to support newly String<>/IDName/Compare
This commit is contained in:
parent
d810540b81
commit
bd0a3d8be1
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Subproject commit 85436b5a7b0bc9347fcd3321a6895464470f1353
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Subproject commit 0fae462338cd01c5a26d0a8f0175fe3729a65c94
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2
CMCore
2
CMCore
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Subproject commit 7c08fbc530c97394932bfafab73d35073b49f7d8
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Subproject commit 5aad7d81419d02141b3b3f53661e2c8e3e763163
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@ -1 +1 @@
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Subproject commit 103b0d845dc9fdbc10e2e40ab0fa346d133dc1ae
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Subproject commit aa7abe47631cdb687528400409ef295fd2c050b8
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@ -1 +1 @@
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Subproject commit c958a6cb2ac4a52716eabc1c45eba184f4c7e46c
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Subproject commit 4949c2e3e82c8a88a783579aff120617c4ecfdab
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2
CMUtil
2
CMUtil
@ -1 +1 @@
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Subproject commit f7dce0304822280d0db23ae607783b7c3cd183fa
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Subproject commit 57ff3a70c99265ed7bb97b3b6840709e84bac0c1
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@ -28,7 +28,7 @@ private:
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bool InitTextRenderable()
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{
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UTF16String str;
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U16String str;
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LoadStringFromTextFile(str,OS_TEXT("res/text/DaoDeBible.txt"));
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@ -22,6 +22,7 @@
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*/
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#include"GizmoResource.h"
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#include<hgl/graph/SceneNode.h>
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/InlineGeometry.h>
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@ -1,4 +1,5 @@
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#include"GizmoResource.h"
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#include<hgl/graph/SceneNode.h>
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/TransformFaceToCamera.h>
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@ -22,6 +22,7 @@
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*/
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#include"GizmoResource.h"
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#include<hgl/graph/SceneNode.h>
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/InlineGeometry.h>
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@ -8,6 +8,7 @@
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/color/Color.h>
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#include<hgl/graph/InlineGeometry.h>
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#include<hgl/graph/SceneNode.h>
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#include"GizmoResource.h"
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VK_NAMESPACE_BEGIN
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@ -8,15 +8,48 @@ class RenderAssignBuffer;
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class SceneNode;
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struct CameraInfo;
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struct RenderPipelineIndex:public Comparator<RenderPipelineIndex>
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{
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Material *material;
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Pipeline *pipeline;
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public:
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const int compare(const RenderPipelineIndex &rli)const override
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{
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if(material<rli.material)return(-1);
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if(material>rli.material)return(1);
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if(pipeline<rli.pipeline)return(-1);
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if(pipeline>rli.pipeline)return(1);
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return(0);
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}
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public:
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RenderPipelineIndex()
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{
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material=nullptr;
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pipeline=nullptr;
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}
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RenderPipelineIndex(Material *m,Pipeline *p)
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{
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material=m;
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pipeline=p;
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}
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};//struct RenderPipelineIndex
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/**
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* 同一材质的对象渲染列表
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* 同一材质与管线的渲染列表
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*/
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class MaterialRenderList
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{
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GPUDevice *device;
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RenderCmdBuffer *cmd_buf;
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Material *material;
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RenderPipelineIndex rp_index;
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CameraInfo *camera_info;
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@ -33,7 +66,6 @@ private:
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uint32_t first_instance; ///<第一个绘制实例(和instance渲染无关,对应InstanceRate的VAB)
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uint32_t instance_count;
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Pipeline * pipeline;
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MaterialInstance * mi;
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const PrimitiveDataBuffer * pdb;
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@ -60,7 +92,6 @@ protected:
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VABList * vab_list;
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Pipeline * last_pipeline;
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const PrimitiveDataBuffer * last_data_buffer;
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const VDM * last_vdm;
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const PrimitiveRenderData * last_render_data;
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@ -75,20 +106,14 @@ protected:
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public:
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MaterialRenderList(GPUDevice *d,bool l2w,Material *m);
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MaterialRenderList(GPUDevice *d,bool l2w,const RenderPipelineIndex &rpi);
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~MaterialRenderList();
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void Add(SceneNode *);
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void SetCameraInfo(CameraInfo *ci)
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{
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camera_info=ci;
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}
