support MI_MAX_COUNT in ShaderGen
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@@ -10,64 +10,72 @@
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#include<hgl/graph/mtl/ShaderBuffer.h>
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#include<hgl/graph/VKSamplerType.h>
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STD_MTL_NAMESPACE_BEGIN
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class MaterialCreateInfo
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namespace hgl{namespace graph
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{
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protected:
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struct GPUDeviceAttribute;
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const MaterialConfig *config;
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namespace mtl
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{
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class MaterialCreateInfo
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{
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protected:
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MaterialDescriptorInfo mdi; ///<材质描述符管理器
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const MaterialCreateConfig *config;
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AnsiString mi_codes; ///<MaterialInstance代码
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uint32_t mi_data_bytes; ///<MaterialInstance数据长度
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uint32_t mi_shader_stage; ///<MaterialInstance着色器阶段
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MaterialDescriptorInfo mdi; ///<材质描述符管理器
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ShaderCreateInfoMap shader_map; ///<着色器列表
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AnsiString mi_codes; ///<MaterialInstance代码
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uint32_t mi_data_bytes; ///<MaterialInstance数据长度
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uint32_t mi_shader_stage; ///<MaterialInstance着色器阶段
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ShaderCreateInfoVertex *vert;
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ShaderCreateInfoGeometry *geom;
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ShaderCreateInfoFragment *frag;
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ShaderCreateInfoMap shader_map; ///<着色器列表
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public:
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ShaderCreateInfoVertex *vert;
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ShaderCreateInfoGeometry *geom;
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ShaderCreateInfoFragment *frag;
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const AnsiString &GetName ()const{return config->mtl_name;}
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public:
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const uint32 GetShaderStage ()const{return config->shader_stage;}
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const AnsiString &GetName ()const{return config->mtl_name;}
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bool hasShader (const VkShaderStageFlagBits ss)const{return config->shader_stage&ss;}
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const uint32 GetShaderStage ()const{return config->shader_stage;}
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bool hasVertex ()const{return hasShader(VK_SHADER_STAGE_VERTEX_BIT);}
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// bool hasTessCtrl ()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);}
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// bool hasTessEval ()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);}
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bool hasGeometry ()const{return hasShader(VK_SHADER_STAGE_GEOMETRY_BIT);}
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bool hasFragment ()const{return hasShader(VK_SHADER_STAGE_FRAGMENT_BIT);}
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// bool hasCompute ()const{return hasShader(VK_SHADER_STAGE_COMPUTE_BIT);}
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bool hasShader (const VkShaderStageFlagBits ss)const{return config->shader_stage&ss;}
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ShaderCreateInfoVertex * GetVS()const{return vert;}
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ShaderCreateInfoGeometry * GetGS()const{return geom;}
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ShaderCreateInfoFragment * GetFS()const{return frag;}
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bool hasVertex ()const{return hasShader(VK_SHADER_STAGE_VERTEX_BIT);}
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// bool hasTessCtrl ()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);}
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// bool hasTessEval ()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);}
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bool hasGeometry ()const{return hasShader(VK_SHADER_STAGE_GEOMETRY_BIT);}
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bool hasFragment ()const{return hasShader(VK_SHADER_STAGE_FRAGMENT_BIT);}
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// bool hasCompute ()const{return hasShader(VK_SHADER_STAGE_COMPUTE_BIT);}
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public:
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ShaderCreateInfoVertex * GetVS()const{return vert;}
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ShaderCreateInfoGeometry * GetGS()const{return geom;}
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ShaderCreateInfoFragment * GetFS()const{return frag;}
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const MaterialDescriptorInfo &GetMDI()const{return mdi;}
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const uint32_t GetMIDataBytes()const{return mi_data_bytes;}
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public:
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public:
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const MaterialDescriptorInfo &GetMDI()const{return mdi;}
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const uint32_t GetMIDataBytes()const{return mi_data_bytes;}
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MaterialCreateInfo(const MaterialConfig *);
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~MaterialCreateInfo()=default;
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public:
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bool SetMaterialInstance(const AnsiString &mi_glsl_codes,const uint32_t mi_struct_bytes,const uint32_t shader_stage);
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MaterialCreateInfo(const MaterialCreateConfig *);
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~MaterialCreateInfo()=default;
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bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
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bool AddStruct(const ShaderBufferSource &ss){return AddStruct(ss.struct_name,ss.codes);}
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bool SetMaterialInstance(const AnsiString &mi_glsl_codes,const uint32_t mi_struct_bytes,const uint32_t shader_stage);
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bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name);
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bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name);
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bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
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bool AddStruct(const ShaderBufferSource &ss){return AddStruct(ss.struct_name,ss.codes);}
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bool AddUBO(const uint32_t flag_bits,const DescriptorSetType &set_type,const ShaderBufferSource &ss);
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bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name);
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bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name);
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bool AddUBO(const uint32_t flag_bits,const DescriptorSetType &set_type,const ShaderBufferSource &ss);
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bool CreateShader(const GPUDeviceAttribute *);
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};//class MaterialCreateInfo
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}//namespace mtl
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}//namespace graph
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}//namespace hgl
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bool CreateShader();
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};//class MaterialCreateInfo
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STD_MTL_NAMESPACE_END
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@@ -1,6 +1,7 @@
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#pragma once
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#include<hgl/graph/VKShaderDescriptorSet.h>
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#include<hgl/graph/mtl/ShaderBuffer.h>
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#include<hgl/type/Map.h>
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namespace hgl{namespace graph{
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@@ -28,6 +29,11 @@ public:
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return(true);
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}
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bool AddStruct(const ShaderBufferSource &ss)
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{
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return(AddStruct(ss.struct_name,ss.codes));
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}
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bool GetStruct(const AnsiString &name,AnsiString &code)
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{
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return(struct_map.Get(name,code));
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@@ -25,6 +25,11 @@ protected:
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protected:
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AnsiStringList define_macro_list;
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AnsiStringList define_value_list;
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uint32_t define_macro_max_length;
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uint32_t define_value_max_length;
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AnsiString output_struct;
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AnsiString mi_codes;
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@@ -39,6 +44,9 @@ protected:
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protected:
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virtual bool ProcHeader(){return(true);}
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virtual bool ProcDefine();
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virtual bool ProcSubpassInput();
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virtual bool ProcInput(ShaderCreateInfo *);
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virtual bool ProcOutput();
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@@ -65,6 +73,8 @@ public:
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ShaderCreateInfo(VkShaderStageFlagBits ss,MaterialDescriptorInfo *m);
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virtual ~ShaderCreateInfo();
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bool AddDefine(const AnsiString &m,const AnsiString &v);
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int AddOutput(const graph::VAT &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
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int AddOutput(const AnsiString &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
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