12 Commits

64 changed files with 1135 additions and 1003 deletions

14
.gitmodules vendored
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@@ -1,21 +1,21 @@
[submodule "CMCMakeModule"]
path = CMCMakeModule
url = https://github.com/hyzboy/CMCMakeModule
url = http://www.hyzgame.com:3000/hyzboy/CMCMakeModule
[submodule "CMCore"]
path = CMCore
url = https://github.com/hyzboy/CMCore
url = http://www.hyzgame.com:3000/hyzboy/CMCore
[submodule "CMPlatform"]
path = CMPlatform
url = https://github.com/hyzboy/CMPlatform
url = http://www.hyzgame.com:3000/hyzboy/CMPlatform
[submodule "CMAssetsManage"]
path = CMAssetsManage
url = https://github.com/hyzboy/CMAssetsManage.git
url = http://www.hyzgame.com:3000/hyzboy/CMAssetsManage.git
[submodule "res"]
path = res
url = https://github.com/hyzboy/RuntimeData.git
url = http://www.hyzgame.com:3000/hyzboy/RuntimeData.git
[submodule "CMSceneGraph"]
path = CMSceneGraph
url = https://github.com/hyzboy/CMSceneGraph.git
url = http://www.hyzgame.com:3000/hyzboy/CMSceneGraph.git
[submodule "CMUtil"]
path = CMUtil
url = https://github.com/hyzboy/CMUtil.git
url = http://www.hyzgame.com:3000/hyzboy/CMUtil.git

2
CMCore

Submodule CMCore updated: 09d777261f...9dd89aa5a3

2
CMUtil

Submodule CMUtil updated: f7dce03048...57ff3a70c9

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@@ -28,7 +28,7 @@ private:
bool InitTextRenderable()
{
UTF16String str;
U16String str;
LoadStringFromTextFile(str,OS_TEXT("res/text/DaoDeBible.txt"));

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@@ -22,6 +22,7 @@
*/
#include"GizmoResource.h"
#include<hgl/graph/SceneNode.h>
#include<hgl/graph/VKRenderResource.h>
#include<hgl/graph/InlineGeometry.h>

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@@ -1,4 +1,5 @@
#include"GizmoResource.h"
#include<hgl/graph/SceneNode.h>
#include<hgl/graph/VKRenderResource.h>
#include<hgl/graph/TransformFaceToCamera.h>

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@@ -22,6 +22,7 @@
*/
#include"GizmoResource.h"
#include<hgl/graph/SceneNode.h>
#include<hgl/graph/VKRenderResource.h>
#include<hgl/graph/InlineGeometry.h>

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@@ -8,6 +8,7 @@
#include<hgl/graph/VKRenderResource.h>
#include<hgl/color/Color.h>
#include<hgl/graph/InlineGeometry.h>
#include<hgl/graph/SceneNode.h>
#include"GizmoResource.h"
VK_NAMESPACE_BEGIN

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@@ -54,15 +54,10 @@ protected:
protected:
GPUDevice * device =nullptr;
RenderPass * device_render_pass =nullptr;
RTSwapchain * sc_render_target =nullptr;
SwapchainRenderTarget * sc_render_target =nullptr;
protected:
int32_t swap_chain_count =0;
RenderCmdBuffer ** cmd_buf =nullptr;
Color4f clear_color;
protected:
@@ -91,7 +86,6 @@ public:
win->Unjoin(this);
SAFE_CLEAR(db);
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(cmd_buf,swap_chain_count);
SAFE_CLEAR(device);
SAFE_CLEAR(win);
@@ -146,14 +140,12 @@ public:
if(!device)
return(false);
sc_render_target=device->GetSwapchainRT();
}
device_render_pass=device->GetRenderPass();
db=new RenderResource(device);
InitCommandBuffer();
win->Join(this);
{
@@ -198,34 +190,17 @@ public:
if(w>0&&h>0)
device->Resize(w,h);
InitCommandBuffer();
sc_render_target=device->GetSwapchainRT();
Resize(w,h);
}
void InitCommandBuffer()
{
if(cmd_buf)
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(cmd_buf,swap_chain_count);
sc_render_target=device->GetSwapchainRT();
swap_chain_count=sc_render_target->GetImageCount();
{
const VkExtent2D extent=sc_render_target->GetExtent();
cmd_buf=hgl_zero_new<RenderCmdBuffer *>(swap_chain_count);
for(int32_t i=0;i<swap_chain_count;i++)
cmd_buf[i]=device->CreateRenderCommandBuffer(device->GetPhysicalDevice()->GetDeviceName()+AnsiString(":RenderCmdBuffer_")+AnsiString::numberOf(i));
}
}
bool BuildCommandBuffer(RenderCmdBuffer *cb,RenderPass *rp,Framebuffer *fb,Renderable *ri)
bool BuildCommandBuffer(RenderCmdBuffer *cb,Framebuffer *fb,Renderable *ri)
{
if(!ri)return(false);
cb->Begin();
cb->BindFramebuffer(rp,fb);
cb->BindFramebuffer(fb);
cb->SetClearColor(0,clear_color);
cb->BeginRenderPass();
cb->BindPipeline(ri->GetPipeline());
@@ -238,26 +213,30 @@ public:
return(true);
}
void BuildCommandBuffer(RenderCmdBuffer *cb,RenderTarget *rt,Renderable *ri)
bool BuildCommandBuffer(RenderCmdBuffer *cb,RenderTarget *rt,Renderable *ri)
{
if(!cb||!rt||!ri)
return;
return(false);
BuildCommandBuffer(cb,rt->GetRenderPass(),rt->GetFramebuffer(),ri);
return BuildCommandBuffer(cb,rt->GetFramebuffer(),ri);
}
bool BuildCommandBuffer(uint32_t index,Renderable *ri)
{
if(!ri)return(false);
return BuildCommandBuffer(cmd_buf[index],sc_render_target->GetRenderPass(),sc_render_target->GetFramebuffer(index),ri);
IRenderTarget *rt=sc_render_target->GetCurrentFrameRenderTarget();
return BuildCommandBuffer(rt->GetRenderCmdBuffer(),
rt->GetFramebuffer(),
ri);
}
bool BuildCommandBuffer(Renderable *ri)
{
if(!ri)return(false);
for(int32_t i=0;i<swap_chain_count;i++)
for(uint32_t i=0;i<sc_render_target->GetFrameCount();i++)
BuildCommandBuffer(i,ri);
return(true);
@@ -274,10 +253,10 @@ public:
{
if(!rl)return;
RenderCmdBuffer *cb=cmd_buf[index];
RenderCmdBuffer *cb=sc_render_target->GetRenderCmdBuffer(index);
cb->Begin();
cb->BindFramebuffer(sc_render_target->GetRenderPass(),sc_render_target->GetFramebuffer(index));
cb->BindFramebuffer(sc_render_target->GetFramebuffer(index));
cb->SetClearColor(0,clear_color);
cb->BeginRenderPass();
rl->Render(cb);
@@ -287,7 +266,7 @@ public:
void BuildCommandBuffer(RenderList *rl)
{
for(int32_t i=0;i<swap_chain_count;i++)
for(uint32_t i=0;i<sc_render_target->GetFrameCount();i++)
BuildCommandBuffer(i,rl);
}
@@ -299,7 +278,7 @@ public:
template<typename ...ARGS>
Pipeline *CreatePipeline(ARGS...args)
{
Pipeline *p=device_render_pass->CreatePipeline(args...);
Pipeline *p=sc_render_target->GetRenderPass()->CreatePipeline(args...);
if(!p)
return(nullptr);
@@ -321,11 +300,9 @@ public:
return sc_render_target->AcquireNextImage();
}
virtual void SubmitDraw(int index)
virtual void SubmitDraw()
{
VkCommandBuffer cb=*cmd_buf[index];
sc_render_target->Submit(cb);
sc_render_target->Submit();
sc_render_target->PresentBackbuffer();
sc_render_target->WaitQueue();
sc_render_target->WaitFence();
@@ -335,9 +312,9 @@ public:
{
int index=AcquireNextImage();
if(index<0||index>=swap_chain_count)return;
if(index<0||index>=sc_render_target->GetFrameCount())return;
SubmitDraw(index);
SubmitDraw();
}
bool Run()
@@ -568,7 +545,7 @@ public:
BuildCommandBuffer(index);
SubmitDraw(index);
SubmitDraw();
ckc->Update();
cmc->Update();

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@@ -8,15 +8,48 @@ class RenderAssignBuffer;
class SceneNode;
struct CameraInfo;
struct RenderPipelineIndex:public Comparator<RenderPipelineIndex>
{
Material *material;
Pipeline *pipeline;
public:
const int compare(const RenderPipelineIndex &rli)const override
{
if(material<rli.material)return(-1);
if(material>rli.material)return(1);
if(pipeline<rli.pipeline)return(-1);
if(pipeline>rli.pipeline)return(1);
return(0);
}
public:
RenderPipelineIndex()
{
material=nullptr;
pipeline=nullptr;
}
RenderPipelineIndex(Material *m,Pipeline *p)
{
material=m;
pipeline=p;
}
};//struct RenderPipelineIndex
/**
* 同一材质的对象渲染列表
* 同一材质与管线的渲染列表
*/
class MaterialRenderList
{
GPUDevice *device;
RenderCmdBuffer *cmd_buf;
Material *material;
RenderPipelineIndex rp_index;
CameraInfo *camera_info;
@@ -33,7 +66,6 @@ private:
uint32_t first_instance; ///<第一个绘制实例(和instance渲染无关,对应InstanceRate的VAB)
uint32_t instance_count;
Pipeline * pipeline;
MaterialInstance * mi;
const PrimitiveDataBuffer * pdb;
@@ -60,7 +92,6 @@ protected:
VABList * vab_list;
Pipeline * last_pipeline;
const PrimitiveDataBuffer * last_data_buffer;
const VDM * last_vdm;
const PrimitiveRenderData * last_render_data;
@@ -75,20 +106,14 @@ protected:
public:
MaterialRenderList(GPUDevice *d,bool l2w,Material *m);
MaterialRenderList(GPUDevice *d,bool l2w,const RenderPipelineIndex &rpi);
~MaterialRenderList();
void Add(SceneNode *);
void SetCameraInfo(CameraInfo *ci)
{
camera_info=ci;
}
void SetCameraInfo(CameraInfo *ci){camera_info=ci;}
void Clear()
{
rn_list.Clear();
}
void Clear(){rn_list.Clear();}
void End();

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@@ -2,7 +2,7 @@
#include<hgl/graph/MaterialRenderList.h>
VK_NAMESPACE_BEGIN
class MaterialRenderMap:public ObjectMap<Material *,MaterialRenderList>
class MaterialRenderMap:public ObjectMap<RenderPipelineIndex,MaterialRenderList>
{
public:

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@@ -2,7 +2,7 @@
#define HGL_GRAPH_RENDER_NODE_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/type/SortedSets.h>
#include<hgl/type/SortedSet.h>
namespace hgl
{
namespace graph
@@ -11,9 +11,9 @@ namespace hgl
class MaterialInstance;
class SceneNode;
struct RenderNode
struct RenderNode:public Comparator<RenderNode>
{
uint index; ///<在MaterialRenderList中的索引
uint index; ///<在MaterialRenderList中的索引
SceneNode * scene_node;
@@ -22,12 +22,22 @@ namespace hgl
Vector3f world_position;
float to_camera_distance;
public:
//该函数位于MaterialRenderList.cpp
const int compare(const RenderNode &)const override;
};
using RenderNodeList=List<RenderNode>;
using RenderNodePointerList=List<RenderNode *>;
using MaterialInstanceSets=SortedSets<MaterialInstance *>; ///<材质实例集合
using MaterialInstanceSets=SortedSet<MaterialInstance *>; ///<材质实例集合
}//namespace graph
template<> inline const int ItemComparator<graph::RenderNode>::compare(const graph::RenderNode &a,const graph::RenderNode &b)
{
return a.compare(b);
}
}//namespace hgl
#endif//HGL_GRAPH_RENDER_NODE_INCLUDE

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@@ -10,7 +10,7 @@ namespace hgl
namespace graph
{
using SceneNodeID =uint64;
using SceneNodeName =UTF16IDName;
using SceneNodeName =U16IDName;
/**
* 场景节点数据类<br>
@@ -19,6 +19,8 @@ namespace hgl
*/
class SceneNode:public SceneOrient ///场景节点类
{
SceneNode *Owner; ///<上级节点
SceneNodeID NodeID; ///<节点ID
SceneNodeName NodeName; ///<节点名称
@@ -59,6 +61,8 @@ namespace hgl
{
SceneOrient::Clear();
Owner=nullptr;
BoundingBox.SetZero();
LocalBoundingBox.SetZero();
@@ -74,8 +78,13 @@ namespace hgl
return(true);
}
Renderable *GetRenderable(){return render_obj;}
void SetRenderable(Renderable *);
void SetOwner(SceneNode *sn) {Owner=sn;}
SceneNode * GetOwner() noexcept{return Owner;}
const SceneNode * GetOwner()const noexcept{return Owner;}
void SetRenderable(Renderable *);
Renderable *GetRenderable() noexcept{return render_obj;}
const Renderable *GetRenderable()const noexcept{return render_obj;}
SceneNode *Add(SceneNode *sn)
{
@@ -83,6 +92,7 @@ namespace hgl
return(nullptr);
ChildNode.Add(sn);
sn->SetOwner(this);
return sn;
}