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void SetCameraInfo(CameraInfo *ci){camera_info=ci;}
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void Clear()
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{
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rn_list.Clear();
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}
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void Clear(){rn_list.Clear();}
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void End();
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@ -2,7 +2,7 @@
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#include<hgl/graph/MaterialRenderList.h>
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VK_NAMESPACE_BEGIN
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class MaterialRenderMap:public ObjectMap<Material *,MaterialRenderList>
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class MaterialRenderMap:public ObjectMap<RenderPipelineIndex,MaterialRenderList>
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{
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public:
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@ -11,9 +11,9 @@ namespace hgl
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class MaterialInstance;
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class SceneNode;
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struct RenderNode
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struct RenderNode:public Comparator<RenderNode>
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{
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uint index; ///<在MaterialRenderList中的索引
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uint index; ///<在MaterialRenderList中的索引
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SceneNode * scene_node;
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@ -22,6 +22,11 @@ namespace hgl
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Vector3f world_position;
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float to_camera_distance;
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public:
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//该函数位于MaterialRenderList.cpp
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const int compare(const RenderNode &)const override;
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};
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using RenderNodeList=List<RenderNode>;
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@ -29,5 +34,10 @@ namespace hgl
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using MaterialInstanceSets=SortedSet<MaterialInstance *>; ///<材质实例集合
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}//namespace graph
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template<> inline const int ItemComparator<graph::RenderNode>::compare(const graph::RenderNode &a,const graph::RenderNode &b)
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{
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return a.compare(b);
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}
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}//namespace hgl
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#endif//HGL_GRAPH_RENDER_NODE_INCLUDE
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@ -10,7 +10,7 @@ namespace hgl
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namespace graph
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{
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using SceneNodeID =uint64;
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using SceneNodeName =UTF16IDName;
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using SceneNodeName =U16IDName;
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/**
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* 场景节点数据类<br>
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@ -19,6 +19,8 @@ namespace hgl
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*/
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class SceneNode:public SceneOrient ///场景节点类
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{
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SceneNode *Owner; ///<上级节点
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SceneNodeID NodeID; ///<节点ID
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SceneNodeName NodeName; ///<节点名称
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@ -59,6 +61,8 @@ namespace hgl
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{
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SceneOrient::Clear();
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Owner=nullptr;
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BoundingBox.SetZero();
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LocalBoundingBox.SetZero();
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@ -74,8 +78,13 @@ namespace hgl
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return(true);
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}
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Renderable *GetRenderable(){return render_obj;}
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void SetRenderable(Renderable *);
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void SetOwner(SceneNode *sn) {Owner=sn;}
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SceneNode * GetOwner() noexcept{return Owner;}
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const SceneNode * GetOwner()const noexcept{return Owner;}
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void SetRenderable(Renderable *);
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Renderable *GetRenderable() noexcept{return render_obj;}
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const Renderable *GetRenderable()const noexcept{return render_obj;}
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SceneNode *Add(SceneNode *sn)
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{
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@ -83,6 +92,7 @@ namespace hgl
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return(nullptr);
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ChildNode.Add(sn);
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sn->SetOwner(this);
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return sn;
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}
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#ifndef HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE
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#define HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE
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#pragma once
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#include<hgl/graph/VK.h>
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#include<hgl/type/Map.h>
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#include<hgl/util/hash/Hash.h>
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VK_NAMESPACE_BEGIN
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using RenderPassHASHCode=util::HashCodeSHA1LE;
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using RenderPassHASHCode=util::HashCode<128/8>;
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inline util::Hash *CreateRenderPassHash()
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{
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return util::CreateHash(util::HASH::xxH3_128);
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}
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class DeviceRenderPassManage
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{
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@ -34,4 +38,3 @@ private:
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RenderPass * AcquireRenderPass( const RenderbufferInfo *,const uint subpass_count=2);
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};//class DeviceRenderPassManage
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VK_NAMESPACE_END
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#endif//HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE
