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
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@@ -58,7 +58,7 @@ public:
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class VertexShaderModule:public ShaderModule
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{
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uint32_t attr_count;
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VertexAttribType *type_list;
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VAT *type_list;
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const char **name_list;
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ShaderStage **ssi_list;
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@@ -24,47 +24,49 @@ class MaterialDescriptorManager
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ObjectMap<AnsiString,ShaderDescriptor> descriptor_map;
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ObjectList<UBODescriptor> ubo_list;
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ObjectList<SamplerDescriptor> sampler_list;
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public:
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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
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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
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};
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using ShaderDescriptorSetArray=ShaderDescriptorSet[size_t(DescriptorSetType::RANGE_SIZE)];
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ShaderDescriptorSetArray desc_set_array;
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Map<AnsiString,AnsiString> ubo_code_map;
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Map<AnsiString,AnsiString> ubo_struct_map;
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Map<AnsiString,UBODescriptor *> ubo_map;
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Map<AnsiString,SamplerDescriptor *> sampler_map;
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public:
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MaterialDescriptorManager();
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~MaterialDescriptorManager()=default;
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bool AddUBOCode(const AnsiString &name,const AnsiString &code)
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bool AddUBOStruct(const AnsiString &name,const AnsiString &code)
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{
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if(ubo_code_map.KeyExist(name))
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if(ubo_struct_map.KeyExist(name))
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return(false);
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ubo_code_map.Add(name,code);
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ubo_struct_map.Add(name,code);
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return(true);
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}
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bool GetUBOCode(const AnsiString &name,AnsiString &code) const
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bool GetUBOStruct(const AnsiString &name,AnsiString &code) const
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{
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return(ubo_code_map.Get(name,code));
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return(ubo_struct_map.Get(name,code));
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}
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bool hasUBOCode(const AnsiString &name) const
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bool hasUBOStruct(const AnsiString &name) const
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{
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return(ubo_code_map.KeyExist(name));
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return(ubo_struct_map.KeyExist(name));
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}
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const UBODescriptor *AddUBO(VkShaderStageFlagBits ssb,DescriptorSetType set_type,UBODescriptor *sd);
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const SamplerDescriptor *AddSampler(VkShaderStageFlagBits ssb,DescriptorSetType set_type,SamplerDescriptor *sd);
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UBODescriptor *GetUBO(const AnsiString &name);
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SamplerDescriptor *GetSampler(const AnsiString &name);
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const DescriptorSetType GetSetType(const AnsiString &)const;
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void Resort(); //排序产生set号与binding号
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