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@@ -37,7 +37,7 @@ class ImageView;
class Framebuffer;
struct Swapchain;
class RenderTarget;
class RTSwapchain;
class SwapchainRenderTarget;
class Texture;
class Texture1D;

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@@ -44,11 +44,12 @@ class RenderCmdBuffer:public GPUCmdBuffer
VkRect2D render_area;
VkViewport viewport;
Framebuffer *fbo;
RenderPassBeginInfo rp_begin;
VkPipelineLayout pipeline_layout;
void SetFBO(Framebuffer *);
private:
void SetClear();
public:
@@ -78,7 +79,7 @@ public:
//以上设定在Begin开始后即不可改变
bool BindFramebuffer(RenderPass *rp,Framebuffer *fb);
bool BindFramebuffer(Framebuffer *);
bool BeginRenderPass();
void NextSubpass(){vkCmdNextSubpass(cmd_buf,VK_SUBPASS_CONTENTS_INLINE);}

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@@ -3,6 +3,7 @@
#include<hgl/graph/VK.h>
#include<hgl/color/Color4f.h>
#include<hgl/graph/VKTexture.h>
VK_NAMESPACE_BEGIN
struct DebugUtilsFunction
@@ -92,6 +93,13 @@ public:
// DU_FUNC(BufferCollectionFuchsia, BUFFER_COLLECTION_FUCHSIA)
#undef DU_FUNC
void SetTexture(Texture *tex,const AnsiString &info)
{
SetImage( tex->GetImage(), info+"_Image" );
SetImageView( tex->GetVulkanImageView(), info+"_ImageView" );
SetDeviceMemory(tex->GetDeviceMemory(), info+"_Memory" );
}
void QueueBegin (VkQueue,const char *,const Color4f &color=Color4f(1,1,1,1));
void QueueEnd (VkQueue q){duf.QueueEnd(q);}

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@@ -4,7 +4,7 @@
#include<hgl/graph/VK.h>
#include<hgl/type/Map.h>
#include<hgl/type/ObjectList.h>
#include<hgl/type/SortedSets.h>
#include<hgl/type/SortedSet.h>
VK_NAMESPACE_BEGIN
class DeviceBuffer;
@@ -20,7 +20,7 @@ class DescriptorSet
ObjectList<VkDescriptorImageInfo> image_list;
List<VkWriteDescriptorSet> wds_list;
SortedSets<uint32_t> binded_sets;
SortedSet<uint32_t> binded_sets;
bool is_dirty;

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@@ -38,11 +38,10 @@ class GPUDevice
private:
DeviceRenderPassManage *render_pass_manage;
RenderPass *device_render_pass;
RTSwapchain *sc_rt;
SwapchainRenderTarget *sc_rt;
RTSwapchain *CreateSwapchainRenderTarget();
SwapchainRenderTarget *CreateSwapchainRenderTarget();
void InitRenderPassManage();
void ClearRenderPassManage();
@@ -79,9 +78,9 @@ public:
const VkColorSpaceKHR GetColorSpace ()const {return attr->surface_format.colorSpace;}
VkQueue GetGraphicsQueue () {return attr->graphics_queue;}
RenderPass * GetRenderPass () {return device_render_pass;}
RenderPass * GetRenderPass () {return sc_rt->GetRenderPass();}
RTSwapchain * GetSwapchainRT () {return sc_rt;}
SwapchainRenderTarget * GetSwapchainRT () {return sc_rt;}
const VkExtent2D & GetSwapchainSize ()const {return sc_rt->GetExtent();}

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@@ -1,12 +1,16 @@
#ifndef HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE
#define HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/type/Map.h>
#include<hgl/util/hash/Hash.h>
VK_NAMESPACE_BEGIN
using RenderPassHASHCode=util::HashCodeSHA1LE;
using RenderPassHASHCode=util::HashCode<128/8>;
inline util::Hash *CreateRenderPassHash()
{
return util::CreateHash(util::HASH::xxH3_128);
}
class DeviceRenderPassManage
{
@@ -34,4 +38,3 @@ private:
RenderPass * AcquireRenderPass( const RenderbufferInfo *,const uint subpass_count=2);
};//class DeviceRenderPassManage
VK_NAMESPACE_END
#endif//HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE

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@@ -1,13 +1,13 @@
#ifndef HGL_GRAPH_VULKAN_FRAMEBUFFER_INCLUDE
#define HGL_GRAPH_VULKAN_FRAMEBUFFER_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/graph/VKRenderPass.h>
VK_NAMESPACE_BEGIN
class Framebuffer
{
VkDevice device;
VkFramebuffer frame_buffer;
VkRenderPass render_pass;
RenderPass *render_pass;
VkExtent2D extent;
uint32_t attachment_count;
@@ -18,7 +18,7 @@ private:
friend class GPUDevice;
Framebuffer(VkDevice,VkFramebuffer,const VkExtent2D &,VkRenderPass,uint32_t color_count,bool depth);
Framebuffer(VkDevice,VkFramebuffer,const VkExtent2D &,RenderPass *,uint32_t color_count,bool depth);
public:
@@ -27,7 +27,7 @@ public:
operator VkFramebuffer(){return frame_buffer;}
const VkFramebuffer GetFramebuffer ()const{return frame_buffer;}
const VkRenderPass GetRenderPass ()const{return render_pass;}
RenderPass * GetRenderPass () {return render_pass;}
const VkExtent2D & GetExtent ()const{return extent;}

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@@ -95,6 +95,6 @@ public:
MaterialInstance *CreateMI(const VILConfig *vil_cfg=nullptr);
};//class Material
using MaterialSets=SortedSets<Material *>;
using MaterialSets=SortedSet<Material *>;
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_MATERIAL_INCLUDE

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@@ -2,7 +2,7 @@
#include<hgl/graph/VK.h>
#include<hgl/type/String.h>
#include<hgl/type/SortedSets.h>
#include<hgl/type/SortedSet.h>
VK_NAMESPACE_BEGIN
class GPUPhysicalDevice
@@ -14,11 +14,13 @@ class GPUPhysicalDevice
VkPhysicalDeviceVulkan11Features features11;
VkPhysicalDeviceVulkan12Features features12;
VkPhysicalDeviceVulkan13Features features13;
VkPhysicalDeviceVulkan14Features features14;
VkPhysicalDeviceProperties properties;
VkPhysicalDeviceVulkan11Properties properties11;
VkPhysicalDeviceVulkan12Properties properties12;
VkPhysicalDeviceVulkan13Properties properties13;
VkPhysicalDeviceVulkan14Properties properties14;
VkPhysicalDeviceMemoryProperties memory_properties;
List<VkLayerProperties> layer_properties;
@@ -36,6 +38,7 @@ public:
const VkPhysicalDeviceVulkan11Features &GetFeatures11 ()const{return features11;}
const VkPhysicalDeviceVulkan12Features &GetFeatures12 ()const{return features12;}
const VkPhysicalDeviceVulkan13Features &GetFeatures13 ()const{return features13;}
const VkPhysicalDeviceVulkan14Features &GetFeatures14 ()const{return features14;}
const VkPhysicalDeviceProperties & GetProperties ()const{return properties;}
const VkPhysicalDeviceMemoryProperties &GetMemoryProperties ()const{return memory_properties;}
@@ -66,7 +69,11 @@ public:
const uint32_t GetSSBORange ()const{return properties.limits.maxStorageBufferRange;}
const VkDeviceSize GetSSBOAlign ()const{return properties.limits.minStorageBufferOffsetAlignment;}
const uint32_t GetConstantSize ()const{return properties.limits.maxPushConstantsSize;}
const uint32_t GetConstantSize ()const{return properties.limits.maxPushConstantsSize;}
const VkDeviceSize GetMaxBufferSize()const{return properties13.maxBufferSize;}
const uint32_t GetMaxPushDescriptors()const{return properties14.maxPushDescriptors;}
public:
@@ -182,6 +189,9 @@ public:
const VkBool32 SupportYcbcrConversion ()const{return features11.samplerYcbcrConversion;}
const VkBool32 SupportClampMirrorToEdge ()const{return features12.samplerMirrorClampToEdge;}
const VkBool32 SupportSmoothLines ()const{return features14.smoothLines;}
const VkBool32 SupportStippledSmoothLines ()const{return features14.stippledSmoothLines;}
const void GetPointSize(float &granularity,float &min_size,float &max_size) const
{
granularity =properties.limits.pointSizeGranularity;

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@@ -37,8 +37,10 @@ public:
virtual ~RenderPass();
VkRenderPass GetVkRenderPass(){return render_pass;}
VkPipelineCache GetPipelineCache(){return pipeline_cache;}
operator const VkRenderPass()const{return render_pass;}
const VkRenderPass GetVkRenderPass()const{return render_pass;}
const VkPipelineCache GetPipelineCache()const{return pipeline_cache;}
const uint GetColorCount()const{return color_formats.GetCount();}
const List<VkFormat> & GetColorFormat()const{return color_formats;}