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* 原始图元数据缓冲区<Br>
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* 提供在渲染之前的数据绑定信息
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*/
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struct PrimitiveDataBuffer
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struct PrimitiveDataBuffer:public Comparator<PrimitiveDataBuffer>
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{
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uint32_t vab_count;
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VkBuffer * vab_list;
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@ -32,14 +32,14 @@ public:
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PrimitiveDataBuffer(const uint32_t,IndexBuffer *,VertexDataManager *_v=nullptr);
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~PrimitiveDataBuffer();
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const bool Comp(const PrimitiveDataBuffer *pdb)const;
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const int compare(const PrimitiveDataBuffer &pdb)const override;
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};//struct PrimitiveDataBuffer
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/**
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* 原始图元渲染数据<Br>
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* 提供在渲染时的数据
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*/
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struct PrimitiveRenderData
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struct PrimitiveRenderData:public ComparatorData<PrimitiveRenderData>
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{
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//因为要VAB是流式访问,所以我们这个结构会被用做排序依据
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//也因此,把vertex_offset放在最前面
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@ -59,9 +59,6 @@ public:
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vertex_offset =vo;
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first_index =fi;
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}
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CompOperatorMemcmp(const PrimitiveRenderData &);
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CompOperatorMemcmpPointer(PrimitiveRenderData);
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};
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/**
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@ -12,7 +12,7 @@ namespace hgl
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/**
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* 字体信息
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*/
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struct Font
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struct Font:public ComparatorData<Font>
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{
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os_char name[MAX_FONT_NAME_LENGTH]; ///<字体名称
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@ -28,8 +28,6 @@ namespace hgl
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Font();
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Font(const os_char *,int,int,bool b=false,bool i=false,bool=true);
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CompOperatorMemcmp(const Font &); ///<比较操作符重载
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};//struct Font
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}//namespace graph
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}//namespace hgl
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@ -100,8 +100,8 @@ namespace hgl
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int draw_chars_count; ///<要绘制字符列表
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SortedSet<u32char> chars_sets; ///<不重复字符统计缓冲区
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SortedSet<u32char> clear_chars_sets; ///<待清除的字符合集
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SortedSets<u32char> chars_sets; ///<不重复字符统计缓冲区
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SortedSets<u32char> clear_chars_sets; ///<待清除的字符合集
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TileUVFloatMap chars_uv; ///<所有要绘制字符的uv
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struct CharDrawAttr
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@ -33,7 +33,7 @@ namespace hgl
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Color4f color;
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DeviceBuffer * ubo_color;
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SortedSet<TextPrimitive *> tr_sets;
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SortedSets<TextPrimitive *> tr_sets;
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private:
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@ -54,9 +54,9 @@ namespace hgl
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public:
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TextPrimitive *CreatePrimitive();
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TextPrimitive *CreatePrimitive(const UTF16String &str);
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TextPrimitive *CreatePrimitive(const U16String &str);
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bool Layout(TextPrimitive *tr,const UTF16String &str);
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bool Layout(TextPrimitive *tr,const U16String &str);
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Renderable *CreateRenderable(TextPrimitive *text_primitive);
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@ -37,7 +37,7 @@ namespace hgl
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TileFont(TileData *td,FontSource *fs);
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virtual ~TileFont();
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bool Registry(TileUVFloatMap &,SortedSet<u32char> &chars_sets); ///<注册要使用的字符
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bool Registry(TileUVFloatMap &,SortedSet<u32char> &chars_sets); ///<注册要使用的字符
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void Unregistry(const List<u32char> &); ///<注销要使用的字符
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};//class TileFont
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}//namespace graph
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@ -6,7 +6,7 @@
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#include<hgl/graph/VertexAttrib.h>
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STD_MTL_NAMESPACE_BEGIN
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struct Material2DCreateConfig:public MaterialCreateConfig
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struct Material2DCreateConfig:public MaterialCreateConfig,public Comparator<Material2DCreateConfig>
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{
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CoordinateSystem2D coordinate_system; ///<使用的坐标系
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@ -32,9 +32,9 @@ public:
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position_format=VAT_VEC2;
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}
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int Comp(const Material2DCreateConfig &cfg)const
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const int compare(const Material2DCreateConfig &cfg)const override
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{
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int off=MaterialCreateConfig::Comp(cfg);
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int off=MaterialCreateConfig::compare(cfg);
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if(off)return off;
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@ -48,8 +48,6 @@ public:
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return off;
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}
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CompOperator(const Material2DCreateConfig &,Comp)
