[WIP] next step is ShaderCreateInfo::ProcOutput

This commit is contained in:
2024-06-19 09:35:54 +08:00
parent 90a4f1d49f
commit 806bf5dfdd
16 changed files with 528 additions and 207 deletions

View File

@@ -1,6 +1,7 @@
#pragma once
#include<hgl/graph/VertexAttrib.h>
#include<hgl/graph/VKInterpolation.h>
#include<hgl/graph/VKSamplerType.h>
#include<hgl/graph/VKImageType.h>
#include<hgl/CompOperator.h>
@@ -13,13 +14,12 @@ namespace hgl
{
Scalar=0,
Vector,
Materix,
Matrix,
Sampler,
Image,
AtomicCounter,
ImplicitConversion,
ENUM_CLASS_RANGE(Scalar,Materix)
ENUM_CLASS_RANGE(Scalar,AtomicCounter)
};//enum class ShaderVariableBaseType
using SVBaseType=ShaderVariableBaseType;
@@ -123,7 +123,7 @@ namespace hgl
{
svt_code=0;
base_type=SVBaseType::Materix;
base_type=SVBaseType::Matrix;
matrix.type=vabt;
matrix.n=col;
@@ -170,7 +170,7 @@ namespace hgl
return(true);
}
if(base_type==SVBaseType::Materix)
if(base_type==SVBaseType::Matrix)
{
if(matrix.m==0)
{
@@ -216,7 +216,7 @@ namespace hgl
return int(vector.type)-int(svt.vector.type);
}
if(base_type==SVBaseType::Materix)
if(base_type==SVBaseType::Matrix)
{
off=int(matrix.type)-int(svt.matrix.type);
@@ -240,6 +240,8 @@ namespace hgl
CompOperator(const ShaderVariableType &,Comp)
const char *GetTypename()const;
const uint64 ToCode()const{return svt_code;}
const bool FromCode(const uint64 code)
{
@@ -366,5 +368,150 @@ namespace hgl
const SVType SVT_Image2DMS(ShaderImageType::Image2DMS,1);
const SVType SVT_Image2DMSArray(ShaderImageType::Image2DMSArray,1);
struct ShaderVariable
{
char name[VERTEX_ATTRIB_NAME_MAX_LENGTH];
uint location;
SVType type;
Interpolation interpolation; //插值方式
};
struct ShaderVariableArray
{
uint count;
ShaderVariable *items;
public:
ShaderVariableArray()
{
count=0;
items=nullptr;
}
~ShaderVariableArray()
{
Clear();
}
int Comp(const ShaderVariableArray *sva)const
{
if(!sva)
return 1;
int off=count-sva->count;
if(off)return off;
for(uint i=0;i<count;i++)
{
off=items[i].location-sva->items[i].location;
if(off)
return off;
if(items[i].type.ToCode()>sva->items[i].type.ToCode())
return 1;
//ToCode返回的是uint64可能差值超大所以不能直接用-的结果
if(items[i].type.ToCode()<sva->items[i].type.ToCode())
return -1;
off=int(items[i].interpolation)-int(sva->items[i].interpolation);
if(off)
return off;
off=hgl::strcmp(items[i].name,sva->items[i].name);
if(off)
return off;
}
return 0;
}
int Comp(const ShaderVariableArray &sva)const{return Comp(&sva);}
CompOperator(const ShaderVariableArray *,Comp)
CompOperator(const ShaderVariableArray &,Comp)
bool Init(const uint c=0)
{
if(items)
return(false);
if(c>0)
{
count=c;
items=array_alloc<ShaderVariable>(count);
}
else
{
count=0;
items=nullptr;
}
return(true);
}
bool IsMember(const char *name)const
{
if(count<=0)
return(false);
for(uint i=0;i<count;i++)
if(hgl::strcmp(items[i].name,name)==0)
return(true);
return(false);
}
bool Add(ShaderVariable &sv)
{
if(IsMember(sv.name))
return(false);
sv.location=count;
if(!items)
{
items=array_alloc<ShaderVariable>(1);
count=1;
}
else
{
++count;
items=array_realloc(items,count);
}
hgl_cpy(items[count-1],sv);
return(true);
}
void Clear()
{
if(items)
{
array_free(items);
items=nullptr;
}
count=0;
}
bool Clone(const ShaderVariableArray *src)
{
if(!src)
return(false);
if(!Init(src->count))
return(false);
hgl_cpy(items,src->items,src->count);
return(true);
}
};//struct ShaderVariableArray
using SVArray=ShaderVariableArray;
}//namespace graph
}//namespace hgl