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@@ -1,5 +1,4 @@
#ifndef HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
#define HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/graph/VKRenderPass.h>
@@ -7,63 +6,216 @@
#include<hgl/graph/VKSwapchain.h>
#include<hgl/graph/VKQueue.h>
#include<hgl/graph/VKPipeline.h>
VK_NAMESPACE_BEGIN
/**
* 渲染目标
*/
class RenderTarget
* RenderTarget 存在几种情况:
*
* 1.正常单帧渲染目标,即只有一帧的数据,每次渲染都是当前帧
*
* 2.多帧渲染目标即有多帧数据每次渲染都是指定帧典型的是Swapchain
*
* 所以RenderTarget的其实是一个多态类根据不同的情况有不同的实现
*/
class IRenderTarget
{
protected:
DeviceQueue *queue;
RenderPass *render_pass;
Framebuffer *fbo;
VkExtent2D extent;
Semaphore *render_complete_semaphore =nullptr;
public:
protected:
const VkExtent2D &GetExtent ()const{return extent;}
uint32_t color_count;
Texture2D **color_textures;
Texture2D *depth_texture;
virtual uint32_t GetColorCount ()=0;
virtual bool hasDepth ()=0;
public:
IRenderTarget(const VkExtent2D &ext){extent=ext;}
virtual ~IRenderTarget()=default;
virtual Framebuffer * GetFramebuffer ()=0;
virtual RenderPass * GetRenderPass ()=0;
virtual Texture2D * GetColorTexture (const int index=0)=0;
virtual Texture2D * GetDepthTexture ()=0;
public: // Command Buffer
virtual DeviceQueue * GetQueue ()=0;
virtual Semaphore * GetRenderCompleteSemaphore()=0;
virtual RenderCmdBuffer * GetRenderCmdBuffer ()=0;
virtual bool Submit (Semaphore *wait_sem)=0;
virtual bool Submit (){return Submit(nullptr);}
virtual bool WaitQueue ()=0;
virtual bool WaitFence ()=0;
};//class IRenderTarget
struct RenderTargetData
{
Framebuffer * fbo;
DeviceQueue * queue;
Semaphore * render_complete_semaphore;
RenderCmdBuffer * cmd_buf;
uint32_t color_count; ///<颜色成分数量
Texture2D ** color_textures; ///<颜色成分纹理列表
Texture2D * depth_texture; ///<深度成分纹理
public:
Texture2D *GetColorTexture(const uint32_t index)
{
if(index>=color_count)
return(nullptr);
return color_textures[index];
}
virtual void Clear();
};//struct RenderTargetData
/**
* 单帧渲染目标
*/
class RenderTarget:public IRenderTarget
{
RenderTargetData *data;
protected:
friend class GPUDevice;
RenderTarget(DeviceQueue *,Semaphore *);
RenderTarget(DeviceQueue *,Semaphore *,RenderPass *_rp,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture);
RenderTarget(RenderTargetData *rtd):IRenderTarget(rtd->fbo->GetExtent())
{
data=rtd;
}
public:
virtual ~RenderTarget();
virtual ~RenderTarget()
{
if(data)
{
data->Clear();
delete data;
}
}
Framebuffer * GetFramebuffer ()override{return data->fbo;}
RenderPass * GetRenderPass ()override{return data->fbo->GetRenderPass();}
uint32_t GetColorCount ()override{return data->color_count;}
DeviceQueue * GetQueue () {return queue;}
const VkExtent2D & GetExtent ()const {return extent;}
virtual RenderPass * GetRenderPass () {return render_pass;}
virtual const VkRenderPass GetVkRenderPass ()const {return render_pass->GetVkRenderPass();}
virtual const uint32_t GetColorCount ()const {return fbo->GetColorCount();}
virtual Framebuffer * GetFramebuffer () {return fbo;}
bool hasDepth ()override{return data->depth_texture;}
virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
virtual Texture2D * GetDepthTexture (){return depth_texture;}
Texture2D * GetColorTexture (const int index=0) override{return data->GetColorTexture(index);}
Texture2D * GetDepthTexture () override{return data->depth_texture;}
public: // command buffer
public: // Command Buffer
Semaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
virtual bool Submit (RenderCmdBuffer *,Semaphore *present_complete_semaphore=nullptr);
DeviceQueue * GetQueue ()override{return data->queue;}
Semaphore * GetRenderCompleteSemaphore()override{return data->render_complete_semaphore;}
bool WaitQueue(){return queue->WaitQueue();}
bool WaitFence(){return queue->WaitFence();}
RenderCmdBuffer * GetRenderCmdBuffer ()override{return data->cmd_buf;}
virtual bool Submit (Semaphore *wait_sem)override
{
if(!data)
return(false);
return data->queue->Submit(*data->cmd_buf,wait_sem,data->render_complete_semaphore);
}
bool WaitQueue ()override{return data->queue->WaitQueue();}
bool WaitFence ()override{return data->queue->WaitFence();}
};//class RenderTarget
/**
* 多帧渲染目标
*/
class MFRenderTarget:public IRenderTarget
{
protected:
uint32_t frame_number;
uint32_t current_frame;
RenderTarget **rt_list;
protected:
friend class GPUDevice;
MFRenderTarget(const uint32_t fn,RenderTarget **rtl):IRenderTarget(rtl[0]->GetFramebuffer()->GetExtent())
{
frame_number=fn;
current_frame=0;
rt_list=rtl;
}
public:
virtual ~MFRenderTarget()
{
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(rt_list,frame_number);
}
virtual void NextFrame()
{
++current_frame;
if(current_frame>=frame_number)
current_frame=0;
}
uint32_t GetCurrentFrameIndices ()const{return current_frame;}
uint32_t GetFrameCount ()const{return frame_number;}
RenderTarget * GetCurrentFrameRenderTarget (){return rt_list[current_frame];}
public:
Framebuffer * GetFramebuffer ()override{return rt_list[current_frame]->GetFramebuffer();}
RenderPass * GetRenderPass ()override{return rt_list[current_frame]->GetRenderPass();}
uint32_t GetColorCount ()override{return rt_list[current_frame]->GetColorCount();}
Texture2D * GetColorTexture (const int index=0) override{return rt_list[current_frame]->GetColorTexture(index);}
Texture2D * GetDepthTexture () override{return rt_list[current_frame]->GetDepthTexture();}
bool hasDepth ()override{return rt_list[current_frame]->hasDepth();}
public: // Command Buffer
DeviceQueue * GetQueue ()override{return rt_list[current_frame]->GetQueue();}
Semaphore * GetRenderCompleteSemaphore()override{return rt_list[current_frame]->GetRenderCompleteSemaphore();}
RenderCmdBuffer * GetRenderCmdBuffer ()override{return rt_list[current_frame]->GetRenderCmdBuffer();}
Framebuffer * GetFramebuffer (const uint32_t index){return rt_list[index]->GetFramebuffer();}
RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rt_list[index]->GetRenderCmdBuffer();}
virtual bool Submit ()override{return rt_list[current_frame]->Submit(nullptr);}
virtual bool Submit (Semaphore *wait_sem) override
{
return rt_list[current_frame]->Submit(wait_sem);
}
bool WaitQueue ()override{return rt_list[current_frame]->WaitQueue();}
bool WaitFence ()override{return rt_list[current_frame]->WaitFence();}
};//class MFRenderTarget
/**
* 交换链专用渲染目标
*/
class RTSwapchain:public RenderTarget
class SwapchainRenderTarget:public MFRenderTarget
{
VkDevice device;
Swapchain *swapchain;
@@ -71,45 +223,25 @@ class RTSwapchain:public RenderTarget
Semaphore *present_complete_semaphore=nullptr;
uint32_t current_frame;
private:
SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl);
friend class GPUDevice;
public:
RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp);
~RTSwapchain();
Framebuffer * GetFramebuffer ()override {return swapchain->sc_fbo[current_frame];}
Framebuffer * GetFramebuffer (const uint32_t index) {return swapchain->sc_fbo[index];}
const uint32_t GetColorCount ()const override {return 1;}
const uint32_t GetImageCount ()const {return swapchain->color_count;}
virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->sc_color[index];}
virtual Texture2D * GetDepthTexture () override{return swapchain->sc_depth;}
~SwapchainRenderTarget();
public:
const uint32_t GetCurrentFrameIndices ()const {return current_frame;}
Semaphore * GetPresentCompleteSemaphore () {return present_complete_semaphore;}
int AcquireNextImage(); ///<获取下一帧的索引
public:
bool PresentBackbuffer(); ///<推送后台画面到前台
/**
* 请求下一帧画面的索引
* @param present_complete_semaphore 推送完成信号
*/
int AcquireNextImage();
/**
* 推送后台画面到前台
* @param render_complete_semaphore 渲染完成信号
*/
bool PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t wait_semaphore_count);
bool PresentBackbuffer();
bool Submit(VkCommandBuffer);
bool Submit(VkCommandBuffer,Semaphore *);
bool Submit()override
{
return rt_list[current_frame]->Submit(present_complete_semaphore);
}
};//class RTSwapchain:public RenderTarget
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE

View File

@@ -12,7 +12,7 @@ VK_NAMESPACE_BEGIN
* 原始图元数据缓冲区<Br>
* 提供在渲染之前的数据绑定信息
*/
struct PrimitiveDataBuffer
struct PrimitiveDataBuffer:public Comparator<PrimitiveDataBuffer>
{
uint32_t vab_count;
VkBuffer * vab_list;
@@ -32,14 +32,14 @@ public:
PrimitiveDataBuffer(const uint32_t,IndexBuffer *,VertexDataManager *_v=nullptr);
~PrimitiveDataBuffer();
const bool Comp(const PrimitiveDataBuffer *pdb)const;
const int compare(const PrimitiveDataBuffer &pdb)const override;
};//struct PrimitiveDataBuffer
/**
* 原始图元渲染数据<Br>
* 提供在渲染时的数据
*/
struct PrimitiveRenderData
struct PrimitiveRenderData:public ComparatorData<PrimitiveRenderData>
{
//因为要VAB是流式访问所以我们这个结构会被用做排序依据
//也因此把vertex_offset放在最前面
@@ -59,9 +59,6 @@ public:
vertex_offset =vo;
first_index =fi;
}
CompOperatorMemcmp(const PrimitiveRenderData &);
CompOperatorMemcmpPointer(PrimitiveRenderData);
};
/**

View File

@@ -3,7 +3,7 @@
#include<hgl/graph/VK.h>
#include<hgl/graph/VKVertexInputLayout.h>
#include<hgl/type/SortedSets.h>
#include<hgl/type/SortedSet.h>
VK_NAMESPACE_BEGIN

View File

@@ -1,30 +1,53 @@
#ifndef HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
#define HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/graph/VKTexture.h>
#include<hgl/type/List.h>
#include<hgl/graph/VKFramebuffer.h>
#include<hgl/graph/VKCommandBuffer.h>
VK_NAMESPACE_BEGIN
struct SwapchainImage
{
Texture2D * color =nullptr;
Texture2D * depth =nullptr;
Framebuffer * fbo =nullptr;
RenderCmdBuffer * cmd_buf =nullptr;
public:
~SwapchainImage()
{
delete cmd_buf;
delete fbo;
delete depth;
delete color;
}
};//struct SwapchainImage
struct Swapchain
{
public:
VkDevice device =VK_NULL_HANDLE;
VkDevice device =VK_NULL_HANDLE;
VkExtent2D extent;
VkExtent2D extent;
VkSurfaceTransformFlagBitsKHR transform;
VkSwapchainKHR swap_chain =VK_NULL_HANDLE;
VkSwapchainKHR swap_chain =VK_NULL_HANDLE;
VkSurfaceFormatKHR surface_format;
VkFormat depth_format;
uint32_t color_count =0;
RenderPass * render_pass =nullptr;
Texture2D ** sc_color =nullptr;
Texture2D * sc_depth =nullptr;
uint32_t image_count =0;
Framebuffer ** sc_fbo =nullptr;
SwapchainImage * sc_image =nullptr;
public:
virtual ~Swapchain();
};//struct Swapchain
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE

View File

@@ -12,7 +12,7 @@ namespace hgl
/**
* 字体信息
*/
struct Font
struct Font:public ComparatorData<Font>
{
os_char name[MAX_FONT_NAME_LENGTH]; ///<字体名称
@@ -28,8 +28,6 @@ namespace hgl
Font();
Font(const os_char *,int,int,bool b=false,bool i=false,bool=true);
CompOperatorMemcmp(const Font &); ///<比较操作符重载
};//struct Font
}//namespace graph
}//namespace hgl

View File

@@ -3,7 +3,7 @@
#include<hgl/type/StrChar.h>
#include<hgl/type/Map.h>
#include<hgl/type/SortedSets.h>
#include<hgl/type/SortedSet.h>
#include<hgl/graph/font/Font.h>
#include<hgl/type/UnicodeBlocks.h>
@@ -71,7 +71,7 @@ namespace hgl
{
protected:
SortedSets<void *> ref_object;
SortedSet<void *> ref_object;
ObjectMap<u32char,CLA> cla_cache;

View File

@@ -24,10 +24,10 @@ namespace hgl
friend class TextLayout;
friend class TextRender;
SortedSets<u32char> chars_sets;
SortedSet<u32char> chars_sets;
const SortedSets<u32char> &GetCharsSets()const{return chars_sets;}
void SetCharsSets(const SortedSets<u32char> &sl){chars_sets=sl;}
const SortedSet<u32char> &GetCharsSets()const{return chars_sets;}
void SetCharsSets(const SortedSet<u32char> &sl){chars_sets=sl;}
void ClearCharsSets(){chars_sets.Clear();}
private:

View File

@@ -54,9 +54,9 @@ namespace hgl
public:
TextPrimitive *CreatePrimitive();
TextPrimitive *CreatePrimitive(const UTF16String &str);
TextPrimitive *CreatePrimitive(const U16String &str);
bool Layout(TextPrimitive *tr,const UTF16String &str);
bool Layout(TextPrimitive *tr,const U16String &str);
Renderable *CreateRenderable(TextPrimitive *text_primitive);

View File

@@ -24,7 +24,7 @@ namespace hgl
TileResPool to_res;
SortedSets<u32char> not_bitmap_chars;
SortedSet<u32char> not_bitmap_chars;
public:
@@ -37,7 +37,7 @@ namespace hgl
TileFont(TileData *td,FontSource *fs);
virtual ~TileFont();
bool Registry(TileUVFloatMap &,SortedSets<u32char> &chars_sets); ///<注册要使用的字符
bool Registry(TileUVFloatMap &,SortedSet<u32char> &chars_sets); ///<注册要使用的字符
void Unregistry(const List<u32char> &); ///<注销要使用的字符
};//class TileFont
}//namespace graph

View File

@@ -6,7 +6,7 @@
#include<hgl/graph/VertexAttrib.h>
STD_MTL_NAMESPACE_BEGIN
struct Material2DCreateConfig:public MaterialCreateConfig
struct Material2DCreateConfig:public MaterialCreateConfig,public Comparator<Material2DCreateConfig>
{
CoordinateSystem2D coordinate_system; ///<使用的坐标系
@@ -32,9 +32,9 @@ public:
position_format=VAT_VEC2;
}
int Comp(const Material2DCreateConfig &cfg)const
const int compare(const Material2DCreateConfig &cfg)const override
{
int off=MaterialCreateConfig::Comp(cfg);
int off=MaterialCreateConfig::compare(cfg);
if(off)return off;
@@ -48,8 +48,6 @@ public:
return off;
}
CompOperator(const Material2DCreateConfig &,Comp)
};//struct Material2DCreateConfig:public MaterialCreateConfig
MaterialCreateInfo *CreateVertexColor2D(const Material2DCreateConfig *);

