1.define VAT

2.renamed to UBOStruct instead of UBOCodes.
3.moved AddInput/AddOutput to ShaderCreater from VertexShaderCreater
4.moved descriptor object to MDM from SDM
This commit is contained in:
2023-03-04 16:57:50 +08:00
parent 7a0acaf63e
commit ef8f630056
6 changed files with 193 additions and 64 deletions

View File

@@ -58,7 +58,7 @@ public:
class VertexShaderModule:public ShaderModule
{
uint32_t attr_count;
VertexAttribType *type_list;
VAT *type_list;
const char **name_list;
ShaderStage **ssi_list;

View File

@@ -24,47 +24,49 @@ class MaterialDescriptorManager
ObjectMap<AnsiString,ShaderDescriptor> descriptor_map;
ObjectList<UBODescriptor> ubo_list;
ObjectList<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
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;
Map<AnsiString,AnsiString> ubo_code_map;
Map<AnsiString,AnsiString> ubo_struct_map;
Map<AnsiString,UBODescriptor *> ubo_map;
Map<AnsiString,SamplerDescriptor *> sampler_map;
public:
MaterialDescriptorManager();
~MaterialDescriptorManager()=default;
bool AddUBOCode(const AnsiString &name,const AnsiString &code)
bool AddUBOStruct(const AnsiString &name,const AnsiString &code)
{
if(ubo_code_map.KeyExist(name))
if(ubo_struct_map.KeyExist(name))
return(false);
ubo_code_map.Add(name,code);
ubo_struct_map.Add(name,code);
return(true);
}
bool GetUBOCode(const AnsiString &name,AnsiString &code) const
bool GetUBOStruct(const AnsiString &name,AnsiString &code) const
{
return(ubo_code_map.Get(name,code));
return(ubo_struct_map.Get(name,code));
}
bool hasUBOCode(const AnsiString &name) const
bool hasUBOStruct(const AnsiString &name) const
{
return(ubo_code_map.KeyExist(name));
return(ubo_struct_map.KeyExist(name));
}
const UBODescriptor *AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType set_type,UBODescriptor *sd);
const SamplerDescriptor *AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType set_type,SamplerDescriptor *sd);
UBODescriptor *GetUBO(const AnsiString &name);
SamplerDescriptor *GetSampler(const AnsiString &name);
const DescriptorSetType GetSetType(const AnsiString &)const;
void Resort(); //排序产生set号与binding号