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};//struct Material2DCreateConfig:public MaterialCreateConfig
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MaterialCreateInfo *CreateVertexColor2D(const Material2DCreateConfig *);
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|
@ -5,58 +5,8 @@
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#include<hgl/graph/VertexAttrib.h>
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STD_MTL_NAMESPACE_BEGIN
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enum class LightingModel:uint8
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{
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Unlit,
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Gizmo, ///<Gizmo专用(Blinnphong的特定版本,内置假的太阳光方向、高光系数等,使其不需要外部UBO传入)
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Blinnphong, ///<Blinnphong光照模型
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FakePBR, ///<假PBR(使用Blinnphong+HalfLambert模拟)
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MicroPBR, ///<微型PBR(只有BaseColor/Normal/Metallic/Roughness四个基础数据的PBR)
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WebPBR, ///<Khronos为WebGL提供的PBR
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FilamentPBR, ///<Filament引擎所使用的PBR
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AMDPBR, ///<AMD Caulrdon框架所使用的PBR
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BlenderPBR, ///<Blender所使用的PBR
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ENUM_CLASS_RANGE(Unlit,BlenderPBR)
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};
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constexpr const char *LightingModelName[]=
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{
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"Unlit",
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"Gizmo",
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"Blinnphong",
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"FakePBR",
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"MicroPBR",
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"WebPBR",
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"FilamentPBR",
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||||
"AMDPBR",
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||||
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"BlenderPBR"
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};
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||||
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||||
/**
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||||
* 天光来源
|
||||
*/
|
||||
enum class SkyLightSource:uint8
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||||
{
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PureColor, ///<纯色
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Simplest, ///<极简(一行代码)
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Cubemap, ///<立方体贴图
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IBL, ///<IBL立方体贴图
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ENUM_CLASS_RANGE(PureColor,IBL)
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};
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struct Material3DCreateConfig:public MaterialCreateConfig
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struct Material3DCreateConfig:public MaterialCreateConfig,public Comparator<Material3DCreateConfig>
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{
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bool camera; ///<包含摄像机矩阵信息
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@ -82,9 +32,9 @@ public:
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// reverse_depth=false;
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}
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int Comp(const Material3DCreateConfig &cfg)const
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const int compare(const Material3DCreateConfig &cfg)const override
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||||
{
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||||
int off=MaterialCreateConfig::Comp(cfg);
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int off=MaterialCreateConfig::compare(cfg);
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||||
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||||
if(off)return off;
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||||
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@ -98,8 +48,6 @@ public:
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||||
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return off;
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||||
}
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||||
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||||
CompOperator(const Material3DCreateConfig &,Comp)
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||||
};//struct Material3DCreateConfig:public MaterialCreateConfig
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||||
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||||
MaterialCreateInfo *CreateVertexColor3D(const Material3DCreateConfig *);
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||||
|
@ -13,7 +13,7 @@ class MaterialCreateInfo;
|
||||
/**
|
||||
* 材质配置结构
|
||||
*/
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||||
struct MaterialCreateConfig
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||||
struct MaterialCreateConfig:public Comparator<MaterialCreateConfig>
|
||||
{
|
||||
const GPUDeviceAttribute *dev_attr;
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||||
|
||||
@ -42,7 +42,7 @@ public:
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||||
prim=p;
|
||||
}
|
||||
|
||||
virtual int Comp(const MaterialCreateConfig &cfg)const
|
||||
const int compare(const MaterialCreateConfig &cfg)const override
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||||
{
|
||||
int off;
|
||||
|
||||
@ -59,8 +59,6 @@ public:
|
||||
|
||||
return off;
|
||||
}
|
||||
|
||||
CompOperator(const MaterialCreateConfig &,Comp)
|
||||
};//struct MaterialCreateConfig
|
||||
STD_MTL_NAMESPACE_END
|
||||
#endif//HGL_GRAPH_MTL_CONFIG_INCLUDE
|
||||
|
@ -6,551 +6,436 @@
|
||||
#include<hgl/graph/VKInterpolation.h>
|
||||
#include<hgl/graph/VKSamplerType.h>
|
||||
#include<hgl/graph/VKImageType.h>
|
||||
#include<hgl/CompOperator.h>
|
||||
#include<hgl/Comparator.h>
|
||||
|
||||
namespace hgl
|
||||
VK_NAMESPACE_BEGIN
|
||||
enum class ShaderVariableBaseType:uint8
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
enum class ShaderVariableBaseType:uint8
|
||||
{
|
||||
Scalar=0,
|
||||
Vector,
|
||||
Matrix,
|
||||
Sampler,
|
||||
Image,
|
||||
AtomicCounter,
|
||||
Scalar=0,
|
||||
Vector,
|
||||
Matrix,
|
||||
Sampler,
|
||||
Image,
|
||||
AtomicCounter,
|
||||
|
||||
ENUM_CLASS_RANGE(Scalar,AtomicCounter)
|
||||
};//enum class ShaderVariableBaseType
|
||||
ENUM_CLASS_RANGE(Scalar,AtomicCounter)
|
||||
};//enum class ShaderVariableBaseType
|
||||
|
||||
using SVBaseType=ShaderVariableBaseType;
|
||||
using SVBaseType=ShaderVariableBaseType;
|
||||
|
||||
#pragma pack(push,1)
|
||||
#pragma pack(push,1)
|
||||
|
||||
struct ShaderVariableType
|
||||
struct ShaderVariableType:public Comparator<ShaderVariableType>
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
SVBaseType base_type;
|
||||
|
||||
union
|
||||
{
|
||||
struct
|
||||
struct Scalar
|
||||
{
|
||||
SVBaseType base_type;
|
||||
VABaseType type;
|
||||
}scalar;
|
||||
|
||||
union
|
||||
{
|
||||
struct Scalar
|
||||
{
|
||||
VABaseType type;
|
||||
}scalar;
|
||||
struct Vector
|
||||
{
|
||||
VABaseType type;
|
||||
uint8 vec_size;
|
||||
}vector;
|
||||
|
||||
struct Vector
|
||||
{
|
||||
VABaseType type;
|
||||
uint8 vec_size;
|
||||
}vector;
|
||||
struct Matrix
|
||||
{
|
||||
VABaseType type;
|
||||
uint8 n;
|
||||
uint8 m;
|
||||
}matrix;
|
||||
|
||||
struct Matrix
|
||||
{
|
||||
VABaseType type;
|
||||
uint8 n;
|
||||
uint8 m;
|
||||
}matrix;
|
||||
struct Sampler
|
||||
{
|
||||
SamplerType type;
|
||||
}sampler;
|
||||
|
||||
struct Sampler
|
||||
{
|
||||
SamplerType type;
|
||||
}sampler;
