1.removed VertexShaderModule

2.added VertexInput at MaterialData
3.newly CreateShaderModule/CreateMaterial functions at GPUDevice/RenderResource class.
This commit is contained in:
2023-03-19 19:41:21 +08:00
parent 42f63c5ef1
commit facdec5556
14 changed files with 73 additions and 268 deletions

View File

@@ -75,7 +75,6 @@ struct ShaderAttribute;
class ShaderResource;
class ShaderModule;
class VertexShaderModule;
class ShaderModuleMap;
class MaterialDescriptorSets;
@@ -86,39 +85,9 @@ struct PipelineData;
enum class InlinePipeline;
class Pipeline;
struct VAConfig
{
VkFormat format;
bool instance;
public:
VAConfig()
{
format=PF_UNDEFINED;
instance=false;
}
VAConfig(const VkFormat fmt,bool inst=false)
{
format=fmt;
instance=inst;
}
CompOperatorMemcmp(const VAConfig &);
};
class VILConfig:public Map<AnsiString,VAConfig>
{
public:
using Map<AnsiString,VAConfig>::Map;
bool Add(const AnsiString &name,const VkFormat fmt,const bool inst=false)
{
return Map<AnsiString,VAConfig>::Add(name,VAConfig(fmt,inst));
}
};
struct VAConfig;
class VILConfig;
class VertexInput;
class VertexInputLayout;
using VIL=VertexInputLayout;

View File

@@ -224,11 +224,9 @@ public: //shader & material
MaterialParameters *CreateMP(const MaterialDescriptorSets *,const PipelineLayoutData *,const DescriptorSetType &);
MaterialParameters *CreateMP(Material *,const DescriptorSetType &);
ShaderModule *CreateShaderModule(ShaderResource *);
ShaderModule *CreateShaderModule(VkShaderStageFlagBits,const void *,const size_t);
Material *CreateMaterial(const UTF8String &mtl_name,ShaderModuleMap *shader_maps,MaterialDescriptorSets *);
Material *CreateMaterial(const UTF8String &mtl_name,const VertexShaderModule *vertex_shader_module,const ShaderModule *fragment_shader_module,MaterialDescriptorSets *);
Material *CreateMaterial(const UTF8String &mtl_name,const VertexShaderModule *vertex_shader_module,const ShaderModule *geometry_shader_module,const ShaderModule *fragment_shader_module,MaterialDescriptorSets *);
Material *CreateMaterial(const UTF8String &mtl_name,ShaderModuleMap *shader_maps,MaterialDescriptorSets *,VertexInput *);
MaterialInstance *CreateMI(Material *,const VILConfig *vil_cfg=nullptr);

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@@ -15,10 +15,11 @@ struct MaterialData
{
UTF8String name;
ShaderModuleMap *shader_maps;
MaterialDescriptorSets *mds;
VertexInput *vertex_input;
VertexShaderModule *vertex_sm;
ShaderModuleMap *shader_maps;
MaterialDescriptorSets *mds;
ShaderStageCreateInfoList shader_stage_list;
@@ -54,7 +55,7 @@ public:
const UTF8String & GetName ()const{return data->name;}
VertexShaderModule * GetVertexShaderModule () {return data->vertex_sm;}
const VertexInput * GetVertexInput ()const{return data->vertex_input;}
const ShaderStageCreateInfoList & GetStageList ()const{return data->shader_stage_list;}
@@ -72,6 +73,10 @@ public:
}
const bool hasSet (const DescriptorSetType &type)const;
VIL * CreateVIL(const VILConfig *format_map=nullptr);
bool Release(VIL *);
const uint GetVILCount();
};//class Material
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_MATERIAL_INCLUDE

View File

@@ -88,7 +88,7 @@ public: // VBO/VAO
public: //Material
const ShaderModule *CreateShaderModule(const OSString &filename,ShaderResource *shader_resource);
const ShaderModule *CreateShaderModule(const OSString &filename,VkShaderStageFlagBits shader_stage,const void *spv_data,const size_t spv_size);
Material * CreateMaterial(const OSString &);
Material * CreateMaterial(const hgl::shadergen::MaterialCreateInfo *);

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@@ -2,7 +2,6 @@
#define HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/graph/VKShaderResource.h>
#include<hgl/graph/VKVertexInputLayout.h>
#include<hgl/type/SortedSets.h>
@@ -21,13 +20,9 @@ private:
VkPipelineShaderStageCreateInfo *stage_create_info;
protected:
ShaderResource *shader_resource;
public:
ShaderModule(VkDevice dev,VkPipelineShaderStageCreateInfo *pssci,ShaderResource *);
ShaderModule(VkDevice dev,VkPipelineShaderStageCreateInfo *pssci);
virtual ~ShaderModule();
const int IncRef(){return ++ref_count;}
@@ -50,48 +45,5 @@ public:
operator VkShaderModule ()const{return stage_create_info->module;}
};//class ShaderModule
/**
* 顶点Shader模块<br>
* 由于顶点shader在最前方执行所以它比其它shader多了VertexInput的数据
*/
class VertexShaderModule:public ShaderModule
{
uint32_t attr_count;
VAT *type_list;
const char **name_list;
ShaderAttribute *shader_attr_list;
private:
SortedSets<VIL *> vil_sets;
public:
VertexShaderModule(VkDevice dev,VkPipelineShaderStageCreateInfo *pssci,ShaderResource *sr);
virtual ~VertexShaderModule();
/**
* 获取输入流绑定点需要注意的时这里获取的binding并非是shader中的binding/location而是绑定顺序的序列号。对应vkCmdBindVertexBuffer的缓冲区序列号
*/
const int GetInputBinding(const AnsiString &name)const{return shader_resource->GetInputBinding(name);}
const ShaderAttribute * GetInput (const AnsiString &name)const{return shader_resource->GetInput(name);}
const uint GetInputCount () const{return shader_resource->GetInputCount();}
const ShaderAttributeArray & GetInputs () const{return shader_resource->GetInputs();}
//const uint32_t GetAttrCount()const{return attr_count;}
//const VkVertexInputBindingDescription * GetBindList ()const{return binding_list;}
//const VkVertexInputAttributeDescription * GetAttrList ()const{return attribute_list;}
//const VkVertexInputBindingDescription * GetBind (const uint32_t index)const{return (index>=attr_count?nullptr:binding_list+index);}
//const VkVertexInputAttributeDescription * GetAttr (const uint32_t index)const{return (index>=attr_count?nullptr:attribute_list+index);}
public:
VIL * CreateVIL(const VILConfig *format_map=nullptr);
bool Release(VIL *);
const uint32_t GetInstanceCount()const{return vil_sets.GetCount();}
};//class VertexShaderModule:public ShaderModule
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE

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@@ -38,16 +38,5 @@ public:
const ShaderAttribute * GetInput (const AnsiString &)const;
const int GetInputBinding (const AnsiString &)const;
};//class ShaderResource
struct ShaderModuleCreateInfo:public vkstruct_flag<VkShaderModuleCreateInfo,VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO>
{
public:
ShaderModuleCreateInfo(ShaderResource *sr)
{
codeSize=sr->GetCodeSize();
pCode =sr->GetCode();
}
};//struct ShaderModuleCreateInfo
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SHADER_RESOURCE_INCLUDE