[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

@@ -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