|
||||
|
||||
struct Image
|
||||
{
|
||||
ShaderImageType type;
|
||||
}image;
|
||||
};
|
||||
};
|
||||
|
||||
uint32 type_code;
|
||||
struct Image
|
||||
{
|
||||
ShaderImageType type;
|
||||
}image;
|
||||
};
|
||||
|
||||
uint32 array_size;
|
||||
};
|
||||
|
||||
uint64 svt_code;
|
||||
uint32 type_code;
|
||||
};
|
||||
|
||||
public:
|
||||
|
||||
ShaderVariableType()
|
||||
{
|
||||
svt_code=0;
|
||||
}
|
||||
|
||||
ShaderVariableType(const ShaderVariableType &svt)
|
||||
{
|
||||
svt_code=svt.svt_code;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VAType &vat,const uint count)
|
||||
{
|
||||
From(vat,count);
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Scalar;
|
||||
|
||||
scalar.type=vabt;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint8 size,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Vector;
|
||||
|
||||
vector.type=vabt;
|
||||
vector.vec_size=size;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint8 row,const uint8 col,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Matrix;
|
||||
|
||||
matrix.type=vabt;
|
||||
matrix.n=col;
|
||||
matrix.m=row;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const SamplerType &st,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Sampler;
|
||||
|
||||
sampler.type=st;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const ShaderImageType &sit,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Image;
|
||||
|
||||
image.type=sit;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
const bool Check()const
|
||||
{
|
||||
if(!RangeCheck(base_type))return(false);
|
||||
|
||||
RANGE_CHECK_RETURN_FALSE(base_type)
|
||||
|
||||
if(base_type==SVBaseType::Scalar)
|
||||
return(true);
|
||||
|
||||
if(base_type==SVBaseType::Vector)
|
||||
{
|
||||
if(vector.vec_size<2||vector.vec_size>4)return(false);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Matrix)
|
||||
{
|
||||
if(matrix.m==0)
|
||||
{
|
||||
if(matrix.n<2||matrix.n>4)return(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(matrix.n<2||matrix.n>4)return(false);
|
||||
if(matrix.m<2||matrix.m>4)return(false);
|
||||
}
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Sampler)
|
||||
return RangeCheck(sampler.type);
|
||||
|
||||
if(base_type==SVBaseType::Image)
|
||||
return RangeCheck(image.type);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
int Comp(const ShaderVariableType &svt)const
|
||||
{
|
||||
int off=(int)base_type-(int)svt.base_type;
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
if(base_type==SVBaseType::Scalar)
|
||||
return int(scalar.type)-int(svt.scalar.type);
|
||||
|
||||
if(base_type==SVBaseType::Vector)
|
||||
{
|
||||
off=int(vector.type)-int(svt.vector.type);
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
off=vector.vec_size-svt.vector.vec_size;
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
return int(vector.type)-int(svt.vector.type);
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Matrix)
|
||||
{
|
||||
off=int(matrix.type)-int(svt.matrix.type);
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
off=matrix.n-svt.matrix.n;
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
return matrix.m-svt.matrix.m;
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Sampler)
|
||||
return int(sampler.type)-int(svt.sampler.type);
|
||||
|
||||
if(base_type==SVBaseType::Image)
|
||||
return int(image.type)-int(svt.image.type);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
CompOperator(const ShaderVariableType &,Comp)
|
||||
|
||||
const char *GetTypename()const;
|
||||
|
||||
bool ParseTypeString(const char *str);
|
||||
|
||||
const uint64 ToCode()const{return svt_code;}
|
||||
const bool FromCode(const uint64 code)
|
||||
{
|
||||
svt_code=code;
|
||||
|
||||
return Check();
|
||||
}
|
||||
|
||||
const bool From(const VAType &vat,const uint16 count=1)
|
||||
{
|
||||
array_size=count;
|
||||
|
||||
if(vat.vec_size==1)
|
||||
{
|
||||
base_type=SVBaseType::Scalar;
|
||||
scalar.type=vat.basetype;
|
||||
|
||||
return(true);
|
||||
}
|
||||
else if(vat.vec_size<=4)
|
||||
{
|
||||
base_type=SVBaseType::Vector;
|
||||
|
||||
vector.type=vat.basetype;
|
||||
vector.vec_size=vat.vec_size;
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
return(false);
|
||||
}
|
||||
|
||||
static const ShaderVariableType Scalar(const VABaseType &vabt,const uint count=1)
|
||||
{
|
||||
ShaderVariableType svt;
|
||||
|
||||
svt.base_type =SVBaseType::Scalar;
|
||||
svt.scalar.type =vabt;
|
||||
svt.array_size =count;
|
||||
|
||||
return svt;
|
||||
}
|
||||
};//struct ShaderVariableType
|
||||
#pragma pack(pop)
|
||||
|
||||
using SVType=ShaderVariableType;
|
||||
|
||||
const SVType SVT_BOOL (VABaseType::Bool, 1);
|
||||
const SVType SVT_INT (VABaseType::Int, 1);
|
||||
const SVType SVT_UINT (VABaseType::UInt, 1);
|
||||
const SVType SVT_FLOAT (VABaseType::Float, 1);
|
||||
const SVType SVT_DOUBLE(VABaseType::Double, 1);
|
||||
|
||||
const SVType SVT_BVEC2 (VABaseType::Bool, 2,1);
|
||||
const SVType SVT_BVEC3 (VABaseType::Bool, 3,1);
|
||||
const SVType SVT_BVEC4 (VABaseType::Bool, 4,1);
|
||||
|
||||
const SVType SVT_IVEC2 (VABaseType::Int, 2,1);
|
||||
const SVType SVT_IVEC3 (VABaseType::Int, 3,1);
|
||||
const SVType SVT_IVEC4 (VABaseType::Int, 4,1);
|
||||
|
||||
const SVType SVT_UVEC2 (VABaseType::UInt, 2,1);
|
||||
const SVType SVT_UVEC3 (VABaseType::UInt, 3,1);
|
||||
const SVType SVT_UVEC4 (VABaseType::UInt, 4,1);
|
||||
|
||||
const SVType SVT_VEC2 (VABaseType::Float, 2,1);
|
||||
const SVType SVT_VEC3 (VABaseType::Float, 3,1);
|
||||
const SVType SVT_VEC4 (VABaseType::Float, 4,1);
|
||||
|
||||
const SVType SVT_DVEC2 (VABaseType::Double, 2,1);
|
||||
const SVType SVT_DVEC3 (VABaseType::Double, 3,1);
|
||||
const SVType SVT_DVEC4 (VABaseType::Double, 4,1);
|
||||
|
||||
const SVType SVT_MAT2 (VABaseType::Float, 2,2,1);
|
||||
const SVType SVT_MAT3 (VABaseType::Float, 3,3,1);
|
||||
const SVType SVT_MAT4 (VABaseType::Float, 4,4,1);
|
||||
const SVType SVT_MAT2x3(VABaseType::Float, 2,3,1);
|
||||
const SVType SVT_MAT2x4(VABaseType::Float, 2,4,1);
|
||||
const SVType SVT_MAT3x2(VABaseType::Float, 3,2,1);
|
||||
const SVType SVT_MAT3x4(VABaseType::Float, 3,4,1);
|
||||
const SVType SVT_MAT4x2(VABaseType::Float, 4,2,1);
|
||||
const SVType SVT_MAT4x3(VABaseType::Float, 4,3,1);
|
||||
|
||||
const SVType SVT_Sampler1D(SamplerType::Sampler1D, 1);
|
||||
const SVType SVT_Sampler2D(SamplerType::Sampler2D, 1);
|
||||
const SVType SVT_Sampler3D(SamplerType::Sampler3D, 1);
|
||||
|
||||
const SVType SVT_SamplerCube(SamplerType::SamplerCube, 1);
|
||||
const SVType SVT_Sampler2DRect(SamplerType::Sampler2DRect, 1);
|
||||
|
||||
const SVType SVT_Sampler1DArray(SamplerType::Sampler1DArray,1);
|
||||
const SVType SVT_Sampler2DArray(SamplerType::Sampler2DArray,1);
|
||||
|
||||
const SVType SVT_SamplerCubeArray(SamplerType::SamplerCubeArray,1);
|
||||
|
||||
const SVType SVT_SamplerBuffer(SamplerType::SamplerBuffer,1);
|
||||
|
||||
const SVType SVT_Sampler2DMS(SamplerType::Sampler2DMS,1);
|
||||
const SVType SVT_Sampler2DMSArray(SamplerType::Sampler2DMSArray,1);
|
||||
|
||||
const SVType SVT_Sampler1DShadow(SamplerType::Sampler1DShadow,1);
|
||||
const SVType SVT_Sampler2DShadow(SamplerType::Sampler2DShadow,1);
|
||||
|
||||
const SVType SVT_SamplerCubeShadow(SamplerType::SamplerCubeShadow,1);
|
||||
const SVType SVT_Sampler2DRectShadow(SamplerType::Sampler2DRectShadow,1);
|
||||
|
||||
const SVType SVT_Sampler1DArrayShadow(SamplerType::Sampler1DArrayShadow,1);
|
||||
const SVType SVT_Sampler2DArrayShadow(SamplerType::Sampler2DArrayShadow,1);
|
||||
const SVType SVT_SamplerCubeArrayShadow(SamplerType::SamplerCubeArrayShadow,1);
|
||||
|
||||
const SVType SVT_Image1D(ShaderImageType::Image1D,1);
|
||||
const SVType SVT_Image2D(ShaderImageType::Image2D,1);
|
||||
const SVType SVT_Image3D(ShaderImageType::Image3D,1);
|
||||
|
||||
const SVType SVT_ImageCube(ShaderImageType::ImageCube,1);
|
||||
const SVType SVT_Image2DRect(ShaderImageType::Image2DRect,1);
|
||||
|
||||
const SVType SVT_Image1DArray(ShaderImageType::Image1DArray,1);
|
||||
const SVType SVT_Image2DArray(ShaderImageType::Image2DArray,1);
