1.removed VertexShaderModule
2.added VertexInput at MaterialData 3.newly CreateShaderModule/CreateMaterial functions at GPUDevice/RenderResource class.
This commit is contained in:
@@ -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
|
||||
|
Reference in New Issue
Block a user