first added codes of ShaderGen

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

@ -1 +1 @@
Subproject commit 861d1668cb6d8f730c89158933a133ba2c8ad426
Subproject commit 062c9cd64239ada350cce73dd50b833759c48e56

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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
/**
* </p>
* 使SHADER生成前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,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

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@ -8,9 +8,13 @@ SET(SHADERGEN_HEADER_FILES ${SHADERGEN_INCLUDE_PATH}/ShadingProgram.h
${SHADERGEN_INCLUDE_PATH}/ShaderCommon.h
${SHADERGEN_INCLUDE_PATH}/ShaderDescriptorManager.h
${SHADERGEN_INCLUDE_PATH}/MaterialDescriptorManager.h
${SHADERGEN_INCLUDE_PATH}/VertexPolicy.h
${SHADERGEN_INCLUDE_PATH}/MaterialGen.h
)
SET(SHADERGEN_SOURCE_FILES PMC.cpp
SET(SHADERGEN_SOURCE_FILES
#PMC.cpp
# VertexPolicy.cpp
ShaderDescriptorManager.cpp
MaterialDescriptorManager.cpp
)
@ -20,4 +24,5 @@ SET(SHADERGEN_SOURCE_FILES PMC.cpp
add_cm_library(ULRE.ShaderGen "ULRE" ${SHADERGEN_HEADER_FILES}
${SHADERGEN_SOURCE_FILES}
ShaderGen.cpp)
ShaderGen.cpp
MaterialCreater.cpp)

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#include<hgl/graph/VK.h>
#include<hgl/type/Map.h>
#include<hgl/graph/VKShaderStage.h>
#include<hgl/graph/VKShaderDescriptor.h>
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/shadergen/MaterialDescriptorManager.h>
#include<hgl/shadergen/ShaderDescriptorManager.h>
using namespace hgl;
using namespace hgl::graph;
SHADERGEN_NAMESPACE_BEGIN
class ShaderCreater
{
VkShaderStageFlagBits shader_stage; ///<着色器阶段
public:
ShaderDescriptorManager sdm;
VkShaderStageFlagBits GetShaderStage()const{return shader_stage;}
public:
ShaderCreater(VkShaderStageFlagBits ss,MaterialDescriptorManager *mdm):sdm(ss,mdm)
{
shader_stage=ss;
}
~ShaderCreater()
{
}
};
class ShaderCreaterMap:public ObjectMap<VkShaderStageFlagBits,ShaderCreater>
{
public:
using ObjectMap<VkShaderStageFlagBits,ShaderCreater>::ObjectMap;
bool Add(ShaderCreater *sc)
{
if(!sc)return(false);
VkShaderStageFlagBits flag=sc->GetShaderStage();
if(KeyExist(flag))
return(false);
ObjectMap<VkShaderStageFlagBits,ShaderCreater>::Add(flag,sc);
return(true);
}
};
class VertexShaderCreater:public ShaderCreater
{
List<ShaderStage> input;
public:
VertexShaderCreater(MaterialDescriptorManager *mdm):ShaderCreater(VK_SHADER_STAGE_VERTEX_BIT,mdm){}
~VertexShaderCreater()=default;
int AddInput(const AnsiString &name,const VertexAttribType &type)
{
ShaderStage ss;
hgl::strcpy(ss.name,sizeof(ss.name),name.c_str());
ss.location=input.GetCount();
ss.basetype=(uint8) type.basetype;
ss.vec_size= type.vec_size;
return input.Add(ss);
}
};
class GeometryShaderCreater:public ShaderCreater
{
public:
GeometryShaderCreater(MaterialDescriptorManager *mdm):ShaderCreater(VK_SHADER_STAGE_GEOMETRY_BIT,mdm){}
~GeometryShaderCreater()=default;
};
class FragmentShaderCreater:public ShaderCreater
{
public:
FragmentShaderCreater(MaterialDescriptorManager *mdm):ShaderCreater(VK_SHADER_STAGE_FRAGMENT_BIT,mdm){}
~FragmentShaderCreater()=default;
};
class MaterialCreater
{
uint rt_count; ///<输出的RT数量
uint32_t shader_stage; ///<着色器阶段
MaterialDescriptorManager MDM; ///<材质描述符管理器
ShaderCreaterMap shader_map; ///<着色器列表
VertexShaderCreater *vert;
GeometryShaderCreater *geom;
FragmentShaderCreater *frag;
public:
bool hasShader(const VkShaderStageFlagBits ss)const{return shader_stage&ss;}
bool hasVertex ()const{return hasShader(VK_SHADER_STAGE_VERTEX_BIT);}
// bool hasTessCtrl()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);}
// bool hasTessEval()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);}
bool hasGeometry()const{return hasShader(VK_SHADER_STAGE_GEOMETRY_BIT);}
bool hasFragment()const{return hasShader(VK_SHADER_STAGE_FRAGMENT_BIT);}
// bool hasCompute ()const{return hasShader(VK_SHADER_STAGE_COMPUTE_BIT);}
public:
MaterialCreater(const uint rc,const uint32 ss)
{
rt_count=rc;
shader_stage=ss;
if(hasVertex ())shader_map.Add(vert=new VertexShaderCreater (&MDM));else vert=nullptr;
if(hasGeometry ())shader_map.Add(geom=new GeometryShaderCreater(&MDM));else geom=nullptr;
if(hasFragment ())shader_map.Add(frag=new FragmentShaderCreater(&MDM));else frag=nullptr;
}
~MaterialCreater()
{
}
int AddVertexInput(const AnsiString &name,const VertexAttribType &type)
{
if(!vert)return(-1);
return vert->AddInput(name,type);
}
bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name)
{
if(!shader_map.KeyExist(flag_bits))
return(false);
ShaderCreater *sc=shader_map[flag_bits];
if(!sc)
return(false);
UBODescriptor *ubo=new UBODescriptor();
ubo->type=type_name;
ubo->name=name;
return sc->sdm.AddUBO(set_type,ubo);
}
bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name)
{
if(!shader_map.KeyExist(flag_bits))
return(false);
ShaderCreater *sc=shader_map[flag_bits];
if(!sc)
return(false);
SamplerDescriptor *sampler=new SamplerDescriptor();
sampler->type=type_name;
sampler->name=name;
return sc->sdm.AddSampler(set_type,sampler);
}
};//class MaterialCreater
int main()
{
MaterialCreater mc(1,VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT);
return 0;
}
SHADERGEN_NAMESPACE_END

