removed MaterialData
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3de67f8cf1
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@ -9,7 +9,11 @@
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VK_NAMESPACE_BEGIN
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using ShaderStageCreateInfoList=List<VkPipelineShaderStageCreateInfo>;
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struct MaterialData
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/**
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* 材质类<br>
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* 用于管理shader,提供DescriptorSetLayoutCreater
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*/
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class Material
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{
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AnsiString name;
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@ -28,38 +32,24 @@ struct MaterialData
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uint32_t mi_data_bytes; ///<实例数据大小
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uint32_t mi_max_count; ///<最大实例数量(注:代表一次drawcall大小,而不是整个的大小)
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public:
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MaterialData(const AnsiString &n);
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~MaterialData();
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};//struct MaterialData
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/**
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* 材质类<br>
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* 用于管理shader,提供DescriptorSetLayoutCreater
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*/
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class Material
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{
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MaterialData *data;
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private:
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friend GPUDevice;
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friend class RenderResource;
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public:
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Material(MaterialData *md):data(md){}
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Material(const AnsiString &);
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virtual ~Material();
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const UTF8String & GetName ()const{return data->name;}
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const UTF8String & GetName ()const{return name;}
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const VertexInput * GetVertexInput ()const{return data->vertex_input;}
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const VertexInput * GetVertexInput ()const{return vertex_input;}
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const ShaderStageCreateInfoList & GetStageList ()const{return data->shader_stage_list;}
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const ShaderStageCreateInfoList & GetStageList ()const{return shader_stage_list;}
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const MaterialDescriptorManager * GetDescriptorSets ()const{return data->desc_manager;}
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const MaterialDescriptorManager * GetDescriptorSets ()const{return desc_manager;}
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const VkPipelineLayout GetPipelineLayout ()const;
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const PipelineLayoutData * GetPipelineLayoutData ()const{return data->pipeline_layout_data;}
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const PipelineLayoutData * GetPipelineLayoutData ()const{return pipeline_layout_data;}
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public:
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@ -67,7 +57,7 @@ public:
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{
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RANGE_CHECK_RETURN_NULLPTR(type)
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return data->mp_array[size_t(type)];
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return mp_array[size_t(type)];
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}
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const bool hasSet (const DescriptorSetType &type)const;
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@ -4,7 +4,7 @@
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#include<hgl/graph/VKVertexInput.h>
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#include"VKPipelineLayoutData.h"
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VK_NAMESPACE_BEGIN
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MaterialData::MaterialData(const AnsiString &n)
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Material::Material(const AnsiString &n)
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{
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name=n;
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@ -19,7 +19,7 @@ MaterialData::MaterialData(const AnsiString &n)
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mi_max_count=0;
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}
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MaterialData::~MaterialData()
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Material::~Material()
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{
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SAFE_CLEAR(vertex_input);
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delete shader_maps; //不用SAFE_CLEAR是因为这个一定会有
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@ -33,34 +33,28 @@ MaterialData::~MaterialData()
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mi_max_count=0;
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}
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Material::~Material()
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{
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delete data->pipeline_layout_data;
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delete data;
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}
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const VkPipelineLayout Material::GetPipelineLayout()const
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{
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return data->pipeline_layout_data->pipeline_layout;
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return pipeline_layout_data->pipeline_layout;
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}
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const bool Material::hasSet(const DescriptorSetType &dst)const
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{
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return data->desc_manager->hasSet(dst);
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return desc_manager->hasSet(dst);
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}
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VIL *Material::CreateVIL(const VILConfig *format_map)
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{
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return data->vertex_input->CreateVIL(format_map);
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return vertex_input->CreateVIL(format_map);
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}
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bool Material::Release(VIL *vil)
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{
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return data->vertex_input->Release(vil);
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return vertex_input->Release(vil);
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}
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const uint Material::GetVILCount()
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{
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return data->vertex_input->GetInstanceCount();
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return vertex_input->GetInstanceCount();
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}
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VK_NAMESPACE_END
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@ -79,12 +79,14 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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if(!mci)
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return(nullptr);
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Material *mtl;
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const AnsiString &mtl_name=mci->GetName();
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{
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Material *mtl;
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if(material_by_name.Get(mtl_name,mtl))
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return mtl;
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}
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const ShaderCreateInfoMap &sci_map=mci->GetShaderMap();
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const uint sci_count=sci_map.GetCount();
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@ -95,7 +97,7 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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if(!mci->GetFS())
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return(nullptr);
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AutoDelete<MaterialData> data=new MaterialData(mtl_name);
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AutoDelete<Material> ad_mtl=new Material(mtl_name);
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{
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const ShaderModule *sm;
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@ -109,44 +111,43 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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if(!sm)
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return(nullptr);
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data->shader_maps->Add(sm);
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ad_mtl->shader_maps->Add(sm);
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++sci;
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}
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}
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CreateShaderStageList(data->shader_stage_list,data->shader_maps);
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CreateShaderStageList(ad_mtl->shader_stage_list,ad_mtl->shader_maps);
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{
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ShaderCreateInfoVertex *vert=mci->GetVS();
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if(vert)
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data->vertex_input=new VertexInput(vert->sdm->GetShaderStageIO().input);
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ad_mtl->vertex_input=new VertexInput(vert->sdm->GetShaderStageIO().input);
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}
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{
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const auto &mdi=mci->GetMDI();
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if(mdi.GetCount()>0)
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data->desc_manager=new MaterialDescriptorManager(mci->GetName(),mdi.Get());
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ad_mtl->desc_manager=new MaterialDescriptorManager(mci->GetName(),mdi.Get());
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}
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data->pipeline_layout_data=device->CreatePipelineLayoutData(data->desc_manager);
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ad_mtl->pipeline_layout_data=device->CreatePipelineLayoutData(ad_mtl->desc_manager);
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if(data->desc_manager)
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if(ad_mtl->desc_manager)
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{
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ENUM_CLASS_FOR(DescriptorSetType,int,dst)
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{
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if(data->desc_manager->hasSet((DescriptorSetType)dst))
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data->mp_array[dst]=device->CreateMP(data->desc_manager,data->pipeline_layout_data,(DescriptorSetType)dst);
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if(ad_mtl->desc_manager->hasSet((DescriptorSetType)dst))
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ad_mtl->mp_array[dst]=device->CreateMP(ad_mtl->desc_manager,ad_mtl->pipeline_layout_data,(DescriptorSetType)dst);
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}
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}
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data->mi_data_bytes =mci->GetMIDataBytes();
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data->mi_max_count =mci->GetMIMaxCount();
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ad_mtl->mi_data_bytes =mci->GetMIDataBytes();
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ad_mtl->mi_max_count =mci->GetMIMaxCount();
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mtl=new Material(data);
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data.Discard(); //mtl已经接管了data的内容,这里不需要再释放
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Material *mtl=ad_mtl.Finish();
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Add(mtl);
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