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@@ -4,6 +4,7 @@
#include<hgl/graph/VertexAttrib.h>
#include<hgl/graph/VK.h>
#include<hgl/graph/VKInterpolation.h>
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/graph/mtl/ShaderVariableType.h>
#include<hgl/type/StringList.h>
@@ -15,6 +16,7 @@ class MaterialDescriptorInfo;
class ShaderDescriptorInfo;
struct UBODescriptor;
struct SamplerDescriptor;
class ShaderCreateInfo
{
@@ -28,8 +30,8 @@ protected:
AnsiStringList define_macro_list;
AnsiStringList define_value_list;
uint32_t define_macro_max_length;
uint32_t define_value_max_length;
int define_macro_max_length;
int define_value_max_length;
AnsiString output_struct;
@@ -49,7 +51,6 @@ protected:
virtual bool ProcDefine();
virtual bool ProcLayout(){return(true);}
virtual bool ProcSubpassInput();
virtual bool ProcInput(ShaderCreateInfo *);
virtual bool ProcOutput();
@@ -66,25 +67,28 @@ protected:
public:
ShaderDescriptorInfo *sdi;
virtual ShaderDescriptorInfo *GetSDI()=0;
const VkShaderStageFlagBits GetShaderStage()const{return shader_stage;}
protected:
void Init(ShaderDescriptorInfo *sdi,MaterialDescriptorInfo *m);
public:
ShaderCreateInfo(VkShaderStageFlagBits ss,MaterialDescriptorInfo *m);
ShaderCreateInfo();
virtual ~ShaderCreateInfo();
bool AddDefine(const AnsiString &m,const AnsiString &v);
int AddOutput(const graph::VAType &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
int AddOutput(const AnsiString &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
//int AddOutput(const ShaderVariableType &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
void AddStruct(const AnsiString &);
bool AddUBO(DescriptorSetType type,const UBODescriptor *sd);
bool AddSampler(DescriptorSetType type,const SamplerDescriptor *sd);
void AddFunction(const char *str){function_list.Add(str);}
void SetMaterialInstance(UBODescriptor *,const AnsiString &);
void AddMaterialInstanceOutput();
virtual void AddMaterialInstanceOutput()=0;
void SetMain(const AnsiString &str){main_function=str;}
void SetMain(const char *str,const int len)

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@@ -1,16 +1,28 @@
#pragma once
#pragma once
#include<hgl/shadergen/ShaderCreateInfo.h>
#include<hgl/shadergen/ShaderDescriptorInfo.h>
namespace hgl{namespace graph{
class ShaderCreateInfoFragment:public ShaderCreateInfo
{
FragmentShaderDescriptorInfo fsdi;
protected:
bool ProcOutput() override;
public:
ShaderCreateInfoFragment(MaterialDescriptorInfo *m):ShaderCreateInfo(VK_SHADER_STAGE_FRAGMENT_BIT,m){}
ShaderDescriptorInfo *GetSDI()override{return &fsdi;}
public:
ShaderCreateInfoFragment(MaterialDescriptorInfo *m):ShaderCreateInfo(){ShaderCreateInfo::Init(&fsdi,m);}
~ShaderCreateInfoFragment()=default;
int AddOutput(const graph::VAType &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
int AddOutput(const AnsiString &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
};
}}//namespace hgl::graph

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@@ -1,20 +1,30 @@
#pragma once
#pragma once
#include<hgl/shadergen/ShaderCreateInfo.h>
#include<hgl/shadergen/ShaderDescriptorInfo.h>
namespace hgl{namespace graph{
class ShaderCreateInfoGeometry:public ShaderCreateInfo
{
GeometryShaderDescriptorInfo gsdi;
AnsiString input_prim;
AnsiString output_prim;
uint32_t max_vertices;
uint32_t max_vertices;
public:
ShaderCreateInfoGeometry(MaterialDescriptorInfo *m):ShaderCreateInfo(VK_SHADER_STAGE_GEOMETRY_BIT,m){}
~ShaderCreateInfoGeometry()=default;
ShaderDescriptorInfo *GetSDI()override{return &gsdi;}
public:
ShaderCreateInfoGeometry(MaterialDescriptorInfo *m):ShaderCreateInfo(){ShaderCreateInfo::Init(&gsdi,m);}
~ShaderCreateInfoGeometry()override=default;
bool SetGeom(const Prim &ip,const Prim &op,const uint32_t mv);
int AddOutput(const ShaderVariableType &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
void AddMaterialInstanceOutput() override;
bool ProcLayout() override;
};

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@@ -1,7 +1,7 @@
#pragma once
#include<hgl/shadergen/ShaderCreateInfo.h>
#include<hgl/graph/VKShaderStage.h>
#include<hgl/shadergen/ShaderDescriptorInfo.h>
namespace hgl
{
@@ -9,17 +9,27 @@ namespace hgl
{
class ShaderCreateInfoVertex:public ShaderCreateInfo
{
VertexShaderDescriptorInfo vsdi;
bool ProcSubpassInput();
bool ProcInput(ShaderCreateInfo *) override;
public:
ShaderCreateInfoVertex(MaterialDescriptorInfo *);
~ShaderCreateInfoVertex()=default;
ShaderDescriptorInfo *GetSDI()override{return &vsdi;}
public:
ShaderCreateInfoVertex(MaterialDescriptorInfo *m):ShaderCreateInfo(){ShaderCreateInfo::Init(&vsdi,m);}
~ShaderCreateInfoVertex()override=default;
int AddInput(const graph::VAType &type,const AnsiString &name,const VkVertexInputRate input_rate=VK_VERTEX_INPUT_RATE_VERTEX,const VertexInputGroup &group=VertexInputGroup::Basic);
int AddInput(const AnsiString &type,const AnsiString &name,const VkVertexInputRate input_rate=VK_VERTEX_INPUT_RATE_VERTEX,const VertexInputGroup &group=VertexInputGroup::Basic);
int hasInput(const char *);
int AddOutput(const SVType &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
void AddMaterialInstanceOutput() override;
void AddAssign();

