layout and renamed value

This commit is contained in:
2023-06-02 14:22:07 +08:00
parent f8fe0e46d6
commit fc94ee82b4
5 changed files with 22 additions and 24 deletions

View File

@@ -20,7 +20,7 @@ protected:
MaterialDescriptorInfo mdi; ///<材质描述符管理器
AnsiString mi_codes; ///<MaterialInstance代码
uint32_t mi_length; ///<MaterialInstance数据长度
uint32_t mi_data_bytes; ///<MaterialInstance数据长度
uint32_t mi_shader_stage; ///<MaterialInstance着色器阶段
ShaderCreateInfoMap shader_map; ///<着色器列表
@@ -31,23 +31,28 @@ protected:
public:
const AnsiString &GetName()const{return config->mtl_name;}
const AnsiString &GetName ()const{return config->mtl_name;}
const uint32 GetShaderStage()const{return config->shader_stage;}
const uint32 GetShaderStage ()const{return config->shader_stage;}
bool hasShader(const VkShaderStageFlagBits ss)const{return config->shader_stage&ss;}
bool hasShader (const VkShaderStageFlagBits ss)const{return config->shader_stage&ss;}
bool hasVertex ()const{return hasShader(VK_SHADER_STAGE_VERTEX_BIT);}
// bool hasTessCtrl()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);}
// bool hasTessEval()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);}
bool hasGeometry()const{return hasShader(VK_SHADER_STAGE_GEOMETRY_BIT);}
bool hasFragment()const{return hasShader(VK_SHADER_STAGE_FRAGMENT_BIT);}
// bool hasCompute ()const{return hasShader(VK_SHADER_STAGE_COMPUTE_BIT);}
bool hasVertex ()const{return hasShader(VK_SHADER_STAGE_VERTEX_BIT);}
// bool hasTessCtrl ()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);}
// bool hasTessEval ()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);}
bool hasGeometry ()const{return hasShader(VK_SHADER_STAGE_GEOMETRY_BIT);}
bool hasFragment ()const{return hasShader(VK_SHADER_STAGE_FRAGMENT_BIT);}
// bool hasCompute ()const{return hasShader(VK_SHADER_STAGE_COMPUTE_BIT);}
ShaderCreateInfoVertex * GetVS()const{return vert;}
ShaderCreateInfoGeometry * GetGS()const{return geom;}
ShaderCreateInfoFragment * GetFS()const{return frag;}
public:
const MaterialDescriptorInfo &GetMDI()const{return mdi;}
const uint32_t GetMIDataBytes()const{return mi_data_bytes;}
public:
MaterialCreateInfo(const MaterialConfig *);
@@ -56,10 +61,7 @@ public:
bool SetMaterialInstance(const AnsiString &mi_glsl_codes,const uint32_t mi_struct_bytes,const uint32_t shader_stage);
bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
bool AddStruct(const ShaderBufferSource &ss)
{
return AddStruct(ss.struct_name,ss.codes);
}
bool AddStruct(const ShaderBufferSource &ss){return AddStruct(ss.struct_name,ss.codes);}
bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name);
bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name);
@@ -67,7 +69,5 @@ public:
bool AddUBO(const uint32_t flag_bits,const DescriptorSetType &set_type,const ShaderBufferSource &ss);
bool CreateShader();
const MaterialDescriptorInfo &GetMDI()const{return mdi;}
};//class MaterialCreateInfo
STD_MTL_NAMESPACE_END