|
||||
|
||||
const SVType SVT_ImageCubeArray(ShaderImageType::ImageCubeArray,1);
|
||||
|
||||
const SVType SVT_ImageBuffer(ShaderImageType::ImageBuffer,1);
|
||||
|
||||
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
|
||||
uint32 array_size;
|
||||
};
|
||||
|
||||
using SVList=List<ShaderVariable>;
|
||||
uint64 svt_code;
|
||||
};
|
||||
|
||||
struct ShaderVariableArray
|
||||
public:
|
||||
|
||||
ShaderVariableType()
|
||||
{
|
||||
svt_code=0;
|
||||
}
|
||||
|
||||
ShaderVariableType(const ShaderVariableType &svt)
|
||||
{
|
||||
svt_code=svt.svt_code;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VAType &vat,const uint count)
|
||||
{
|
||||
From(vat,count);
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Scalar;
|
||||
|
||||
scalar.type=vabt;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint8 size,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Vector;
|
||||
|
||||
vector.type=vabt;
|
||||
vector.vec_size=size;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint8 row,const uint8 col,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Matrix;
|
||||
|
||||
matrix.type=vabt;
|
||||
matrix.n=col;
|
||||
matrix.m=row;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const SamplerType &st,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Sampler;
|
||||
|
||||
sampler.type=st;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const ShaderImageType &sit,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Image;
|
||||
|
||||
image.type=sit;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
const bool Check()const;
|
||||
|
||||
const int compare(const ShaderVariableType &svt)const override;
|
||||
|
||||
const char *GetTypename()const;
|
||||
|
||||
bool ParseTypeString(const char *str);
|
||||
|
||||
const uint64 ToCode()const{return svt_code;}
|
||||
const bool FromCode(const uint64 code)
|
||||
{
|
||||
svt_code=code;
|
||||
|
||||
return Check();
|
||||
}
|
||||
|
||||
const bool From(const VAType &vat,const uint16 count=1);
|
||||
|
||||
static const ShaderVariableType Scalar(const VABaseType &vabt,const uint count=1)
|
||||
{
|
||||
ShaderVariableType svt;
|
||||
|
||||
svt.base_type =SVBaseType::Scalar;
|
||||
svt.scalar.type =vabt;
|
||||
svt.array_size =count;
|
||||
|
||||
return svt;
|
||||
}
|
||||
};//struct ShaderVariableType
|
||||
#pragma pack(pop)
|
||||
|
||||
using SVType=ShaderVariableType;
|
||||
|
||||
const SVType SVT_BOOL (VABaseType::Bool, 1);
|
||||
const SVType SVT_INT (VABaseType::Int, 1);
|
||||
const SVType SVT_UINT (VABaseType::UInt, 1);
|
||||
const SVType SVT_FLOAT (VABaseType::Float, 1);
|
||||
const SVType SVT_DOUBLE(VABaseType::Double, 1);
|
||||
|
||||
const SVType SVT_BVEC2 (VABaseType::Bool, 2,1);
|
||||
const SVType SVT_BVEC3 (VABaseType::Bool, 3,1);
|
||||
const SVType SVT_BVEC4 (VABaseType::Bool, 4,1);
|
||||
|
||||
const SVType SVT_IVEC2 (VABaseType::Int, 2,1);
|
||||
const SVType SVT_IVEC3 (VABaseType::Int, 3,1);
|
||||
const SVType SVT_IVEC4 (VABaseType::Int, 4,1);
|
||||
|
||||
const SVType SVT_UVEC2 (VABaseType::UInt, 2,1);
|
||||
const SVType SVT_UVEC3 (VABaseType::UInt, 3,1);
|
||||
const SVType SVT_UVEC4 (VABaseType::UInt, 4,1);
|
||||
|
||||
const SVType SVT_VEC2 (VABaseType::Float, 2,1);
|
||||
const SVType SVT_VEC3 (VABaseType::Float, 3,1);
|
||||
const SVType SVT_VEC4 (VABaseType::Float, 4,1);
|
||||
|
||||
const SVType SVT_DVEC2 (VABaseType::Double, 2,1);
|
||||
const SVType SVT_DVEC3 (VABaseType::Double, 3,1);
|
||||
const SVType SVT_DVEC4 (VABaseType::Double, 4,1);
|
||||
|
||||
const SVType SVT_MAT2 (VABaseType::Float, 2,2,1);
|
||||
const SVType SVT_MAT3 (VABaseType::Float, 3,3,1);
|
||||
const SVType SVT_MAT4 (VABaseType::Float, 4,4,1);
|
||||
const SVType SVT_MAT2x3(VABaseType::Float, 2,3,1);
|
||||
const SVType SVT_MAT2x4(VABaseType::Float, 2,4,1);
|
||||
const SVType SVT_MAT3x2(VABaseType::Float, 3,2,1);
|
||||
const SVType SVT_MAT3x4(VABaseType::Float, 3,4,1);
|
||||
const SVType SVT_MAT4x2(VABaseType::Float, 4,2,1);
|
||||
const SVType SVT_MAT4x3(VABaseType::Float, 4,3,1);
|
||||
|
||||
const SVType SVT_Sampler1D(SamplerType::Sampler1D, 1);
|
||||
const SVType SVT_Sampler2D(SamplerType::Sampler2D, 1);
|
||||
const SVType SVT_Sampler3D(SamplerType::Sampler3D, 1);
|
||||
|
||||
const SVType SVT_SamplerCube(SamplerType::SamplerCube, 1);
|
||||
const SVType SVT_Sampler2DRect(SamplerType::Sampler2DRect, 1);
|
||||
|
||||
const SVType SVT_Sampler1DArray(SamplerType::Sampler1DArray,1);
|
||||
const SVType SVT_Sampler2DArray(SamplerType::Sampler2DArray,1);
|
||||
|
||||
const SVType SVT_SamplerCubeArray(SamplerType::SamplerCubeArray,1);
|
||||
|
||||
const SVType SVT_SamplerBuffer(SamplerType::SamplerBuffer,1);
|
||||
|
||||
const SVType SVT_Sampler2DMS(SamplerType::Sampler2DMS,1);
|
||||
const SVType SVT_Sampler2DMSArray(SamplerType::Sampler2DMSArray,1);
|
||||
|
||||
const SVType SVT_Sampler1DShadow(SamplerType::Sampler1DShadow,1);
|
||||
const SVType SVT_Sampler2DShadow(SamplerType::Sampler2DShadow,1);
|
||||
|
||||
const SVType SVT_SamplerCubeShadow(SamplerType::SamplerCubeShadow,1);
|
||||
const SVType SVT_Sampler2DRectShadow(SamplerType::Sampler2DRectShadow,1);
|
||||
|
||||
const SVType SVT_Sampler1DArrayShadow(SamplerType::Sampler1DArrayShadow,1);
|
||||
const SVType SVT_Sampler2DArrayShadow(SamplerType::Sampler2DArrayShadow,1);
|
||||
const SVType SVT_SamplerCubeArrayShadow(SamplerType::SamplerCubeArrayShadow,1);
|
||||
|
||||
const SVType SVT_Image1D(ShaderImageType::Image1D,1);
|
||||
const SVType SVT_Image2D(ShaderImageType::Image2D,1);
|
||||
const SVType SVT_Image3D(ShaderImageType::Image3D,1);
|
||||
|
||||
const SVType SVT_ImageCube(ShaderImageType::ImageCube,1);
|
||||
const SVType SVT_Image2DRect(ShaderImageType::Image2DRect,1);
|
||||
|
||||
const SVType SVT_Image1DArray(ShaderImageType::Image1DArray,1);
|
||||
const SVType SVT_Image2DArray(ShaderImageType::Image2DArray,1);
|
||||
|
||||
const SVType SVT_ImageCubeArray(ShaderImageType::ImageCubeArray,1);
|
||||
|
||||
const SVType SVT_ImageBuffer(ShaderImageType::ImageBuffer,1);
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
using SVList=List<ShaderVariable>;
|
||||
|
||||
struct ShaderVariableArray:public Comparator<ShaderVariableArray>
|
||||
{
|
||||
uint count;
|
||||
|
||||
ShaderVariable *items;
|
||||
|
||||
public:
|
||||
|
||||
const bool IsEmpty()const{return !items||count<=0;}
|
||||
|
||||
public:
|
||||
|
||||
ShaderVariableArray()
|
||||
{
|
||||
count=0;
|
||||
items=nullptr;
|
||||
}
|
||||
|
||||
~ShaderVariableArray()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
const int compare(const ShaderVariableArray &sva)const override
|
||||
{
|
||||
int off=count-sva.count;
|
||||
if(off)return off;
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
{
|
||||
uint count;
|
||||
off=items[i].location-sva.items[i].location;
|
||||
if(off)
|
||||
return off;
|
||||
|
||||
ShaderVariable *items;
|
||||
if(items[i].type.ToCode()>sva.items[i].type.ToCode())
|
||||
return 1;
|
||||
|
||||
public:
|
||||
//ToCode返回的是uint64,可能差值超大,所以不能直接用-的结果
|
||||
|
||||
const bool IsEmpty()const{return !items||count<=0;}
|
||||
if(items[i].type.ToCode()<sva.items[i].type.ToCode())
|
||||
return -1;
|
||||
|
||||
public:
|
||||
off=int(items[i].interpolation)-int(sva.items[i].interpolation);
|
||||
if(off)
|
||||
return off;
|
||||
|
||||
ShaderVariableArray()
|
||||
{
|
||||
count=0;
|
||||
items=nullptr;
|
||||
}
|
||||
off=hgl::strcmp(items[i].name,sva.items[i].name);
|
||||
if(off)
|
||||
return off;
|
||||
}
|
||||
|
||||
~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)
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool Init(const uint c=0)
|
||||
{
|
||||
if(items)
|
||||
return(false);
|
||||
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;
|
||||
}
|
||||
if(c>0)
|
||||
{
|
||||
count=c;
|
||||
items=array_alloc<ShaderVariable>(count);
|
||||
}
|
||||
else
|
||||
{
|
||||
count=0;
|
||||
items=nullptr;
|
||||
}
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
bool Contains(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);
|
||||
}