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#include<hgl/shadergen/MaterialDescriptorManager.h>
SHADERGEN_NAMESPACE_BEGIN
MaterialDescriptorManager::MaterialDescriptorManager()
{
int set_type=(int)DescriptorSetType::BEGIN_RANGE;
for(auto &p:desc_set_array)
{
p.set_type=(DescriptorSetType)set_type;
++set_type;
p.set=-1;
p.count=0;
}
}
const DescriptorSetType MaterialDescriptorManager::GetSetType(const AnsiString &name)const
{
for(auto &sds:desc_set_array)
if(sds.descriptor_map.KeyExist(name))
return(sds.set_type);
return DescriptorSetType::Global;
}
/**
* false
*/
const ShaderDescriptor *MaterialDescriptorManager::ShaderDescriptorSet::AddDescriptor(VkShaderStageFlagBits ssb,ShaderDescriptor *new_sd)
{
ShaderDescriptor *sd;
if(descriptor_map.Get(new_sd->name,sd))
{
sd->stage_flag|=ssb;
return(sd);
}
else
{
new_sd->set_type=set_type;
new_sd->stage_flag=ssb;
descriptor_map.Add(new_sd->name, new_sd);
count++;
return(new_sd);
}
}
const UBODescriptor *MaterialDescriptorManager::AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType type,UBODescriptor *sd)
{
RANGE_CHECK_RETURN_NULLPTR(type);
if(!sd)return(nullptr);
ShaderDescriptorSet *sds=desc_set_array+(size_t)type;
const ShaderDescriptor *obj=sds->AddDescriptor(ssb,sd);
if(!obj)return(nullptr);
sds->ubo_list.Add((UBODescriptor *)obj);
return((UBODescriptor *)obj);
}
const SamplerDescriptor *MaterialDescriptorManager::AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType type,SamplerDescriptor *sd)
{
RANGE_CHECK_RETURN_NULLPTR(type);
if(!sd)return(nullptr);
ShaderDescriptorSet *sds=desc_set_array+(size_t)type;
const ShaderDescriptor *obj=sds->AddDescriptor(ssb,sd);
if(!obj)return(nullptr);
sds->sampler_list.Add((SamplerDescriptor *)obj);
return((SamplerDescriptor *)obj);
}
void MaterialDescriptorManager::Resort()
{
//重新生成set/binding
{
int set=0;
for(auto &p:desc_set_array)
{
if(p.count>0)
{
p.set=set;
auto *sdp=p.descriptor_map.GetDataList();
for(int i=0;i<p.descriptor_map.GetCount();i++)
{
(*sdp)->right->set=set;
(*sdp)->right->binding=i;
++sdp;
}
++set;
}
}
}
}
SHADERGEN_NAMESPACE_END

