first added codes of ShaderGen

This commit is contained in:
2023-03-03 23:02:40 +08:00
parent 84d0dc99c8
commit d54aff2a42
8 changed files with 594 additions and 3 deletions

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#pragma once
#include<hgl/graph/VKShaderDescriptor.h>
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/shadergen/ShaderCommon.h>
#include<hgl/type/Map.h>
using namespace hgl;
using namespace hgl::graph;
SHADERGEN_NAMESPACE_BEGIN
/**
* 材质描述符管理</p>
* 该类使用于SHADER生成前用于统计编号set/binding
*/
class MaterialDescriptorManager
{
struct ShaderDescriptorSet
{
DescriptorSetType set_type;
int set;
int count;
ObjectMap<UTF8String,ShaderDescriptor> descriptor_map;
List<const UBODescriptor *> ubo_list;
List<const SamplerDescriptor *> sampler_list;
public:
const ShaderDescriptor *AddDescriptor(VkShaderStageFlagBits ssb,ShaderDescriptor *new_sd); ///<添加一个描述符如果它本身存在则返回false
};
using ShaderDescriptorSetArray=ShaderDescriptorSet[size_t(DescriptorSetType::RANGE_SIZE)];
ShaderDescriptorSetArray desc_set_array;
public:
MaterialDescriptorManager();
~MaterialDescriptorManager()=default;
const UBODescriptor *AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType type,UBODescriptor *sd);
const SamplerDescriptor *AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType type,SamplerDescriptor *sd);
const DescriptorSetType GetSetType(const AnsiString &)const;
void Resort(); //排序产生set号与binding号
};
SHADERGEN_NAMESPACE_END

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#ifndef HGL_SHADER_GEN_COMMON_INCLUDE
#define HGL_SHADER_GEN_COMMON_INCLUDE
#include<hgl/type/String.h>
#include<hgl/graph/VK.h>
#define SHADERGEN_NAMESPACE_BEGIN namespace hgl{namespace shadergen{
#define SHADERGEN_NAMESPACE_END }}
#define SHADERGEN_NAMESPACE_USING using namespace hgl::shadergen;
SHADERGEN_NAMESPACE_BEGIN
SHADERGEN_NAMESPACE_END
#endif//HGL_SHADER_GEN_COMMON_INCLUDE

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#pragma once
#include<hgl/shadergen/ShaderCommon.h>
#include<hgl/type/Map.h>
#include<hgl/graph/VKShaderStage.h>
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/shadergen/MaterialDescriptorManager.h>
SHADERGEN_NAMESPACE_BEGIN
/**
* Shader数据管理器,用于生成正式Shader前的资源统计
*/
class ShaderDescriptorManager
{
ShaderStageIO stage_io;
MaterialDescriptorManager * material_descriptor_manager;
//ubo/object在这里以及MaterialDescriptorManager中均有一份mdm中的用于产生set/binding号这里的用于产生shader
List<const UBODescriptor *> ubo_list;
List<const SamplerDescriptor *> sampler_list;
ObjectList<ConstValueDescriptor> const_value_list;
ObjectList<SubpassInputDescriptor> subpass_input;
ShaderPushConstant push_constant;
AnsiString source_codes;
public:
ShaderDescriptorManager(VkShaderStageFlagBits,MaterialDescriptorManager *);
~ShaderDescriptorManager()=default;
const VkShaderStageFlagBits GetStageBits()const { return stage_io.cur; }
const AnsiString GetStageName()const { return AnsiString(GetShaderStageName(stage_io.cur)); }
void SetPrevShader(VkShaderStageFlagBits prev) { stage_io.prev=prev; }
void SetNextShader(VkShaderStageFlagBits next) { stage_io.next=next; }
public:
const ShaderStageIO & GetShaderStageIO()const{return stage_io;}
const List<const UBODescriptor *> & GetUBOList()const{return ubo_list;}
const List<const SamplerDescriptor *> & GetSamplerList()const{return sampler_list;}
const ObjectList<ConstValueDescriptor> & GetConstList()const{return const_value_list;}
const ObjectList<SubpassInputDescriptor> & GetSubpassInputList()const { return subpass_input; }
const AnsiString &GetSources()const{return source_codes;}
public:
bool AddInput(ShaderStage *);
bool AddOutput(ShaderStage *);
bool AddUBO(DescriptorSetType type,UBODescriptor *sd);
bool AddSampler(DescriptorSetType type,SamplerDescriptor *sd);
bool AddConstValue(ConstValueDescriptor *sd);
bool AddSubpassInput(const AnsiString name,uint8_t index);
void SetPushConstant(const AnsiString name,uint8_t offset,uint8_t size);
void AddSource(const AnsiString &str)
{
source_codes+=str;
source_codes+="\n";
}
#ifdef _DEBUG
void DebugOutput(int);
#endif//_DEBUG
};//class ShaderDescriptorManager
SHADERGEN_NAMESPACE_END