use AnsiString in shader

This commit is contained in:
2024-07-26 03:25:09 +08:00
parent 416b7bfcb3
commit 8f0cd9f35b
21 changed files with 53 additions and 51 deletions

View File

@@ -28,11 +28,11 @@ public:
bool End(){return(vkEndCommandBuffer(cmd_buf)==VK_SUCCESS);}
#ifdef _DEBUG
void SetDebugName(const UTF8String &);
void BeginRegion(const UTF8String &,const Color4f &);
void SetDebugName(const AnsiString &);
void BeginRegion(const AnsiString &,const Color4f &);
void EndRegion();
#else
void BeginRegion(const UTF8String &,const Color4f &){}
void BeginRegion(const AnsiString &,const Color4f &){}
void EndRegion(){}
#endif//_DEBUG
};//class GPUCmdBuffer

View File

@@ -90,11 +90,11 @@ VK_NAMESPACE_BEGIN
}
template<typename T>
T *GetDeviceProc(const char *name)
T *GetDeviceProc(VkDevice *dev,const char *name)
{
if(!GetDeviceProcAddr)return(nullptr);
return reinterpret_cast<T>(GetDeviceProcAddr(name));
return reinterpret_cast<T>(GetDeviceProcAddr(dev,name));
}
void DestroySurface(VkSurfaceKHR);

View File

@@ -7,7 +7,7 @@
VK_NAMESPACE_BEGIN
class MaterialDescriptorManager
{
UTF8String mtl_name;
AnsiString mtl_name;
BindingMapArray binding_map[DESCRIPTOR_SET_TYPE_COUNT];
@@ -19,11 +19,11 @@ private:
public:
MaterialDescriptorManager(const UTF8String &,ShaderDescriptor *,const uint);
MaterialDescriptorManager(const UTF8String &,const ShaderDescriptorSetArray &);
MaterialDescriptorManager(const AnsiString &,ShaderDescriptor *,const uint);
MaterialDescriptorManager(const AnsiString &,const ShaderDescriptorSetArray &);
~MaterialDescriptorManager();
const UTF8String &GetMaterialName()const{return mtl_name;}
const AnsiString &GetMaterialName()const{return mtl_name;}
const uint GetBindCount(const DescriptorSetType &set_type)const
{

View File

@@ -171,7 +171,7 @@ namespace hgl
AABB GetAABB()const
{
vec min_point,max_point;
glm::vec4 min_point,max_point;
GetBoundingBox(min_point,max_point);
@@ -264,7 +264,7 @@ namespace hgl
AABB GetAABB()const
{
vec min_point,max_point;
glm::vec4 min_point,max_point;
GetBoundingBox(min_point,max_point);
@@ -462,10 +462,10 @@ namespace hgl
template<typename V>
bool WriteRect(const T left,const T top,const T width,const T height)
{
const vec2<V> lt(left ,top);
const vec2<V> rt(left+width,top);
const vec2<V> rb(left+width,top+height);
const vec2<V> lb(left ,top+height);
const glm::vec<2,V,glm::defaultp> lt(left ,top);
const glm::vec<2,V,glm::defaultp> rt(left+width,top);
const glm::vec<2,V,glm::defaultp> rb(left+width,top+height);
const glm::vec<2,V,glm::defaultp> lb(left ,top+height);
return WriteQuad(lt,rt,rb,lb);
}
@@ -580,7 +580,7 @@ namespace hgl
AABB GetAABB()const
{
vec min_point,max_point;
glm::vec4 min_point,max_point;
GetBoundingBox(min_point,max_point);
@@ -850,7 +850,7 @@ namespace hgl
AABB GetAABB()const
{
vec min_point,max_point;
glm::vec4 min_point,max_point;
GetBoundingBox(min_point,max_point);

View File

@@ -58,7 +58,7 @@ public:
bool AddConstValue(ConstValueDescriptor *sd);
void SetPushConstant(const AnsiString name,uint8_t offset,uint8_t size);
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
@@ -98,7 +98,7 @@ public:
using CustomShaderDescriptorInfo<VK_SHADER_STAGE_VERTEX_BIT,VIAArray,VIA,SVArray,ShaderVariable>::CustomShaderDescriptorInfo;
~VertexShaderDescriptorInfo()override=default;
bool AddSubpassInput(const AnsiString name,uint8_t index);
bool AddSubpassInput(const AnsiString &name,uint8_t index);
};//class VertexShaderDescriptorInfo
using TessCtrlShaderDescriptorInfo=CustomShaderDescriptorInfo<VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, SVArray, ShaderVariable, SVArray, ShaderVariable >;