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@@ -4,6 +4,7 @@
#include<hgl/type/StringList.h>
#include<hgl/graph/VKShaderStage.h>
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/graph/mtl/ShaderVariableType.h>
#include<hgl/shadergen/MaterialDescriptorInfo.h>
namespace hgl{namespace graph
@@ -18,9 +19,9 @@ using SubpassInputDescriptorList=ObjectList<SubpassInputDescriptor>;
*/
class ShaderDescriptorInfo
{
VkShaderStageFlagBits stage_flag;
protected:
ShaderStageIO stage_io;
VkShaderStageFlagBits stage_flag;
AnsiStringList struct_list; //用到的结构列表
@@ -29,22 +30,19 @@ class ShaderDescriptorInfo
SamplerDescriptorList sampler_list;
ConstValueDescriptorList const_value_list;
SubpassInputDescriptorList subpass_input;
ShaderPushConstant push_constant;
public:
ShaderDescriptorInfo(VkShaderStageFlagBits);
~ShaderDescriptorInfo()=default;
virtual ~ShaderDescriptorInfo()=default;
const VkShaderStageFlagBits GetStageFlag()const { return stage_flag; }
const VkShaderStageFlagBits GetShaderStage()const { return stage_flag; }
const AnsiString GetStageName()const { return AnsiString(GetShaderStageName(stage_flag)); }
public:
const ShaderStageIO & GetShaderStageIO()const{return stage_io;}
const AnsiStringList & GetStructList()const{return struct_list;}
const UBODescriptorList & GetUBOList()const{return ubo_list;}
@@ -52,22 +50,57 @@ public:
const ConstValueDescriptorList & GetConstList()const{return const_value_list;}
const SubpassInputDescriptorList & GetSubpassInputList()const{return subpass_input;}
public:
bool AddInput(VertexInputAttribute *);
bool AddOutput(VertexInputAttribute *);
bool hasInput(const char *)const; ///<是否有指定输入
void AddStruct(const AnsiString &);
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);
bool AddConstValue(ConstValueDescriptor *sd);
void SetPushConstant(const AnsiString name,uint8_t offset,uint8_t size);
};//class ShaderDescriptorInfo
template<VkShaderStageFlagBits SS,typename IArray,typename I,typename OArray,typename O> class CustomShaderDescriptorInfo:public ShaderDescriptorInfo
{
IArray input;
OArray output;
public:
CustomShaderDescriptorInfo():ShaderDescriptorInfo(SS){}
virtual ~CustomShaderDescriptorInfo()override=default;
bool AddInput(I &item){return input.Add(item);}
bool AddOutput(O &item){return output.Add(item);}
bool hasInput(const char *name)const{return input.IsMember(name);} ///<是否有指定输入
public:
IArray &GetInput(){return input;}
OArray &GetOutput(){return output;}
};//class CustomShaderDescriptorInfo
class VertexShaderDescriptorInfo:public CustomShaderDescriptorInfo<VK_SHADER_STAGE_VERTEX_BIT,VIAArray,VIA,SVArray,ShaderVariable >
{
SubpassInputDescriptorList subpass_input;
public:
const SubpassInputDescriptorList & GetSubpassInputList()const{return subpass_input;}
public:
using CustomShaderDescriptorInfo<VK_SHADER_STAGE_VERTEX_BIT,VIAArray,VIA,SVArray,ShaderVariable>::CustomShaderDescriptorInfo;
~VertexShaderDescriptorInfo()override=default;
bool AddSubpassInput(const AnsiString name,uint8_t index);
};//class VertexShaderDescriptorInfo
using TessCtrlShaderDescriptorInfo=CustomShaderDescriptorInfo<VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, SVArray, ShaderVariable, SVArray, ShaderVariable >;
using TessEvalShaderDescriptorInfo=CustomShaderDescriptorInfo<VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, SVArray, ShaderVariable, SVArray, ShaderVariable >;
using GeometryShaderDescriptorInfo=CustomShaderDescriptorInfo<VK_SHADER_STAGE_GEOMETRY_BIT, SVArray, ShaderVariable, SVArray, ShaderVariable >;
using FragmentShaderDescriptorInfo=CustomShaderDescriptorInfo<VK_SHADER_STAGE_FRAGMENT_BIT, SVArray, ShaderVariable, VIAArray, VIA >;
}}//namespace hgl::graph