View File

@@ -5,58 +5,8 @@
#include<hgl/graph/VertexAttrib.h>
STD_MTL_NAMESPACE_BEGIN
enum class LightingModel:uint8
{
Unlit,
Gizmo, ///<Gizmo专用(Blinnphong的特定版本内置假的太阳光方向、高光系数等使其不需要外部UBO传入)
Blinnphong, ///<Blinnphong光照模型
FakePBR, ///<假PBR(使用Blinnphong+HalfLambert模拟)
MicroPBR, ///<微型PBR(只有BaseColor/Normal/Metallic/Roughness四个基础数据的PBR)
WebPBR, ///<Khronos为WebGL提供的PBR
FilamentPBR, ///<Filament引擎所使用的PBR
AMDPBR, ///<AMD Caulrdon框架所使用的PBR
BlenderPBR, ///<Blender所使用的PBR
ENUM_CLASS_RANGE(Unlit,BlenderPBR)
};
constexpr const char *LightingModelName[]=
{
"Unlit",
"Gizmo",
"Blinnphong",
"FakePBR",
"MicroPBR",
"WebPBR",
"FilamentPBR",
"AMDPBR",
"BlenderPBR"
};
/**
* 天光来源
*/
enum class SkyLightSource:uint8
{
PureColor, ///<纯色
Simplest, ///<极简(一行代码)
Cubemap, ///<立方体贴图
IBL, ///<IBL立方体贴图
ENUM_CLASS_RANGE(PureColor,IBL)
};
struct Material3DCreateConfig:public MaterialCreateConfig
struct Material3DCreateConfig:public MaterialCreateConfig,public Comparator<Material3DCreateConfig>
{
bool camera; ///<包含摄像机矩阵信息
@@ -82,9 +32,9 @@ public:
// reverse_depth=false;
}
int Comp(const Material3DCreateConfig &cfg)const
const int compare(const Material3DCreateConfig &cfg)const override
{
int off=MaterialCreateConfig::Comp(cfg);
int off=MaterialCreateConfig::compare(cfg);
if(off)return off;
@@ -98,8 +48,6 @@ public:
return off;
}
CompOperator(const Material3DCreateConfig &,Comp)
};//struct Material3DCreateConfig:public MaterialCreateConfig
MaterialCreateInfo *CreateVertexColor3D(const Material3DCreateConfig *);

View File

@@ -13,7 +13,7 @@ class MaterialCreateInfo;
/**
* 材质配置结构
*/
struct MaterialCreateConfig
struct MaterialCreateConfig:public Comparator<MaterialCreateConfig>
{
const GPUDeviceAttribute *dev_attr;
@@ -42,7 +42,7 @@ public:
prim=p;
}
virtual int Comp(const MaterialCreateConfig &cfg)const
const int compare(const MaterialCreateConfig &cfg)const override
{
int off;
@@ -59,8 +59,6 @@ public:
return off;
}
CompOperator(const MaterialCreateConfig &,Comp)
};//struct MaterialCreateConfig
STD_MTL_NAMESPACE_END
#endif//HGL_GRAPH_MTL_CONFIG_INCLUDE