|
||||
|
||||
bool Contains(const char *name)const
|
||||
{
|
||||
if(count<=0)
|
||||
return(false);
|
||||
return(false);
|
||||
}
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
if(hgl::strcmp(items[i].name,name)==0)
|
||||
return(true);
|
||||
bool Add(ShaderVariable &sv)
|
||||
{
|
||||
if(Contains(sv.name))
|
||||
return(false);
|
||||
|
||||
return(false);
|
||||
}
|
||||
sv.location=count;
|
||||
|
||||
bool Add(ShaderVariable &sv)
|
||||
{
|
||||
if(Contains(sv.name))
|
||||
return(false);
|
||||
|
||||
sv.location=count;
|
||||
|
||||
if(!items)
|
||||
{
|
||||
items=array_alloc<ShaderVariable>(1);
|
||||
count=1;
|
||||
}
|
||||
else
|
||||
{
|
||||
++count;
|
||||
items=array_realloc(items,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);
|
||||
}
|
||||
hgl_cpy(items[count-1],sv);
|
||||
return(true);
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
if(items)
|
||||
{
|
||||
array_free(items);
|
||||
items=nullptr;
|
||||
}
|
||||
void Clear()
|
||||
{
|
||||
if(items)
|
||||
{
|
||||
array_free(items);
|
||||
items=nullptr;
|
||||
}
|
||||
|
||||
count=0;
|
||||
}
|
||||
count=0;
|
||||
}
|
||||
|
||||
bool Clone(const ShaderVariableArray *src)
|
||||
{
|
||||
if(!src)
|
||||
return(false);
|
||||
bool Clone(const ShaderVariableArray *src)
|
||||
{
|
||||
if(!src)
|
||||
return(false);
|
||||
|
||||
if(!Init(src->count))
|
||||
return(false);
|
||||
if(!Init(src->count))
|
||||
return(false);
|
||||
|
||||
hgl_cpy(items,src->items,src->count);
|
||||
return(true);
|
||||
}
|
||||
hgl_cpy(items,src->items,src->count);
|
||||
return(true);
|
||||
}
|
||||
|
||||
void ToString(AnsiString &output_string)
|
||||
void ToString(AnsiString &output_string)
|
||||
{
|
||||
if(IsEmpty())
|
||||
return;
|
||||
|
||||
const ShaderVariable *sv=items;
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
{
|
||||
output_string+=" ";
|
||||
|
||||
if(sv->interpolation!=Interpolation::Smooth)
|
||||
{
|
||||
if(IsEmpty())
|
||||
return;
|
||||
|
||||
const ShaderVariable *sv=items;
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
if(RangeCheck(sv->interpolation))
|
||||
{
|
||||
output_string+=" ";
|
||||
|
||||
if(sv->interpolation!=Interpolation::Smooth)
|
||||
{
|
||||
if(RangeCheck(sv->interpolation))
|
||||
{
|
||||
output_string+=InterpolationName[size_t(sv->interpolation)];
|
||||
output_string+=" ";
|
||||
}
|
||||
}
|
||||
|
||||
output_string+=sv->type.GetTypename();
|
||||
output_string+=InterpolationName[size_t(sv->interpolation)];
|
||||
output_string+=" ";
|
||||
output_string+=sv->name;
|
||||
output_string+=";\n";
|
||||
|
||||
++sv;
|
||||
}
|
||||
}
|
||||
};//struct ShaderVariableArray
|
||||
|
||||
using SVArray=ShaderVariableArray;
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
output_string+=sv->type.GetTypename();
|
||||
output_string+=" ";
|
||||
output_string+=sv->name;
|
||||
output_string+=";\n";
|
||||
|
||||
++sv;
|
||||
}
|
||||
}
|
||||
};//struct ShaderVariableArray
|
||||
|
||||
using SVArray=ShaderVariableArray;
|
||||
|
||||
VK_NAMESPACE_END
|
||||
|
@ -96,7 +96,7 @@ public:
|
||||
void SetMain(const AnsiString &str){main_function=str;}
|
||||
void SetMain(const char *str,const int len)
|
||||
{
|
||||
main_function.SetString(str,len);
|
||||
main_function.fromString(str,len);
|
||||
}
|
||||
|
||||
const AnsiString &GetOutputStruct()const{return output_struct;}
|
||||
|
@ -26,22 +26,13 @@
|
||||
这样就可以保证所有的渲染操作就算要切VBO,也不需要切换INDIRECT缓冲区,定位指令也很方便。
|
||||
*/
|
||||
|
||||
template<>
|
||||
int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &obj_one,const hgl::graph::RenderNode &obj_two) const
|
||||
VK_NAMESPACE_BEGIN
|
||||
const int RenderNode::compare(const RenderNode &other)const
|
||||
{
|
||||
hgl::int64 off;
|
||||
|
||||
hgl::graph::Renderable *ri_one=obj_one.scene_node->GetRenderable();
|
||||
hgl::graph::Renderable *ri_two=obj_two.scene_node->GetRenderable();
|
||||
|
||||
//比较管线
|
||||
{
|
||||
off=ri_one->GetPipeline()
|
||||
-ri_two->GetPipeline();
|
||||
|
||||
if(off)
|
||||
return off;
|
||||
}
|
||||
hgl::graph::Renderable *ri_one=other.scene_node->GetRenderable();
|
||||
hgl::graph::Renderable *ri_two=scene_node->GetRenderable();
|
||||
|
||||
auto *prim_one=ri_one->GetPrimitive();
|
||||
auto *prim_two=ri_two->GetPrimitive();
|
||||
@ -72,8 +63,8 @@ int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &ob
|
||||
|
||||
//比较距离。。。。。。。。。。。。。。。。。。。。。还不知道这个是正了还是反了,等测出来确认后修改下面的返回值和这里的注释
|
||||
|
||||
float foff=obj_one.to_camera_distance
|
||||
-obj_two.to_camera_distance;
|
||||
float foff=other.to_camera_distance
|
||||
-to_camera_distance;
|
||||
|
||||
if(foff>0)
|
||||
return 1;
|
||||
@ -81,18 +72,17 @@ int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &ob
|
||||
return -1;
|
||||
}
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
MaterialRenderList::MaterialRenderList(GPUDevice *d,bool l2w,Material *m)
|
||||
MaterialRenderList::MaterialRenderList(GPUDevice *d,bool l2w,const RenderPipelineIndex &rpi)
|
||||
{
|
||||
device=d;
|
||||
cmd_buf=nullptr;
|
||||
material=m;
|
||||
rp_index=rpi;
|
||||
|
||||
camera_info=nullptr;
|
||||
|
||||
assign_buffer=new RenderAssignBuffer(device,material);
|
||||
assign_buffer=new RenderAssignBuffer(device,rp_index.material);
|
||||
|
||||
vab_list=new VABList(material->GetVertexInput()->GetCount());
|
||||
vab_list=new VABList(rp_index.material->GetVertexInput()->GetCount());
|
||||
|
||||
icb_draw=nullptr;
|
||||
icb_draw_indexed=nullptr;
|
||||
@ -215,7 +205,6 @@ void MaterialRenderList::UpdateMaterialInstance(SceneNode *sn)
|
||||
|
||||
void MaterialRenderList::RenderItem::Set(Renderable *ri)
|
||||
{
|
||||
pipeline=ri->GetPipeline();
|
||||
mi =ri->GetMaterialInstance();
|
||||
pdb =ri->GetDataBuffer();
|
||||
prd =ri->GetRenderData();
|
||||
@ -248,6 +237,7 @@ void MaterialRenderList::WriteICB(VkDrawIndirectCommand *dicp,RenderItem *ri)
|
||||
dicp->firstVertex =ri->prd->vertex_offset;
|
||||
dicp->firstInstance =ri->first_instance;
|
||||
}
|
||||
|
||||
void MaterialRenderList::WriteICB(VkDrawIndexedIndirectCommand *diicp,RenderItem *ri)
|
||||
{
|
||||
diicp->indexCount =ri->prd->index_count;
|
||||
@ -279,7 +269,6 @@ void MaterialRenderList::Stat()
|
||||
ri->instance_count=1;
|
||||
ri->Set(ro);
|
||||
|
||||
last_pipeline =ri->pipeline;
|
||||
last_data_buffer=ri->pdb;
|
||||
last_vdm =ri->pdb->vdm;
|
||||
last_render_data=ri->prd;
|
||||
@ -290,14 +279,13 @@ void MaterialRenderList::Stat()
|
||||
{
|
||||
ro=rn->scene_node->GetRenderable();
|
||||
|
||||
if(last_pipeline==ro->GetPipeline())
|
||||
if(last_data_buffer->Comp(ro->GetDataBuffer()))
|
||||
if(last_render_data->_Comp(ro->GetRenderData())==0)
|
||||
{
|
||||
++ri->instance_count;
|
||||
++rn;
|
||||
continue;
|
||||
}
|
||||
if(*last_data_buffer!=*ro->GetDataBuffer())
|
||||
if(*last_render_data==*ro->GetRenderData())
|
||||
{
|
||||
++ri->instance_count;
|
||||
++rn;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(ri->pdb->vdm)
|
||||
{
|
||||
@ -317,7 +305,6 @@ void MaterialRenderList::Stat()
|
||||
ri->instance_count=1;
|
||||
ri->Set(ro);
|
||||
|
||||
last_pipeline =ri->pipeline;
|
||||
last_data_buffer=ri->pdb;
|
||||
last_vdm =ri->pdb->vdm;
|
||||
last_render_data=ri->prd;
|
||||
@ -411,17 +398,7 @@ void MaterialRenderList::ProcIndirectRender()
|
||||
|
||||
void MaterialRenderList::Render(RenderItem *ri)
|
||||
{
|
||||
if(last_pipeline!=ri->pipeline)
|
||||
{
|
||||
cmd_buf->BindPipeline(ri->pipeline);
|
||||
last_pipeline=ri->pipeline;
|
||||
|
||||
last_data_buffer=nullptr;
|
||||
|
||||
//这里未来尝试换pipeline同时不换mi/primitive是否需要重新绑定mi/primitive
|
||||
}
|
||||
|
||||
if(!ri->pdb->Comp(last_data_buffer)) //换buf了
|
||||
if(*(ri->pdb)!=*last_data_buffer) //换buf了
|
||||
{
|
||||
if(indirect_draw_count) //如果有间接绘制的数据,赶紧给画了
|
||||
ProcIndirectRender();
|
||||
@ -432,7 +409,7 @@ void MaterialRenderList::Render(RenderItem *ri)
|
||||
BindVAB(ri->pdb,ri->first_instance);
|
||||
|
||||
if(ri->pdb->ibo)
|
||||
cmd_buf->BindIBO(ri->pdb->ibo);
|
||||
cmd_buf->BindIBO(ri->pdb->ibo);
|
||||
}
|
||||
|
||||
if(ri->pdb->vdm)
|
||||
@ -459,15 +436,16 @@ void MaterialRenderList::Render(RenderCmdBuffer *rcb)
