@ bool ShaderDescriptorManager::AddOutput(ShaderStage *ss)
return(true);
}
bool ShaderDescriptorManager::AddUBO(DescriptorSetType type,UBODescriptor *sd)
bool ShaderDescriptorManager::AddUBO(DescriptorSetType type,const UBODescriptor *ubo)
{
const UBODescriptor *obj=material_descriptor_manager->AddUBO(stage_io.cur,type,sd);
if(!obj)
if(!ubo)
return(false);
ubo_list.Add(obj);
return obj;
ubo_list.Add(ubo);
return true;
}
bool ShaderDescriptorManager::AddSampler(DescriptorSetType type,SamplerDescriptor *sd)
bool ShaderDescriptorManager::AddSampler(DescriptorSetType type,const SamplerDescriptor *sampler)
{
const SamplerDescriptor *obj=material_descriptor_manager->AddSampler(stage_io.cur,type,sd);
if(!obj)
if(!sampler)
return(false);
sampler_list.Add(obj);
return obj;
sampler_list.Add(sampler);
return true;
}
bool ShaderDescriptorManager::AddConstValue(ConstValueDescriptor *sd)