View File

@@ -6,551 +6,436 @@
#include<hgl/graph/VKInterpolation.h>
#include<hgl/graph/VKSamplerType.h>
#include<hgl/graph/VKImageType.h>
#include<hgl/CompOperator.h>
#include<hgl/Comparator.h>
namespace hgl
VK_NAMESPACE_BEGIN
enum class ShaderVariableBaseType:uint8
{
namespace graph
{
enum class ShaderVariableBaseType:uint8
{
Scalar=0,
Vector,
Matrix,
Sampler,
Image,
AtomicCounter,
Scalar=0,
Vector,
Matrix,
Sampler,
Image,
AtomicCounter,
ENUM_CLASS_RANGE(Scalar,AtomicCounter)
};//enum class ShaderVariableBaseType
ENUM_CLASS_RANGE(Scalar,AtomicCounter)
};//enum class ShaderVariableBaseType
using SVBaseType=ShaderVariableBaseType;
using SVBaseType=ShaderVariableBaseType;
#pragma pack(push,1)
#pragma pack(push,1)
struct ShaderVariableType
struct ShaderVariableType:public Comparator<ShaderVariableType>
{
union
{
struct
{
union
{
struct
{
SVBaseType base_type;
union
{
struct
struct Scalar
{
SVBaseType base_type;
VABaseType type;
}scalar;
union
{
struct Scalar
{
VABaseType type;
}scalar;
struct Vector
{
VABaseType type;
uint8 vec_size;
}vector;
struct Vector
{
VABaseType type;
uint8 vec_size;
}vector;
struct Matrix
{
VABaseType type;
uint8 n;
uint8 m;
}matrix;
struct Matrix
{
VABaseType type;
uint8 n;
uint8 m;
}matrix;
struct Sampler
{
SamplerType type;
}sampler;
struct Sampler
{
SamplerType type;
}sampler;
struct Image
{
ShaderImageType type;
}image;
};
};
uint32 type_code;
struct Image
{
ShaderImageType type;
}image;
};
uint32 array_size;
};
uint64 svt_code;
uint32 type_code;
};
public:
ShaderVariableType()
{
svt_code=0;
}
ShaderVariableType(const ShaderVariableType &svt)
{
svt_code=svt.svt_code;
}
ShaderVariableType(const VAType &vat,const uint count)
{
From(vat,count);
}
ShaderVariableType(const VABaseType &vabt,const uint32 count)
{
svt_code=0;
base_type=SVBaseType::Scalar;
scalar.type=vabt;
array_size=count;
}
ShaderVariableType(const VABaseType &vabt,const uint8 size,const uint32 count)
{
svt_code=0;
base_type=SVBaseType::Vector;
vector.type=vabt;
vector.vec_size=size;
array_size=count;
}
ShaderVariableType(const VABaseType &vabt,const uint8 row,const uint8 col,const uint32 count)
{
svt_code=0;
base_type=SVBaseType::Matrix;
matrix.type=vabt;
matrix.n=col;
matrix.m=row;
array_size=count;
}
ShaderVariableType(const SamplerType &st,const uint32 count)
{
svt_code=0;
base_type=SVBaseType::Sampler;
sampler.type=st;
array_size=count;
}
ShaderVariableType(const ShaderImageType &sit,const uint32 count)
{
svt_code=0;
base_type=SVBaseType::Image;
image.type=sit;
array_size=count;
}
const bool Check()const
{
if(!RangeCheck(base_type))return(false);
RANGE_CHECK_RETURN_FALSE(base_type)
if(base_type==SVBaseType::Scalar)
return(true);
if(base_type==SVBaseType::Vector)
{
if(vector.vec_size<2||vector.vec_size>4)return(false);
return(true);
}
if(base_type==SVBaseType::Matrix)
{
if(matrix.m==0)
{
if(matrix.n<2||matrix.n>4)return(false);
}
else
{
if(matrix.n<2||matrix.n>4)return(false);
if(matrix.m<2||matrix.m>4)return(false);
}
return(true);
}
if(base_type==SVBaseType::Sampler)
return RangeCheck(sampler.type);
if(base_type==SVBaseType::Image)
return RangeCheck(image.type);
return(true);
}
int Comp(const ShaderVariableType &svt)const
{
int off=(int)base_type-(int)svt.base_type;
if(off)return(off);
if(base_type==SVBaseType::Scalar)
return int(scalar.type)-int(svt.scalar.type);
if(base_type==SVBaseType::Vector)
{
off=int(vector.type)-int(svt.vector.type);
if(off)return(off);
off=vector.vec_size-svt.vector.vec_size;
if(off)return(off);
return int(vector.type)-int(svt.vector.type);
}
if(base_type==SVBaseType::Matrix)
{
off=int(matrix.type)-int(svt.matrix.type);
if(off)return(off);
off=matrix.n-svt.matrix.n;
if(off)return(off);
return matrix.m-svt.matrix.m;
}
if(base_type==SVBaseType::Sampler)
return int(sampler.type)-int(svt.sampler.type);
if(base_type==SVBaseType::Image)
return int(image.type)-int(svt.image.type);
return 0;
}
CompOperator(const ShaderVariableType &,Comp)
const char *GetTypename()const;
bool ParseTypeString(const char *str);
const uint64 ToCode()const{return svt_code;}
const bool FromCode(const uint64 code)
{
svt_code=code;
return Check();
}
const bool From(const VAType &vat,const uint16 count=1)
{
array_size=count;
if(vat.vec_size==1)
{
base_type=SVBaseType::Scalar;
scalar.type=vat.basetype;
return(true);
}
else if(vat.vec_size<=4)
{
base_type=SVBaseType::Vector;
vector.type=vat.basetype;
vector.vec_size=vat.vec_size;
return(true);
}
return(false);
}
static const ShaderVariableType Scalar(const VABaseType &vabt,const uint count=1)
{
ShaderVariableType svt;
svt.base_type =SVBaseType::Scalar;
svt.scalar.type =vabt;
svt.array_size =count;
return svt;
}
};//struct ShaderVariableType
#pragma pack(pop)
using SVType=ShaderVariableType;
const SVType SVT_BOOL (VABaseType::Bool, 1);
const SVType SVT_INT (VABaseType::Int, 1);
const SVType SVT_UINT (VABaseType::UInt, 1);
const SVType SVT_FLOAT (VABaseType::Float, 1);
const SVType SVT_DOUBLE(VABaseType::Double, 1);
const SVType SVT_BVEC2 (VABaseType::Bool, 2,1);
const SVType SVT_BVEC3 (VABaseType::Bool, 3,1);
const SVType SVT_BVEC4 (VABaseType::Bool, 4,1);
const SVType SVT_IVEC2 (VABaseType::Int, 2,1);
const SVType SVT_IVEC3 (VABaseType::Int, 3,1);
const SVType SVT_IVEC4 (VABaseType::Int, 4,1);
const SVType SVT_UVEC2 (VABaseType::UInt, 2,1);
const SVType SVT_UVEC3 (VABaseType::UInt, 3,1);
const SVType SVT_UVEC4 (VABaseType::UInt, 4,1);
const SVType SVT_VEC2 (VABaseType::Float, 2,1);
const SVType SVT_VEC3 (VABaseType::Float, 3,1);
const SVType SVT_VEC4 (VABaseType::Float, 4,1);
const SVType SVT_DVEC2 (VABaseType::Double, 2,1);
const SVType SVT_DVEC3 (VABaseType::Double, 3,1);
const SVType SVT_DVEC4 (VABaseType::Double, 4,1);
const SVType SVT_MAT2 (VABaseType::Float, 2,2,1);
const SVType SVT_MAT3 (VABaseType::Float, 3,3,1);
const SVType SVT_MAT4 (VABaseType::Float, 4,4,1);
const SVType SVT_MAT2x3(VABaseType::Float, 2,3,1);
const SVType SVT_MAT2x4(VABaseType::Float, 2,4,1);
const SVType SVT_MAT3x2(VABaseType::Float, 3,2,1);
const SVType SVT_MAT3x4(VABaseType::Float, 3,4,1);
const SVType SVT_MAT4x2(VABaseType::Float, 4,2,1);
const SVType SVT_MAT4x3(VABaseType::Float, 4,3,1);
const SVType SVT_Sampler1D(SamplerType::Sampler1D, 1);
const SVType SVT_Sampler2D(SamplerType::Sampler2D, 1);
const SVType SVT_Sampler3D(SamplerType::Sampler3D, 1);
const SVType SVT_SamplerCube(SamplerType::SamplerCube, 1);
const SVType SVT_Sampler2DRect(SamplerType::Sampler2DRect, 1);
const SVType SVT_Sampler1DArray(SamplerType::Sampler1DArray,1);
const SVType SVT_Sampler2DArray(SamplerType::Sampler2DArray,1);
const SVType SVT_SamplerCubeArray(SamplerType::SamplerCubeArray,1);
const SVType SVT_SamplerBuffer(SamplerType::SamplerBuffer,1);
const SVType SVT_Sampler2DMS(SamplerType::Sampler2DMS,1);
const SVType SVT_Sampler2DMSArray(SamplerType::Sampler2DMSArray,1);
const SVType SVT_Sampler1DShadow(SamplerType::Sampler1DShadow,1);
const SVType SVT_Sampler2DShadow(SamplerType::Sampler2DShadow,1);
const SVType SVT_SamplerCubeShadow(SamplerType::SamplerCubeShadow,1);
const SVType SVT_Sampler2DRectShadow(SamplerType::Sampler2DRectShadow,1);
const SVType SVT_Sampler1DArrayShadow(SamplerType::Sampler1DArrayShadow,1);
const SVType SVT_Sampler2DArrayShadow(SamplerType::Sampler2DArrayShadow,1);
const SVType SVT_SamplerCubeArrayShadow(SamplerType::SamplerCubeArrayShadow,1);
const SVType SVT_Image1D(ShaderImageType::Image1D,1);
const SVType SVT_Image2D(ShaderImageType::Image2D,1);
const SVType SVT_Image3D(ShaderImageType::Image3D,1);
const SVType SVT_ImageCube(ShaderImageType::ImageCube,1);
const SVType SVT_Image2DRect(ShaderImageType::Image2DRect,1);
const SVType SVT_Image1DArray(ShaderImageType::Image1DArray,1);
const SVType SVT_Image2DArray(ShaderImageType::Image2DArray,1);
const SVType SVT_ImageCubeArray(ShaderImageType::ImageCubeArray,1);
const SVType SVT_ImageBuffer(ShaderImageType::ImageBuffer,1);
const SVType SVT_Image2DMS(ShaderImageType::Image2DMS,1);
const SVType SVT_Image2DMSArray(ShaderImageType::Image2DMSArray,1);
struct ShaderVariable
{
char name[VERTEX_ATTRIB_NAME_MAX_LENGTH];
uint location;
SVType type;
Interpolation interpolation; //插值方式
uint32 array_size;
};
using SVList=List<ShaderVariable>;
uint64 svt_code;
};
struct ShaderVariableArray
public:
ShaderVariableType()
{
svt_code=0;
}
ShaderVariableType(const ShaderVariableType &svt)
{
svt_code=svt.svt_code;
}
ShaderVariableType(const VAType &vat,const uint count)
{
From(vat,count);
}
ShaderVariableType(const VABaseType &vabt,const uint32 count)
{
svt_code=0;
base_type=SVBaseType::Scalar;
scalar.type=vabt;
array_size=count;
}
ShaderVariableType(const VABaseType &vabt,const uint8 size,const uint32 count)
{
svt_code=0;
base_type=SVBaseType::Vector;
vector.type=vabt;
vector.vec_size=size;
array_size=count;
}
ShaderVariableType(const VABaseType &vabt,const uint8 row,const uint8 col,const uint32 count)
{
svt_code=0;
base_type=SVBaseType::Matrix;
matrix.type=vabt;
matrix.n=col;
matrix.m=row;
array_size=count;
}
ShaderVariableType(const SamplerType &st,const uint32 count)
{
svt_code=0;
base_type=SVBaseType::Sampler;
sampler.type=st;
array_size=count;
}
ShaderVariableType(const ShaderImageType &sit,const uint32 count)
{
svt_code=0;
base_type=SVBaseType::Image;
image.type=sit;
array_size=count;
}
const bool Check()const;
const int compare(const ShaderVariableType &svt)const override;
const char *GetTypename()const;
bool ParseTypeString(const char *str);
const uint64 ToCode()const{return svt_code;}
const bool FromCode(const uint64 code)
{
svt_code=code;
return Check();
}
const bool From(const VAType &vat,const uint16 count=1);
static const ShaderVariableType Scalar(const VABaseType &vabt,const uint count=1)
{
ShaderVariableType svt;
svt.base_type =SVBaseType::Scalar;
svt.scalar.type =vabt;
svt.array_size =count;
return svt;
}
};//struct ShaderVariableType
#pragma pack(pop)
using SVType=ShaderVariableType;
const SVType SVT_BOOL (VABaseType::Bool, 1);
const SVType SVT_INT (VABaseType::Int, 1);
const SVType SVT_UINT (VABaseType::UInt, 1);
const SVType SVT_FLOAT (VABaseType::Float, 1);
const SVType SVT_DOUBLE(VABaseType::Double, 1);
const SVType SVT_BVEC2 (VABaseType::Bool, 2,1);
const SVType SVT_BVEC3 (VABaseType::Bool, 3,1);
const SVType SVT_BVEC4 (VABaseType::Bool, 4,1);
const SVType SVT_IVEC2 (VABaseType::Int, 2,1);
const SVType SVT_IVEC3 (VABaseType::Int, 3,1);
const SVType SVT_IVEC4 (VABaseType::Int, 4,1);
const SVType SVT_UVEC2 (VABaseType::UInt, 2,1);
const SVType SVT_UVEC3 (VABaseType::UInt, 3,1);
const SVType SVT_UVEC4 (VABaseType::UInt, 4,1);
const SVType SVT_VEC2 (VABaseType::Float, 2,1);
const SVType SVT_VEC3 (VABaseType::Float, 3,1);
const SVType SVT_VEC4 (VABaseType::Float, 4,1);
const SVType SVT_DVEC2 (VABaseType::Double, 2,1);
const SVType SVT_DVEC3 (VABaseType::Double, 3,1);
const SVType SVT_DVEC4 (VABaseType::Double, 4,1);
const SVType SVT_MAT2 (VABaseType::Float, 2,2,1);
const SVType SVT_MAT3 (VABaseType::Float, 3,3,1);
const SVType SVT_MAT4 (VABaseType::Float, 4,4,1);
const SVType SVT_MAT2x3(VABaseType::Float, 2,3,1);
const SVType SVT_MAT2x4(VABaseType::Float, 2,4,1);
const SVType SVT_MAT3x2(VABaseType::Float, 3,2,1);
const SVType SVT_MAT3x4(VABaseType::Float, 3,4,1);
const SVType SVT_MAT4x2(VABaseType::Float, 4,2,1);
const SVType SVT_MAT4x3(VABaseType::Float, 4,3,1);
const SVType SVT_Sampler1D(SamplerType::Sampler1D, 1);
const SVType SVT_Sampler2D(SamplerType::Sampler2D, 1);
const SVType SVT_Sampler3D(SamplerType::Sampler3D, 1);
const SVType SVT_SamplerCube(SamplerType::SamplerCube, 1);
const SVType SVT_Sampler2DRect(SamplerType::Sampler2DRect, 1);
const SVType SVT_Sampler1DArray(SamplerType::Sampler1DArray,1);
const SVType SVT_Sampler2DArray(SamplerType::Sampler2DArray,1);
const SVType SVT_SamplerCubeArray(SamplerType::SamplerCubeArray,1);
const SVType SVT_SamplerBuffer(SamplerType::SamplerBuffer,1);
const SVType SVT_Sampler2DMS(SamplerType::Sampler2DMS,1);
const SVType SVT_Sampler2DMSArray(SamplerType::Sampler2DMSArray,1);
const SVType SVT_Sampler1DShadow(SamplerType::Sampler1DShadow,1);
const SVType SVT_Sampler2DShadow(SamplerType::Sampler2DShadow,1);
const SVType SVT_SamplerCubeShadow(SamplerType::SamplerCubeShadow,1);
const SVType SVT_Sampler2DRectShadow(SamplerType::Sampler2DRectShadow,1);
const SVType SVT_Sampler1DArrayShadow(SamplerType::Sampler1DArrayShadow,1);
const SVType SVT_Sampler2DArrayShadow(SamplerType::Sampler2DArrayShadow,1);
const SVType SVT_SamplerCubeArrayShadow(SamplerType::SamplerCubeArrayShadow,1);
const SVType SVT_Image1D(ShaderImageType::Image1D,1);
const SVType SVT_Image2D(ShaderImageType::Image2D,1);
const SVType SVT_Image3D(ShaderImageType::Image3D,1);
const SVType SVT_ImageCube(ShaderImageType::ImageCube,1);
const SVType SVT_Image2DRect(ShaderImageType::Image2DRect,1);
const SVType SVT_Image1DArray(ShaderImageType::Image1DArray,1);
const SVType SVT_Image2DArray(ShaderImageType::Image2DArray,1);
const SVType SVT_ImageCubeArray(ShaderImageType::ImageCubeArray,1);
const SVType SVT_ImageBuffer(ShaderImageType::ImageBuffer,1);
const SVType SVT_Image2DMS(ShaderImageType::Image2DMS,1);
const SVType SVT_Image2DMSArray(ShaderImageType::Image2DMSArray,1);
struct ShaderVariable
{
char name[VERTEX_ATTRIB_NAME_MAX_LENGTH];
uint location;
SVType type;
Interpolation interpolation; //插值方式
};
using SVList=List<ShaderVariable>;
struct ShaderVariableArray:public Comparator<ShaderVariableArray>
{
uint count;
ShaderVariable *items;
public:
const bool IsEmpty()const{return !items||count<=0;}
public:
ShaderVariableArray()
{
count=0;
items=nullptr;
}
~ShaderVariableArray()
{
Clear();
}
const int compare(const ShaderVariableArray &sva)const override
{
int off=count-sva.count;
if(off)return off;
for(uint i=0;i<count;i++)
{
uint count;
off=items[i].location-sva.items[i].location;
if(off)
return off;
ShaderVariable *items;
if(items[i].type.ToCode()>sva.items[i].type.ToCode())
return 1;
public:
//ToCode返回的是uint64可能差值超大所以不能直接用-的结果
const bool IsEmpty()const{return !items||count<=0;}
if(items[i].type.ToCode()<sva.items[i].type.ToCode())
return -1;
public:
off=int(items[i].interpolation)-int(sva.items[i].interpolation);
if(off)
return off;
ShaderVariableArray()
{
count=0;
items=nullptr;
}
off=hgl::strcmp(items[i].name,sva.items[i].name);
if(off)
return off;
}
~ShaderVariableArray()
{
Clear();
}
int Comp(const ShaderVariableArray *sva)const
{
if(!sva)
return 1;
int off=count-sva->count;
if(off)return off;
for(uint i=0;i<count;i++)
{
off=items[i].location-sva->items[i].location;
if(off)
return off;
if(items[i].type.ToCode()>sva->items[i].type.ToCode())
return 1;
//ToCode返回的是uint64可能差值超大所以不能直接用-的结果
if(items[i].type.ToCode()<sva->items[i].type.ToCode())
return -1;
off=int(items[i].interpolation)-int(sva->items[i].interpolation);
if(off)
return off;
off=hgl::strcmp(items[i].name,sva->items[i].name);
if(off)
return off;
}
return 0;
}
int Comp(const ShaderVariableArray &sva)const{return Comp(&sva);}
CompOperator(const ShaderVariableArray *,Comp)
CompOperator(const ShaderVariableArray &,Comp)
return 0;
}
bool Init(const uint c=0)
{
if(items)
return(false);
bool Init(const uint c=0)
{
if(items)
return(false);
if(c>0)
{
count=c;
items=array_alloc<ShaderVariable>(count);
}
else
{
count=0;
items=nullptr;
}
if(c>0)
{
count=c;
items=array_alloc<ShaderVariable>(count);
}
else
{
count=0;
items=nullptr;
}
return(true);
}
bool Contains(const char *name)const
{
if(count<=0)
return(false);
for(uint i=0;i<count;i++)
if(hgl::strcmp(items[i].name,name)==0)
return(true);
}
bool Contains(const char *name)const
{
if(count<=0)
return(false);
return(false);
}
for(uint i=0;i<count;i++)
if(hgl::strcmp(items[i].name,name)==0)
return(true);
bool Add(ShaderVariable &sv)
{
if(Contains(sv.name))
return(false);
return(false);
}
sv.location=count;
bool Add(ShaderVariable &sv)
{
if(Contains(sv.name))
return(false);
sv.location=count;
if(!items)
{
items=array_alloc<ShaderVariable>(1);
count=1;
}
else
{
++count;
items=array_realloc(items,count);
}
if(!items)
{
items=array_alloc<ShaderVariable>(1);
count=1;
}
else
{
++count;
items=array_realloc(items,count);
}
hgl_cpy(items[count-1],sv);
return(true);
}
hgl_cpy(items[count-1],sv);
return(true);
}
void Clear()
{
if(items)
{
array_free(items);
items=nullptr;
}
void Clear()
{
if(items)
{
array_free(items);
items=nullptr;
}
count=0;
}
count=0;
}
bool Clone(const ShaderVariableArray *src)
{
if(!src)
return(false);
bool Clone(const ShaderVariableArray *src)
{
if(!src)
return(false);
if(!Init(src->count))
return(false);
if(!Init(src->count))
return(false);
hgl_cpy(items,src->items,src->count);
return(true);
}
hgl_cpy(items,src->items,src->count);
return(true);
}
void ToString(AnsiString &output_string)
void ToString(AnsiString &output_string)
{
if(IsEmpty())
return;
const ShaderVariable *sv=items;
for(uint i=0;i<count;i++)
{
output_string+=" ";
if(sv->interpolation!=Interpolation::Smooth)
{
if(IsEmpty())
return;
const ShaderVariable *sv=items;
for(uint i=0;i<count;i++)
if(RangeCheck(sv->interpolation))
{
output_string+=" ";
if(sv->interpolation!=Interpolation::Smooth)
{
if(RangeCheck(sv->interpolation))
{
output_string+=InterpolationName[size_t(sv->interpolation)];
output_string+=" ";
}
}
output_string+=sv->type.GetTypename();
output_string+=InterpolationName[size_t(sv->interpolation)];
output_string+=" ";
output_string+=sv->name;
output_string+=";\n";
++sv;
}
}
};//struct ShaderVariableArray
using SVArray=ShaderVariableArray;
}//namespace graph
}//namespace hgl
output_string+=sv->type.GetTypename();
output_string+=" ";
output_string+=sv->name;
output_string+=";\n";
++sv;
}
}
};//struct ShaderVariableArray
using SVArray=ShaderVariableArray;
VK_NAMESPACE_END

View File

@@ -2,7 +2,7 @@
#define HGL_GUI_LAYOUT_INCLUDE
#include<hgl/gui/Widget.h>
#include<hgl/type/SortedSets.h>
#include<hgl/type/SortedSet.h>
namespace hgl
{
namespace gui
@@ -14,7 +14,7 @@ namespace hgl
{
protected:
SortedSets<Widget *> widgets_set;
SortedSet<Widget *> widgets_set;
public:

View File

@@ -96,7 +96,7 @@ public:
void SetMain(const AnsiString &str){main_function=str;}
void SetMain(const char *str,const int len)
{
main_function.SetString(str,len);
main_function.fromString(str,len);
}
const AnsiString &GetOutputStruct()const{return output_struct;}

View File

@@ -267,7 +267,7 @@ namespace hgl
uint vertex_count;
uint index_count;
vertex_count=cci->field_count;
vertex_count=cci->field_count+1;
index_count=(vertex_count-2)*3;
if(!pc->Init("Circle",vertex_count,index_count))return(nullptr);

View File

@@ -26,22 +26,13 @@
这样就可以保证所有的渲染操作就算要切VBO也不需要切换INDIRECT缓冲区定位指令也很方便。
*/
template<>
int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &obj_one,const hgl::graph::RenderNode &obj_two) const
VK_NAMESPACE_BEGIN
const int RenderNode::compare(const RenderNode &other)const
{
hgl::int64 off;
hgl::graph::Renderable *ri_one=obj_one.scene_node->GetRenderable();
hgl::graph::Renderable *ri_two=obj_two.scene_node->GetRenderable();
//比较管线
{
off=ri_one->GetPipeline()
-ri_two->GetPipeline();
if(off)
return off;
}
hgl::graph::Renderable *ri_one=other.scene_node->GetRenderable();
hgl::graph::Renderable *ri_two=scene_node->GetRenderable();
auto *prim_one=ri_one->GetPrimitive();
auto *prim_two=ri_two->GetPrimitive();
@@ -72,8 +63,8 @@ int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &ob
//比较距离。。。。。。。。。。。。。。。。。。。。。还不知道这个是正了还是反了,等测出来确认后修改下面的返回值和这里的注释
float foff=obj_one.to_camera_distance
-obj_two.to_camera_distance;
float foff=other.to_camera_distance
-to_camera_distance;
if(foff>0)
return 1;
@@ -81,18 +72,17 @@ int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &ob
return -1;
}
VK_NAMESPACE_BEGIN
MaterialRenderList::MaterialRenderList(GPUDevice *d,bool l2w,Material *m)
MaterialRenderList::MaterialRenderList(GPUDevice *d,bool l2w,const RenderPipelineIndex &rpi)
{
device=d;
cmd_buf=nullptr;
material=m;
rp_index=rpi;
camera_info=nullptr;
assign_buffer=new RenderAssignBuffer(device,material);
assign_buffer=new RenderAssignBuffer(device,rp_index.material);
vab_list=new VABList(material->GetVertexInput()->GetCount());
vab_list=new VABList(rp_index.material->GetVertexInput()->GetCount());
icb_draw=nullptr;
icb_draw_indexed=nullptr;
@@ -215,7 +205,6 @@ void MaterialRenderList::UpdateMaterialInstance(SceneNode *sn)
void MaterialRenderList::RenderItem::Set(Renderable *ri)
{
pipeline=ri->GetPipeline();
mi =ri->GetMaterialInstance();
pdb =ri->GetDataBuffer();
prd =ri->GetRenderData();
@@ -248,6 +237,7 @@ void MaterialRenderList::WriteICB(VkDrawIndirectCommand *dicp,RenderItem *ri)
dicp->firstVertex =ri->prd->vertex_offset;
dicp->firstInstance =ri->first_instance;
}
void MaterialRenderList::WriteICB(VkDrawIndexedIndirectCommand *diicp,RenderItem *ri)
{
diicp->indexCount =ri->prd->index_count;
@@ -279,7 +269,6 @@ void MaterialRenderList::Stat()
ri->instance_count=1;
ri->Set(ro);
last_pipeline =ri->pipeline;
last_data_buffer=ri->pdb;
last_vdm =ri->pdb->vdm;
last_render_data=ri->prd;
@@ -290,14 +279,13 @@ void MaterialRenderList::Stat()
{
ro=rn->scene_node->GetRenderable();
if(last_pipeline==ro->GetPipeline())
if(last_data_buffer->Comp(ro->GetDataBuffer()))
if(last_render_data->_Comp(ro->GetRenderData())==0)
{
++ri->instance_count;
++rn;
continue;
}
if(*last_data_buffer!=*ro->GetDataBuffer())
if(*last_render_data==*ro->GetRenderData())
{
++ri->instance_count;
++rn;
continue;
}
if(ri->pdb->vdm)
{
@@ -317,7 +305,6 @@ void MaterialRenderList::Stat()
ri->instance_count=1;
ri->Set(ro);
last_pipeline =ri->pipeline;
last_data_buffer=ri->pdb;
last_vdm =ri->pdb->vdm;
last_render_data=ri->prd;
@@ -411,17 +398,7 @@ void MaterialRenderList::ProcIndirectRender()
void MaterialRenderList::Render(RenderItem *ri)
{
if(last_pipeline!=ri->pipeline)
{
cmd_buf->BindPipeline(ri->pipeline);
last_pipeline=ri->pipeline;
last_data_buffer=nullptr;
//这里未来尝试换pipeline同时不换mi/primitive是否需要重新绑定mi/primitive
}
if(!ri->pdb->Comp(last_data_buffer)) //换buf了
if(*(ri->pdb)!=*last_data_buffer) //换buf了
{
if(indirect_draw_count) //如果有间接绘制的数据,赶紧给画了
ProcIndirectRender();
@@ -432,7 +409,7 @@ void MaterialRenderList::Render(RenderItem *ri)
BindVAB(ri->pdb,ri->first_instance);
if(ri->pdb->ibo)
cmd_buf->BindIBO(ri->pdb->ibo);
cmd_buf->BindIBO(ri->pdb->ibo);
}
if(ri->pdb->vdm)
@@ -459,15 +436,16 @@ void MaterialRenderList::Render(RenderCmdBuffer *rcb)
cmd_buf=rcb;
last_pipeline =nullptr;
cmd_buf->BindPipeline(rp_index.pipeline);
last_data_buffer=nullptr;
last_vdm =nullptr;
last_render_data=nullptr;
if(assign_buffer)
assign_buffer->Bind(material);
assign_buffer->Bind(rp_index.material);
cmd_buf->BindDescriptorSets(material);
cmd_buf->BindDescriptorSets(rp_index.material);
RenderItem *ri=ri_array.GetData();
for(uint i=0;i<ri_count;i++)

View File

@@ -26,14 +26,15 @@ namespace hgl
if(ri)
{
Material *mtl=ri->GetMaterial();
RenderPipelineIndex rpi(ri->GetMaterial(),ri->GetPipeline());
MaterialRenderList *mrl;
if(!mrl_map.Get(mtl,mrl))
if(!mrl_map.Get(rpi,mrl))
{
mrl=new MaterialRenderList(device,true,mtl);
mrl=new MaterialRenderList(device,true,rpi);
mrl_map.Add(mtl,mrl);
mrl_map.Add(rpi,mrl);
}
mrl->Add(sn);
@@ -92,10 +93,10 @@ namespace hgl
if(!ri)return;
Material *mtl=ri->GetMaterial();
RenderPipelineIndex rli(ri->GetMaterial(),ri->GetPipeline());
MaterialRenderList *mrl;
if(!mrl_map.Get(mtl,mrl)) //找到对应的
if(!mrl_map.Get(rli,mrl)) //找到对应的
return;
mrl->UpdateMaterialInstance(sn);

View File

@@ -169,6 +169,35 @@ namespace
#undef OUTPUT_PHYSICAL_DEVICE_FEATURE
}
void DebugOut(const VkPhysicalDeviceVulkan14Features &features)
{
std::cout<<"Vulkan 1.4 features"<<std::endl;
#define OUTPUT_PHYSICAL_DEVICE_FEATURE(name) std::cout<<std::setw(60)<<std::right<<#name<<": "<<(features.name?"true":"false")<<std::endl;
OUTPUT_PHYSICAL_DEVICE_FEATURE(globalPriorityQuery)
OUTPUT_PHYSICAL_DEVICE_FEATURE(shaderSubgroupRotate)
OUTPUT_PHYSICAL_DEVICE_FEATURE(shaderSubgroupRotateClustered)
OUTPUT_PHYSICAL_DEVICE_FEATURE(shaderFloatControls2)
OUTPUT_PHYSICAL_DEVICE_FEATURE(shaderExpectAssume)
OUTPUT_PHYSICAL_DEVICE_FEATURE(rectangularLines)
OUTPUT_PHYSICAL_DEVICE_FEATURE(bresenhamLines)
OUTPUT_PHYSICAL_DEVICE_FEATURE(smoothLines)
OUTPUT_PHYSICAL_DEVICE_FEATURE(stippledRectangularLines)
OUTPUT_PHYSICAL_DEVICE_FEATURE(stippledBresenhamLines)
OUTPUT_PHYSICAL_DEVICE_FEATURE(stippledSmoothLines)
OUTPUT_PHYSICAL_DEVICE_FEATURE(vertexAttributeInstanceRateDivisor)
OUTPUT_PHYSICAL_DEVICE_FEATURE(vertexAttributeInstanceRateZeroDivisor)
OUTPUT_PHYSICAL_DEVICE_FEATURE(indexTypeUint8)
OUTPUT_PHYSICAL_DEVICE_FEATURE(dynamicRenderingLocalRead)
OUTPUT_PHYSICAL_DEVICE_FEATURE(maintenance5)
OUTPUT_PHYSICAL_DEVICE_FEATURE(maintenance6)
OUTPUT_PHYSICAL_DEVICE_FEATURE(pipelineProtectedAccess)
OUTPUT_PHYSICAL_DEVICE_FEATURE(pipelineRobustness)
OUTPUT_PHYSICAL_DEVICE_FEATURE(hostImageCopy)
OUTPUT_PHYSICAL_DEVICE_FEATURE(pushDescriptor)
#undef OUTPUT_PHYSICAL_DEVICE_FEATURE
}
void DebugOutVersion(uint32_t version)
{
std::cout<<VK_VERSION_MAJOR(version)<<"."<<VK_VERSION_MINOR(version)<<"."<<VK_VERSION_PATCH(version)<<std::endl;
@@ -377,5 +406,6 @@ void OutputPhysicalDeviceCaps(const GPUPhysicalDevice *pd)
DebugOut(pd->GetFeatures11());
DebugOut(pd->GetFeatures12());
DebugOut(pd->GetFeatures13());
DebugOut(pd->GetFeatures14());
}
VK_NAMESPACE_END

View File

@@ -5,6 +5,7 @@
#include<hgl/graph/VKDeviceAttribute.h>
#include<hgl/graph/VKPhysicalDevice.h>
#include<hgl/graph/VKIndexBuffer.h>
#include<hgl/graph/VKRenderTarget.h>
VK_NAMESPACE_BEGIN
RenderCmdBuffer::RenderCmdBuffer(const GPUDeviceAttribute *attr,VkCommandBuffer cb):GPUCmdBuffer(attr,cb)
@@ -15,7 +16,6 @@ RenderCmdBuffer::RenderCmdBuffer(const GPUDeviceAttribute *attr,VkCommandBuffer
hgl_zero(render_area);
hgl_zero(viewport);
fbo=nullptr;
pipeline_layout=VK_NULL_HANDLE;
}
@@ -25,13 +25,8 @@ RenderCmdBuffer::~RenderCmdBuffer()
hgl_free(clear_values);
}
void RenderCmdBuffer::SetFBO(Framebuffer *fb)
void RenderCmdBuffer::SetClear()
{
if(fbo==fb)return;
fbo=fb;
cv_count=fbo->GetAttachmentCount();
if(cv_count>0)
{
clear_values=hgl_align_realloc<VkClearValue>(clear_values,cv_count);
@@ -44,11 +39,6 @@ void RenderCmdBuffer::SetFBO(Framebuffer *fb)
hgl_free(clear_values);
clear_values=nullptr;
}
render_area.offset.x=0;
render_area.offset.y=0;
render_area.extent.width=0;
render_area.extent.height=0;
}
void RenderCmdBuffer::SetRenderArea(const VkExtent2D &ext2d)
@@ -58,18 +48,19 @@ void RenderCmdBuffer::SetRenderArea(const VkExtent2D &ext2d)
render_area.extent=ext2d;
}
bool RenderCmdBuffer::BindFramebuffer(RenderPass *rp,Framebuffer *fb)
bool RenderCmdBuffer::BindFramebuffer(Framebuffer *fbo)
{
if(!rp||!fb)return(false);
if(!fbo)return(false);
SetFBO(fb);
cv_count=fbo->GetAttachmentCount();
SetClear();
render_area.offset.x=0;
render_area.offset.y=0;
render_area.extent=fb->GetExtent();
render_area.extent=fbo->GetExtent();
rp_begin.renderPass = rp->GetVkRenderPass();
rp_begin.framebuffer = *fb;
rp_begin.renderPass = *fbo->GetRenderPass();
rp_begin.framebuffer = *fbo;
rp_begin.renderArea = render_area;
rp_begin.clearValueCount = cv_count;
rp_begin.pClearValues = clear_values;