|
||||
|
||||
cmd_buf=rcb;
|
||||
|
||||
last_pipeline =nullptr;
|
||||
cmd_buf->BindPipeline(rp_index.pipeline);
|
||||
|
||||
last_data_buffer=nullptr;
|
||||
last_vdm =nullptr;
|
||||
last_render_data=nullptr;
|
||||
|
||||
if(assign_buffer)
|
||||
assign_buffer->Bind(material);
|
||||
assign_buffer->Bind(rp_index.material);
|
||||
|
||||
cmd_buf->BindDescriptorSets(material);
|
||||
cmd_buf->BindDescriptorSets(rp_index.material);
|
||||
|
||||
RenderItem *ri=ri_array.GetData();
|
||||
for(uint i=0;i<ri_count;i++)
|
||||
|
@ -26,14 +26,15 @@ namespace hgl
|
||||
|
||||
if(ri)
|
||||
{
|
||||
Material *mtl=ri->GetMaterial();
|
||||
RenderPipelineIndex rpi(ri->GetMaterial(),ri->GetPipeline());
|
||||
|
||||
MaterialRenderList *mrl;
|
||||
|
||||
if(!mrl_map.Get(mtl,mrl))
|
||||
if(!mrl_map.Get(rpi,mrl))
|
||||
{
|
||||
mrl=new MaterialRenderList(device,true,mtl);
|
||||
mrl=new MaterialRenderList(device,true,rpi);
|
||||
|
||||
mrl_map.Add(mtl,mrl);
|
||||
mrl_map.Add(rpi,mrl);
|
||||
}
|
||||
|
||||
mrl->Add(sn);
|
||||
@ -92,10 +93,10 @@ namespace hgl
|
||||
|
||||
if(!ri)return;
|
||||
|
||||
Material *mtl=ri->GetMaterial();
|
||||
RenderPipelineIndex rli(ri->GetMaterial(),ri->GetPipeline());
|
||||
MaterialRenderList *mrl;
|
||||
|
||||
if(!mrl_map.Get(mtl,mrl)) //找到对应的
|
||||
if(!mrl_map.Get(rli,mrl)) //找到对应的
|
||||
return;
|
||||
|
||||
mrl->UpdateMaterialInstance(sn);
|
||||
|
@ -48,9 +48,9 @@ MaterialParameters *GPUDevice::CreateMP(const MaterialDescriptorManager *desc_ma
|
||||
if(!ds)return(nullptr);
|
||||
|
||||
#ifdef _DEBUG
|
||||
const UTF8String addr_string=HexToString<u8char,uint64_t>((uint64_t)(ds->GetDescriptorSet()));
|
||||
const U8String addr_string=HexToString<u8char,uint64_t>((uint64_t)(ds->GetDescriptorSet()));
|
||||
|
||||
LOG_INFO(U8_TEXT("Create [DescriptSets:")+addr_string+U8_TEXT("] OK! Material Name: \"")+(const UTF8String &)(desc_manager->GetMaterialName())+U8_TEXT("\" Type: ")+(u8char *)(GetDescriptorSetTypeName(desc_set_type)));
|
||||
LOG_INFO(U8_TEXT("Create [DescriptSets:")+addr_string+U8_TEXT("] OK! Material Name: \"")+(const U8String &)(desc_manager->GetMaterialName())+U8_TEXT("\" Type: ")+(u8char *)(GetDescriptorSetTypeName(desc_set_type)));
|
||||
#endif//_DEBUG
|
||||
|
||||
return(new MaterialParameters(desc_manager,desc_set_type,ds));
|
||||
|
@ -188,8 +188,8 @@ DeviceRenderPassManage::DeviceRenderPassManage(VkDevice dev,VkPipelineCache pc)
|
||||
{
|
||||
device=dev;
|
||||
pipeline_cache=pc;
|
||||
|
||||
hash=util::CreateSHA1LEHash();
|
||||
|
||||
hash=CreateRenderPassHash();
|
||||
}
|
||||
|
||||
DeviceRenderPassManage::~DeviceRenderPassManage()
|
||||
@ -250,8 +250,8 @@ namespace
|
||||
// }
|
||||
|
||||
void HashRenderPass(RenderPassHASHCode *code,const RenderbufferInfo *rbi,const uint8 subpass_count)
|
||||
{
|
||||
util::Hash *hash=util::CreateSHA1LEHash();
|
||||
{
|
||||
util::Hash *hash=CreateRenderPassHash();
|
||||
|
||||
hash->Init();
|
||||
|
||||
|
@ -158,7 +158,7 @@ Texture2D *RenderResource::LoadTexture2D(const OSString &filename,bool auto_mipm
|
||||
|
||||
if(du)
|
||||
{
|
||||
const UTF8String name=U8_TEXT("Tex2D:")+ToUTF8String(filename);
|
||||
const U8String name=U8_TEXT("Tex2D:")+ToU8String(filename);
|
||||
|
||||
du->SetImage(tex->GetImage(),(char *)(name.c_str()));
|
||||
}
|
||||
|
@ -24,25 +24,29 @@ PrimitiveDataBuffer::~PrimitiveDataBuffer()
|
||||
delete[] vab_list;
|
||||
}
|
||||
|
||||
const bool PrimitiveDataBuffer::Comp(const PrimitiveDataBuffer *pdb)const
|
||||
const int PrimitiveDataBuffer::compare(const PrimitiveDataBuffer &pdb)const
|
||||
{
|
||||
if(!pdb)return(false);
|
||||
ptrdiff_t off;
|
||||
|
||||
if(vdm&&pdb->vdm)
|
||||
return (vdm==pdb->vdm);
|
||||
off=&vdm-&pdb.vdm;
|
||||
if(off)
|
||||
return off;
|
||||
|
||||
if(vab_count!=pdb->vab_count)return(false);
|
||||
off=vab_count-pdb.vab_count;
|
||||
if(off)
|
||||
return off;
|
||||
|
||||
for(uint32_t i=0;i<vab_count;i++)
|
||||
{
|
||||
if(vab_list[i]!=pdb->vab_list[i])return(false);
|
||||
if(vab_offset[i]!=pdb->vab_offset[i])return(false);
|
||||
}
|
||||
off=hgl_cmp(vab_list,pdb.vab_list,vab_count);
|
||||
if(off)
|
||||
return off;
|
||||
|
||||
if(ibo!=pdb->ibo)
|
||||
return(false);
|
||||
off=hgl_cmp(vab_offset,pdb.vab_offset,vab_count);
|
||||
if(off)
|
||||
return off;
|
||||
|
||||
return(true);
|
||||
off=ibo-pdb.ibo;
|
||||
|
||||
return off;
|
||||
}
|
||||
|
||||
Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,PrimitiveDataBuffer *pdb,PrimitiveRenderData *prd)
|
||||
@ -61,7 +65,7 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
|
||||
|
||||
const VIL *vil=mi->GetVIL();
|
||||
|
||||
if(vil->Comp(p->GetVIL()))
|
||||
if(*vil!=*p->GetVIL())
|
||||
return(nullptr);
|
||||
|
||||
const uint32_t input_count=vil->GetVertexAttribCount(VertexInputGroup::Basic); //不统计Bone/LocalToWorld组的
|
||||
|
@ -35,7 +35,7 @@ const AnsiString *LoadShader(const AnsiString &shader_name)
|
||||
|
||||
shader=new AnsiString;
|
||||
|
||||
if(LoadStringFromTextFile((UTF8String &)*shader,os_fn)<=0)
|
||||
if(LoadStringFromTextFile((U8String &)*shader,os_fn)<=0)
|
||||
{
|
||||
delete shader;
|
||||
shader=nullptr;
|
||||
|
@ -45,6 +45,90 @@ namespace
|
||||
constexpr const char AtomicCounterTypename[]="atomic_uint";
|
||||
}//namespace
|
||||
|
||||
const bool ShaderVariableType::Check()const
|
||||
{
|
||||
if(!RangeCheck(base_type))return(false);
|
||||
|
||||
RANGE_CHECK_RETURN_FALSE(base_type)
|
||||
|
||||
if(base_type==SVBaseType::Scalar)
|
||||
return(true);
|
||||
|
||||
if(base_type==SVBaseType::Vector)
|
||||
{
|
||||
if(vector.vec_size<2||vector.vec_size>4)return(false);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Matrix)
|
||||
{
|
||||
if(matrix.m==0)
|
||||
{
|
||||
if(matrix.n<2||matrix.n>4)return(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(matrix.n<2||matrix.n>4)return(false);
|
||||
if(matrix.m<2||matrix.m>4)return(false);
|
||||
}
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Sampler)
|
||||
return RangeCheck(sampler.type);
|
||||
|
||||
if(base_type==SVBaseType::Image)
|
||||
return RangeCheck(image.type);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
const int ShaderVariableType::compare(const ShaderVariableType &svt)const
|
||||
{
|
||||
int off=(int)base_type-(int)svt.base_type;
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
if(base_type==SVBaseType::Scalar)
|
||||
return int(scalar.type)-int(svt.scalar.type);
|
||||
|
||||
if(base_type==SVBaseType::Vector)
|
||||
{
|
||||
off=int(vector.type)-int(svt.vector.type);
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
off=vector.vec_size-svt.vector.vec_size;
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
return int(vector.type)-int(svt.vector.type);
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Matrix)
|
||||
{
|
||||
off=int(matrix.type)-int(svt.matrix.type);
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
off=matrix.n-svt.matrix.n;
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
return matrix.m-svt.matrix.m;
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Sampler)
|
||||
return int(sampler.type)-int(svt.sampler.type);
|
||||
|
||||
if(base_type==SVBaseType::Image)
|
||||
return int(image.type)-int(svt.image.type);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
const char *ShaderVariableType::GetTypename()const
|
||||
{
|
||||
if(base_type==SVBaseType::Scalar)
|
||||
@ -268,4 +352,28 @@ bool ShaderVariableType::ParseTypeString(const char *str)
|
||||
|
||||
return(false);
|
||||
}
|
||||
|
||||
const bool ShaderVariableType::From(const VAType &vat,const uint16 count)
|
||||
{
|
||||
array_size=count;
|
||||
|
||||
if(vat.vec_size==1)
|
||||
{
|
||||
base_type=SVBaseType::Scalar;
|
||||
scalar.type=vat.basetype;
|
||||
|
||||
return(true);
|
||||
}
|
||||
else if(vat.vec_size<=4)
|
||||
{
|
||||
base_type=SVBaseType::Vector;
|
||||
|
||||
vector.type=vat.basetype;
|
||||
vector.vec_size=vat.vec_size;
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
return(false);
|
||||
}
|
||||
VK_NAMESPACE_END
|
||||
|
Loading…
x
Reference in New Issue
Block a user