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#include<hgl/shadergen/ShaderDescriptorManager.h>
SHADERGEN_NAMESPACE_BEGIN
ShaderDescriptorManager::ShaderDescriptorManager(VkShaderStageFlagBits cur,MaterialDescriptorManager *mdm)
{
material_descriptor_manager=mdm;
stage_io.cur=cur;
stage_io.prev=(VkShaderStageFlagBits)0;
stage_io.next=(VkShaderStageFlagBits)0;
hgl_zero(push_constant);
}
namespace
{
bool Find(ObjectList<ShaderStage> &ol,const ShaderStage *ss)
{
for(int i=0;i<ol.GetCount();i++)
if(hgl::strcmp(ol[i]->name,ss->name)==0)
return(true);
return(false);
}
}//namespace
bool ShaderDescriptorManager::AddInput(ShaderStage *ss)
{
if(!ss)return(false);
if(Find(stage_io.input,ss))return(false);
ss->location=stage_io.input.GetCount();
stage_io.input.Add(ss);
return(true);
}
bool ShaderDescriptorManager::AddOutput(ShaderStage *ss)
{
if(!ss)return(false);
if(Find(stage_io.output,ss))return(false);
ss->location=stage_io.output.GetCount();
stage_io.output.Add(ss);
return(true);
}
bool ShaderDescriptorManager::AddUBO(DescriptorSetType type,UBODescriptor *sd)
{
const UBODescriptor *obj=material_descriptor_manager->AddUBO(stage_io.cur,type,sd);
if(!obj)
return(false);
ubo_list.Add(obj);
return obj;
}
bool ShaderDescriptorManager::AddSampler(DescriptorSetType type,SamplerDescriptor *sd)
{
const SamplerDescriptor *obj=material_descriptor_manager->AddSampler(stage_io.cur,type,sd);
if(!obj)
return(false);
sampler_list.Add(obj);
return obj;
}
bool ShaderDescriptorManager::AddConstValue(ConstValueDescriptor *sd)
{
if(!sd)return(false);
for(auto *p:const_value_list)
if(p->name.Comp(sd->name)==0)
return(false);
sd->constant_id=const_value_list.Add(sd);
return(true);
}
bool ShaderDescriptorManager::AddSubpassInput(const UTF8String name,uint8_t index)
{
for(auto *si:subpass_input)
{
if(si->input_attachment_index==index)return(false);
if(si->name.Comp(name))return(false);
}
SubpassInputDescriptor *ssi=new SubpassInputDescriptor;
ssi->name=name;
ssi->input_attachment_index=index;
subpass_input.Add(ssi);
return(true);
}
void ShaderDescriptorManager::SetPushConstant(const UTF8String name,uint8_t offset,uint8_t size)
{
push_constant.name =name;
push_constant.offset=offset;
push_constant.size =size;
}
#ifdef _DEBUG
void ShaderDescriptorManager::DebugOutput(int index)
{
UTF8String name=GetShaderStageName(stage_io.cur);
UTF8String prev_name=GetShaderStageName(stage_io.prev);
UTF8String next_name=GetShaderStageName(stage_io.next);
LOG_INFO(UTF8String::numberOf(index)+": "+name+" shader");
LOG_INFO("\tprev next is "+prev_name);
LOG_INFO("\tnext next is "+next_name);
if(stage_io.input.GetCount()>0)
{
LOG_INFO("\tStage Input "+UTF8String::numberOf(stage_io.input.GetCount()));
for(auto *ss:stage_io.input)
LOG_INFO("\t\tlayout(location="+UTF8String::numberOf(ss->location)+") in "+UTF8String(GetShaderStageTypeName(ss))+"\t"+UTF8String(ss->name));
}
if(stage_io.output.GetCount()>0)
{
LOG_INFO("\tStage Output "+UTF8String::numberOf(stage_io.output.GetCount()));
for(auto *ss:stage_io.output)
LOG_INFO("\t\tlayout(location="+UTF8String::numberOf(ss->location)+") out "+UTF8String(GetShaderStageTypeName(ss))+"\t"+UTF8String(ss->name));
}
if(ubo_list.GetCount()>0)
{
LOG_INFO("\tUBO "+UTF8String::numberOf(ubo_list.GetCount()));
for(auto *ubo:ubo_list)
LOG_INFO("\t\tlayout(set="+UTF8String::numberOf(ubo->set)+",binding="+UTF8String::numberOf(ubo->binding)+") uniform "+ubo->type+"\t"+ubo->type);
}
if(sampler_list.GetCount()>0)
{
LOG_INFO("\tSampler "+UTF8String::numberOf(sampler_list.GetCount()));
for(auto *ubo:ubo_list)
LOG_INFO("\t\tlayout(set="+UTF8String::numberOf(ubo->set)+",binding="+UTF8String::numberOf(ubo->binding)+") uniform "+ubo->type+"\t"+ubo->type);
}
}
#endif//_DEBUG
SHADERGEN_NAMESPACE_END