View File

@@ -75,7 +75,7 @@ Framebuffer *GPUDevice::CreateFBO(RenderPass *rp,ImageView **color_list,const ui
if(!fbo)
return(nullptr);
return(new Framebuffer(GetDevice(),fbo,extent,rp->GetVkRenderPass(),color_count,depth));
return(new Framebuffer(GetDevice(),fbo,extent,rp,color_count,depth));
}
//
//Framebuffer *GPUDevice::CreateFBO(RenderPass *rp,List<ImageView *> &color,ImageView *depth)

View File

@@ -48,9 +48,9 @@ MaterialParameters *GPUDevice::CreateMP(const MaterialDescriptorManager *desc_ma
if(!ds)return(nullptr);
#ifdef _DEBUG
const UTF8String addr_string=HexToString<u8char,uint64_t>((uint64_t)(ds->GetDescriptorSet()));
const U8String addr_string=HexToString<u8char,uint64_t>((uint64_t)(ds->GetDescriptorSet()));
LOG_INFO(U8_TEXT("Create [DescriptSets:")+addr_string+U8_TEXT("] OK! Material Name: \"")+(const UTF8String &)(desc_manager->GetMaterialName())+U8_TEXT("\" Type: ")+(u8char *)(GetDescriptorSetTypeName(desc_set_type)));
LOG_INFO(U8_TEXT("Create [DescriptSets:")+addr_string+U8_TEXT("] OK! Material Name: \"")+(const U8String &)(desc_manager->GetMaterialName())+U8_TEXT("\" Type: ")+(u8char *)(GetDescriptorSetTypeName(desc_set_type)));
#endif//_DEBUG
return(new MaterialParameters(desc_manager,desc_set_type,ds));

View File

@@ -7,15 +7,6 @@ VK_NAMESPACE_BEGIN
void GPUDevice::InitRenderPassManage()
{
render_pass_manage=new DeviceRenderPassManage(attr->device,attr->pipeline_cache);
SwapchainRenderbufferInfo rbi(attr->surface_format.format,attr->physical_device->GetDepthFormat());
device_render_pass=render_pass_manage->AcquireRenderPass(&rbi);
#ifdef _DEBUG
if(attr->debug_utils)
attr->debug_utils->SetRenderPass(device_render_pass->GetVkRenderPass(),"MainDeviceRenderPass");
#endif//_DEBUG
}
void GPUDevice::ClearRenderPassManage()

View File

@@ -188,8 +188,8 @@ DeviceRenderPassManage::DeviceRenderPassManage(VkDevice dev,VkPipelineCache pc)
{
device=dev;
pipeline_cache=pc;
hash=util::CreateSHA1LEHash();
hash=CreateRenderPassHash();
}
DeviceRenderPassManage::~DeviceRenderPassManage()
@@ -250,8 +250,8 @@ namespace
// }
void HashRenderPass(RenderPassHASHCode *code,const RenderbufferInfo *rbi,const uint8 subpass_count)
{
util::Hash *hash=util::CreateSHA1LEHash();
{
util::Hash *hash=CreateRenderPassHash();
hash->Init();

View File

@@ -1,4 +1,6 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKDeviceRenderPassManage.h>
#include<hgl/graph/VKSemaphore.h>
VK_NAMESPACE_BEGIN
RenderTarget *GPUDevice::CreateRT(const FramebufferInfo *fbi,RenderPass *rp,const uint32_t fence_count)
@@ -33,13 +35,21 @@ RenderTarget *GPUDevice::CreateRT(const FramebufferInfo *fbi,RenderPass *rp,cons
if(fb)
{
DeviceQueue *q=CreateQueue(fence_count,false);
Semaphore *render_complete_semaphore=CreateGPUSemaphore();
RenderTargetData *rtd=new RenderTargetData{};
RenderTarget *rt=new RenderTarget(q,render_complete_semaphore,rp,fb,color_texture_list,color_count,depth_texture);
rtd->fbo =fb;
rtd->queue =CreateQueue(fence_count,false);
rtd->render_complete_semaphore =CreateGPUSemaphore();
rtd->cmd_buf =CreateRenderCommandBuffer("");
rtd->color_count =color_count;
rtd->color_textures =hgl_new_copy<Texture2D *>(color_texture_list,color_count);
rtd->depth_texture =depth_texture;
color_texture_list.DiscardObject();
return rt;
return(new RenderTarget(rtd));
}
SAFE_CLEAR(depth_texture);
@@ -57,24 +67,56 @@ RenderTarget *GPUDevice::CreateRT(const FramebufferInfo *fbi,const uint32_t fenc
return CreateRT(fbi,rp,fence_count);
}
RTSwapchain *GPUDevice::CreateSwapchainRenderTarget()
namespace
{
struct SwapchainRenderTargetData:public RenderTargetData
{
void Clear() override
{
delete render_complete_semaphore;
delete queue;
delete[] color_textures;
}
};//
}//namespace
SwapchainRenderTarget *GPUDevice::CreateSwapchainRenderTarget()
{
Swapchain *sc=CreateSwapchain(attr->surface_caps.currentExtent);
if(!sc)
return(nullptr);
DeviceQueue *q=CreateQueue(sc->color_count,false);
Semaphore *render_complete_semaphore=CreateGPUSemaphore();
Semaphore *present_complete_semaphore=CreateGPUSemaphore();
RenderTarget **rt_list=new RenderTarget*[sc->image_count];
RTSwapchain *srt=new RTSwapchain( attr->device,
sc,
q,
render_complete_semaphore,
present_complete_semaphore,
device_render_pass
);
SwapchainImage *sc_image=sc->sc_image;
for(uint32_t i=0;i<sc->image_count;i++)
{
RenderTargetData *rtd=new SwapchainRenderTargetData{};
rtd->fbo =sc_image->fbo;
rtd->queue =CreateQueue(sc->image_count,false);
rtd->render_complete_semaphore =CreateGPUSemaphore();
rtd->cmd_buf =sc_image->cmd_buf;
rtd->color_count =1;
rtd->color_textures =new Texture2D*[1];
rtd->color_textures[0] =sc_image->color;
rtd->depth_texture =sc_image->depth;
rt_list[i]=new RenderTarget(rtd);
++sc_image;
}
SwapchainRenderTarget *srt=new SwapchainRenderTarget( attr->device,
sc,
CreateGPUSemaphore(),
rt_list
);
return srt;
}

View File

@@ -1,6 +1,7 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKDeviceAttribute.h>
#include<hgl/graph/VKPhysicalDevice.h>
#include<hgl/graph/VKDeviceRenderPassManage.h>
#include<iostream>
VK_NAMESPACE_BEGIN
@@ -84,49 +85,47 @@ namespace
bool GPUDevice::CreateSwapchainFBO(Swapchain *swapchain)
{
if(vkGetSwapchainImagesKHR(attr->device,swapchain->swap_chain,&(swapchain->color_count),nullptr)!=VK_SUCCESS)
if(vkGetSwapchainImagesKHR(attr->device,swapchain->swap_chain,&(swapchain->image_count),nullptr)!=VK_SUCCESS)
return(false);
AutoDeleteArray<VkImage> sc_images(swapchain->color_count);
AutoDeleteArray<VkImage> sc_images(swapchain->image_count);
if(vkGetSwapchainImagesKHR(attr->device,swapchain->swap_chain,&(swapchain->color_count),sc_images)!=VK_SUCCESS)
if(vkGetSwapchainImagesKHR(attr->device,swapchain->swap_chain,&(swapchain->image_count),sc_images)!=VK_SUCCESS)
return(false);
swapchain->sc_depth =CreateTexture2D(new SwapchainDepthTextureCreateInfo(attr->physical_device->GetDepthFormat(),swapchain->extent));
swapchain->sc_image=hgl_zero_new<SwapchainImage>(swapchain->image_count);
if(!swapchain->sc_depth)
return(false);
AnsiString num_string;
#ifdef _DEBUG
if(attr->debug_utils)
{
attr->debug_utils->SetImage(swapchain->sc_depth->GetImage(),"SwapchainDepthImage");
attr->debug_utils->SetImageView(swapchain->sc_depth->GetVulkanImageView(),"SwapchainDepthImageView");
attr->debug_utils->SetDeviceMemory(swapchain->sc_depth->GetDeviceMemory(),"SwapchainDepthMemory");
}
#endif//_DEBUG
swapchain->sc_color =hgl_zero_new<Texture2D *>(swapchain->color_count);
swapchain->sc_fbo =hgl_zero_new<Framebuffer *>(swapchain->color_count);
for(uint32_t i=0;i<swapchain->color_count;i++)
for(uint32_t i=0;i<swapchain->image_count;i++)
{
swapchain->sc_color[i]=CreateTexture2D(new SwapchainColorTextureCreateInfo(attr->surface_format.format,swapchain->extent,sc_images[i]));
swapchain->sc_image[i].color=CreateTexture2D(new SwapchainColorTextureCreateInfo(swapchain->surface_format.format,swapchain->extent,sc_images[i]));
if(!swapchain->sc_color[i])
if(!swapchain->sc_image[i].color)
return(false);
swapchain->sc_fbo[i]=CreateFBO( device_render_pass,
swapchain->sc_color[i]->GetImageView(),
swapchain->sc_depth->GetImageView());
swapchain->sc_image[i].depth=CreateTexture2D(new SwapchainDepthTextureCreateInfo(swapchain->depth_format,swapchain->extent));
if(!swapchain->sc_image[i].depth)
return(false);
swapchain->sc_image[i].fbo=CreateFBO( swapchain->render_pass,
swapchain->sc_image[i].color->GetImageView(),
swapchain->sc_image[i].depth->GetImageView());
AnsiString num_string=AnsiString::numberOf(i);
swapchain->sc_image[i].cmd_buf=CreateRenderCommandBuffer(AnsiString("Swapchain_RenderCmdBuffer_")+num_string);
#ifdef _DEBUG
if(attr->debug_utils)
{
attr->debug_utils->SetImage(swapchain->sc_color[i]->GetImage(),"SwapchainColorImage_"+AnsiString::numberOf(i));
attr->debug_utils->SetImageView(swapchain->sc_color[i]->GetVulkanImageView(),"SwapchainColorImageView_"+AnsiString::numberOf(i));
AnsiString num=AnsiString::numberOf(i);
attr->debug_utils->SetFramebuffer(swapchain->sc_fbo[i]->GetFramebuffer(),"SwapchainFBO_"+AnsiString::numberOf(i));
attr->debug_utils->SetTexture(swapchain->sc_image[i].color,"SwapchainColor_"+num_string);
attr->debug_utils->SetTexture(swapchain->sc_image[i].depth,"SwapchainDepth_"+num_string);
attr->debug_utils->SetFramebuffer(swapchain->sc_image[i].fbo->GetFramebuffer(),"SwapchainFBO_"+num_string);
}
#endif//_DEBUG
}
@@ -138,10 +137,22 @@ Swapchain *GPUDevice::CreateSwapchain(const VkExtent2D &acquire_extent)
{
Swapchain *swapchain=new Swapchain;
swapchain->device =attr->device;
swapchain->extent =acquire_extent;
swapchain->device =attr->device;
swapchain->extent =acquire_extent;
swapchain->transform =attr->surface_caps.currentTransform;
swapchain->surface_format =attr->surface_format;
swapchain->depth_format =attr->physical_device->GetDepthFormat();
SwapchainRenderbufferInfo rbi(swapchain->surface_format.format,swapchain->depth_format);
swapchain->swap_chain =CreateSwapChain(attr,acquire_extent);
swapchain->render_pass =render_pass_manage->AcquireRenderPass(&rbi);
#ifdef _DEBUG
if(attr->debug_utils)
attr->debug_utils->SetRenderPass(swapchain->render_pass->GetVkRenderPass(),"MainDeviceRenderPass");
#endif//_DEBUG
swapchain->swap_chain =CreateSwapChain(attr,acquire_extent);
if(swapchain->swap_chain)
if(CreateSwapchainFBO(swapchain))

View File

@@ -7,7 +7,7 @@
VK_NAMESPACE_BEGIN
Framebuffer::Framebuffer(VkDevice dev,VkFramebuffer fb,const VkExtent2D &ext,VkRenderPass rp,uint32_t cc,bool depth)
Framebuffer::Framebuffer(VkDevice dev,VkFramebuffer fb,const VkExtent2D &ext,RenderPass *rp,uint32_t cc,bool depth)
{
device=dev;
frame_buffer=fb;

View File

@@ -20,7 +20,7 @@ VulkanInstance *CreateInstance(const AnsiString &app_name,VKDebugOut *out,Create
app_info.applicationVersion = 1;
app_info.pEngineName = "CMGameEngine/ULRE";
app_info.engineVersion = 1;
app_info.apiVersion = VK_API_VERSION_1_3;
app_info.apiVersion = VK_API_VERSION_1_4;
ext_list.Add(VK_KHR_SURFACE_EXTENSION_NAME);
ext_list.Add(HGL_VK_SURFACE_EXTENSION_NAME); //此宏在VKSurfaceExtensionName.h中定义

View File

@@ -64,6 +64,7 @@ GPUPhysicalDevice::GPUPhysicalDevice(VkInstance inst,VkPhysicalDevice pd)
hgl_zero(features11);
hgl_zero(features12);
hgl_zero(features13);
hgl_zero(features14);
auto func=(PFN_vkGetPhysicalDeviceFeatures2KHR)vkGetInstanceProcAddr(inst,"vkGetPhysicalDeviceFeatures2KHR");
@@ -81,7 +82,10 @@ GPUPhysicalDevice::GPUPhysicalDevice(VkInstance inst,VkPhysicalDevice pd)
features12.pNext=&features13;
features13.sType=VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES;
features13.pNext=nullptr;
features13.pNext=&features14;
features14.sType=VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_4_FEATURES;
features14.pNext=nullptr;
func(physical_device,&features2);
@@ -97,6 +101,7 @@ GPUPhysicalDevice::GPUPhysicalDevice(VkInstance inst,VkPhysicalDevice pd)
hgl_zero(properties11);
hgl_zero(properties12);
hgl_zero(properties13);
hgl_zero(properties14);
auto func=(PFN_vkGetPhysicalDeviceProperties2KHR)vkGetInstanceProcAddr(inst,"vkGetPhysicalDeviceProperties2KHR");
@@ -114,7 +119,10 @@ GPUPhysicalDevice::GPUPhysicalDevice(VkInstance inst,VkPhysicalDevice pd)
properties12.pNext=&properties13;
properties13.sType=VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_PROPERTIES;
properties13.pNext=nullptr;
properties13.pNext=&properties14;
properties14.sType=VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_4_PROPERTIES;
properties14.pNext=nullptr;
func(physical_device,&properties2);
@@ -163,7 +171,11 @@ GPUPhysicalDevice::GPUPhysicalDevice(VkInstance inst,VkPhysicalDevice pd)
debug_queue_family_properties_out(debug_front.c_str(),queue_family_properties);
}
support_u8_index=CheckExtensionSupport(VK_EXT_INDEX_TYPE_UINT8_EXTENSION_NAME);
if(features14.indexTypeUint8)
support_u8_index=true;
else
support_u8_index=CheckExtensionSupport(VK_EXT_INDEX_TYPE_UINT8_EXTENSION_NAME);
dynamic_state=CheckExtensionSupport(VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME);
}

View File

@@ -3,7 +3,7 @@
#include<hgl/graph/VK.h>
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/type/Map.h>
#include<hgl/type/SortedSets.h>
#include<hgl/type/SortedSet.h>
VK_NAMESPACE_BEGIN
struct PipelineLayoutData
{

View File

@@ -158,7 +158,7 @@ Texture2D *RenderResource::LoadTexture2D(const OSString &filename,bool auto_mipm
if(du)
{
const UTF8String name=U8_TEXT("Tex2D:")+ToUTF8String(filename);
const U8String name=U8_TEXT("Tex2D:")+ToU8String(filename);
du->SetImage(tex->GetImage(),(char *)(name.c_str()));
}

View File

@@ -1,66 +1,17 @@
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKSwapchain.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKSemaphore.h>
#include<hgl/graph/VKFramebuffer.h>
VK_NAMESPACE_BEGIN
RenderTarget::RenderTarget(DeviceQueue *q,Semaphore *s)
{
queue=q;
render_pass=nullptr;
fbo=nullptr;
color_count=0;
color_textures=nullptr;
depth_texture=nullptr;
render_complete_semaphore=s;
}
RenderTarget::RenderTarget(DeviceQueue *q,Semaphore *s,RenderPass *_rp,Framebuffer *_fb,Texture2D **ctl,const uint32_t cc,Texture2D *dt)
{
queue=q;
render_pass=_rp;
fbo=_fb;
depth_texture=dt;
color_count=cc;
if(color_count>0)
{
color_textures=new Texture2D *[color_count];
hgl_cpy(color_textures,ctl,color_count);
extent.width=color_textures[0]->GetWidth();
extent.height=color_textures[0]->GetHeight();
}
else
{
color_textures=nullptr;
if(depth_texture)
{
extent.width=depth_texture->GetWidth();
extent.height=depth_texture->GetHeight();
}
}
render_complete_semaphore=s;
}
RenderTarget::~RenderTarget()
void RenderTargetData::Clear()
{
SAFE_CLEAR(queue);
SAFE_CLEAR(depth_texture);
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(color_textures,color_count);
SAFE_CLEAR(render_complete_semaphore);
SAFE_CLEAR(fbo);
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(color_textures,color_count);
SAFE_CLEAR(depth_texture);
}
bool RenderTarget::Submit(RenderCmdBuffer *command_buffer,Semaphore *present_complete_semaphore)
{
return queue->Submit(*command_buffer,present_complete_semaphore,render_complete_semaphore);
}
VK_NAMESPACE_END

View File

@@ -24,25 +24,29 @@ PrimitiveDataBuffer::~PrimitiveDataBuffer()
delete[] vab_list;
}
const bool PrimitiveDataBuffer::Comp(const PrimitiveDataBuffer *pdb)const
const int PrimitiveDataBuffer::compare(const PrimitiveDataBuffer &pdb)const
{
if(!pdb)return(false);
ptrdiff_t off;
if(vdm&&pdb->vdm)
return (vdm==pdb->vdm);
off=&vdm-&pdb.vdm;
if(off)
return off;
if(vab_count!=pdb->vab_count)return(false);
off=vab_count-pdb.vab_count;
if(off)
return off;
for(uint32_t i=0;i<vab_count;i++)
{
if(vab_list[i]!=pdb->vab_list[i])return(false);
if(vab_offset[i]!=pdb->vab_offset[i])return(false);
}
off=hgl_cmp(vab_list,pdb.vab_list,vab_count);
if(off)
return off;
if(ibo!=pdb->ibo)
return(false);
off=hgl_cmp(vab_offset,pdb.vab_offset,vab_count);
if(off)
return off;
return(true);
off=ibo-pdb.ibo;
return off;
}
Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,PrimitiveDataBuffer *pdb,PrimitiveRenderData *prd)
@@ -61,7 +65,7 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
const VIL *vil=mi->GetVIL();
if(vil->Comp(p->GetVIL()))
if(*vil!=*p->GetVIL())
return(nullptr);
const uint32_t input_count=vil->GetVertexAttribCount(VertexInputGroup::Basic); //不统计Bone/LocalToWorld组的

View File

@@ -1,12 +1,11 @@
#include<hgl/graph/VKSwapchain.h>
#include<hgl/graph/VKFramebuffer.h>
#include<hgl/graph/VKRenderPass.h>
VK_NAMESPACE_BEGIN
Swapchain::~Swapchain()
{
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(sc_fbo,color_count);
SAFE_CLEAR(sc_depth);
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(sc_color,color_count)
SAFE_CLEAR_ARRAY(sc_image);
if(swap_chain)
{
@@ -14,6 +13,6 @@ Swapchain::~Swapchain()
swap_chain=VK_NULL_HANDLE;
}
color_count=0;
image_count=0;
}
VK_NAMESPACE_END

View File

@@ -3,7 +3,7 @@
#include<hgl/graph/VKSemaphore.h>
VK_NAMESPACE_BEGIN
RTSwapchain::RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp):RenderTarget(q,rcs)
SwapchainRenderTarget::SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl):MFRenderTarget(sc->image_count,rtl)
{
device=dev;
@@ -14,34 +14,37 @@ RTSwapchain::RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rc
present_info.swapchainCount = 1;
present_info.pResults = nullptr;
present_info.pSwapchains = &(swapchain->swap_chain);
render_pass=rp;
extent=swapchain->extent;
current_frame=0;
present_complete_semaphore=pcs;
}
RTSwapchain::~RTSwapchain()
SwapchainRenderTarget::~SwapchainRenderTarget()
{
delete present_complete_semaphore;
delete swapchain;
}
int RTSwapchain::AcquireNextImage()
int SwapchainRenderTarget::AcquireNextImage()
{
if(vkAcquireNextImageKHR(device,swapchain->swap_chain,UINT64_MAX,*(this->present_complete_semaphore),VK_NULL_HANDLE,&current_frame)==VK_SUCCESS)
if(vkAcquireNextImageKHR(device,
swapchain->swap_chain,
UINT64_MAX,
*present_complete_semaphore,
VK_NULL_HANDLE,
&current_frame)==VK_SUCCESS)
return current_frame;
return -1;
}
bool RTSwapchain::PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t count)
bool SwapchainRenderTarget::PresentBackbuffer()
{
present_info.waitSemaphoreCount =count;
present_info.pWaitSemaphores =wait_semaphores;
DeviceQueue *queue=GetQueue();
VkSemaphore wait_semaphores=*GetRenderCompleteSemaphore();
present_info.waitSemaphoreCount =1;
present_info.pWaitSemaphores =&wait_semaphores;
present_info.pImageIndices =&current_frame;
VkResult result=queue->Present(&present_info);
@@ -57,21 +60,4 @@ bool RTSwapchain::PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t
return(true);
}
bool RTSwapchain::PresentBackbuffer()
{
VkSemaphore sem=*render_complete_semaphore;
return this->PresentBackbuffer(&sem,1);
}
bool RTSwapchain::Submit(VkCommandBuffer cb)
{
return queue->Submit(cb,present_complete_semaphore,render_complete_semaphore);
}
bool RTSwapchain::Submit(VkCommandBuffer cb,Semaphore *pce)
{
return queue->Submit(cb,pce,render_complete_semaphore);
}
VK_NAMESPACE_END

View File

@@ -30,7 +30,7 @@ namespace hgl
* @param rs 每个字符在纹理中的UV坐标
* @param chars_sets 要注册的字符合集
*/
bool TileFont::Registry(TileUVFloatMap &uv_map,SortedSets<u32char> &chars_sets)
bool TileFont::Registry(TileUVFloatMap &uv_map,SortedSet<u32char> &chars_sets)
{
ResPoolStats stats;

View File

@@ -35,7 +35,7 @@ const AnsiString *LoadShader(const AnsiString &shader_name)
shader=new AnsiString;
if(LoadStringFromTextFile((UTF8String &)*shader,os_fn)<=0)
if(LoadStringFromTextFile((U8String &)*shader,os_fn)<=0)
{
delete shader;
shader=nullptr;

View File

@@ -45,6 +45,90 @@ namespace
constexpr const char AtomicCounterTypename[]="atomic_uint";
}//namespace
const bool ShaderVariableType::Check()const
{
if(!RangeCheck(base_type))return(false);
RANGE_CHECK_RETURN_FALSE(base_type)
if(base_type==SVBaseType::Scalar)
return(true);
if(base_type==SVBaseType::Vector)
{
if(vector.vec_size<2||vector.vec_size>4)return(false);
return(true);
}
if(base_type==SVBaseType::Matrix)
{
if(matrix.m==0)
{
if(matrix.n<2||matrix.n>4)return(false);
}
else
{
if(matrix.n<2||matrix.n>4)return(false);
if(matrix.m<2||matrix.m>4)return(false);
}
return(true);
}
if(base_type==SVBaseType::Sampler)
return RangeCheck(sampler.type);
if(base_type==SVBaseType::Image)
return RangeCheck(image.type);
return(true);
}
const int ShaderVariableType::compare(const ShaderVariableType &svt)const
{
int off=(int)base_type-(int)svt.base_type;
if(off)return(off);
if(base_type==SVBaseType::Scalar)
return int(scalar.type)-int(svt.scalar.type);
if(base_type==SVBaseType::Vector)
{
off=int(vector.type)-int(svt.vector.type);
if(off)return(off);
off=vector.vec_size-svt.vector.vec_size;
if(off)return(off);
return int(vector.type)-int(svt.vector.type);
}
if(base_type==SVBaseType::Matrix)
{
off=int(matrix.type)-int(svt.matrix.type);
if(off)return(off);
off=matrix.n-svt.matrix.n;
if(off)return(off);
return matrix.m-svt.matrix.m;
}
if(base_type==SVBaseType::Sampler)
return int(sampler.type)-int(svt.sampler.type);
if(base_type==SVBaseType::Image)
return int(image.type)-int(svt.image.type);
return 0;
}
const char *ShaderVariableType::GetTypename()const
{
if(base_type==SVBaseType::Scalar)
@@ -268,4 +352,28 @@ bool ShaderVariableType::ParseTypeString(const char *str)
return(false);
}
const bool ShaderVariableType::From(const VAType &vat,const uint16 count)
{
array_size=count;
if(vat.vec_size==1)
{
base_type=SVBaseType::Scalar;
scalar.type=vat.basetype;
return(true);
}
else if(vat.vec_size<=4)
{
base_type=SVBaseType::Vector;
vector.type=vat.basetype;
vector.vec_size=vat.vec_size;
return(true);
}
return(false);
}
VK_NAMESPACE_END