77 Commits

Author SHA1 Message Date
d43a877be1 整理SceneGraph的相关.CPP文件目录,现阶段分立render/scene两个。接下来准备建立SceneWorld,用于写世界管理 2025-03-18 00:38:43 +08:00
a4cc34d03b few 2025-03-17 00:49:56 +08:00
b77ede95e5 Added constexpr values 2025-03-14 21:44:09 +08:00
be3a8a2b00 renew auto_merge_material_instance.cpp 2025-03-14 00:17:54 +08:00
b6a92e8cd3 Added WorkObject::CreatePrimitive function. 2025-03-14 00:17:19 +08:00
7306581616 fixed a bug at vdm compare in PrimitiveDataBuffer 2025-03-14 00:16:53 +08:00
2e2f306b6b RenderList used AutoDelete<>. 2025-03-13 23:56:43 +08:00
cf81e7bcff Fixed a but that compare PrimitiveDataBuffer wrong. 2025-03-13 23:56:22 +08:00
68089e13bc port auto_instance to new WorkObject/RenderFramework 2025-03-13 23:41:51 +08:00
eee00f3c8c Added CreateRenderList() in RenderFramework 2025-03-13 23:37:10 +08:00
52b6e88522 Added Tick(double) in WorkObject 2025-03-13 23:36:47 +08:00
383a568daa adjusted order of codes in draw_triangle_use_UBO.cpp 2025-03-13 01:19:29 +08:00
ce095f97f2 Fixed renew ubo bug. 2025-03-12 02:08:20 +08:00
774f106738 example 0/1 run OK on newly RenderTarget 2025-03-12 01:25:49 +08:00
0706f27354 slit RenderTarget, created VKRenderTargetData.h/.cpp, VKRenderTargetSingle.h/.cpp, VKRenderTargetMultiFrame.h, VKRenderTargetSwapchain.h 2025-03-11 23:51:05 +08:00
62e9d2f904 rewrite CrateUBO 2025-03-06 12:56:16 +08:00
d5df06dca3 Added Resize/event transmit 2025-03-06 01:24:25 +08:00
9c3e16032e improved SwapchainModule::GetSwapchainSize(). 2025-03-06 01:23:39 +08:00
55765cf112 Added DeviceBufferMap, first used in ViewportInfo 2025-03-06 01:22:35 +08:00
c5e9f151fc Put the Viewport in a RenderTarget and pass it after RenderCmdBuffer::Begin. auto bind ViewportInfo to any material. 2025-03-05 01:01:48 +08:00
2f1ccda442 removed mtl/UniformBuffer.h 2025-03-04 22:44:44 +08:00
f88f6378b7 Added .editorconfig 2025-03-04 22:44:10 +08:00
b63edb2f89 renamed to ShaderBufferSource from ShaderBuffer 2025-03-04 22:41:07 +08:00
21c7f36d03 update PipelineCompiler 2025-02-20 02:40:54 +08:00
54d8726145 adjusted order in CMakeLists.txt 2025-02-12 23:24:08 +08:00
9f0625ed4e fixed a bug that crash after window resize. because WorkObject::cur_render_target don't reset after window resize. 2025-02-05 23:36:53 +08:00
e5a46f3ee8 Added "RenderFramework *" in GraphModule and IRenderTarget 2025-02-05 22:44:58 +08:00
7ec1c095cc [WIP] preparing UBO/SSBO<> 2025-02-01 16:32:08 +08:00
3807d9fcbf Fixed draw_triangle_in_NDC.cpp,can run. 2025-02-01 15:40:35 +08:00
0d67993326 added WorkObject::CreateMaterialInstance 2025-01-29 18:10:37 +08:00
052e2c673a new WorkObject Construct function. 2025-01-29 17:42:06 +08:00
7c745df910 Added RunFramework() 2025-01-29 16:30:00 +08:00
a03770fd00 Added WorkObject::CreateRenderable(...) 2025-01-28 22:20:48 +08:00
3c2f7ad705 added render_pass and CreatePipeline at WorkObject. optimized rf_test.cpp 2025-01-28 21:04:48 +08:00
93e38fc14f created ULRE.Work contains WorkObject/WorkManager 2025-01-28 20:48:43 +08:00
dd0cf9bf51 [Milestone] new RenderWorkObject, rf_test run OK! 2025-01-28 20:03:44 +08:00
dcefb261ad Added Render(Renderable *) in RenderCmdBuffer 2025-01-27 05:28:21 +08:00
d63af2d8de Added Vulkan version check at to print vulkan physical device properties. 2025-01-27 04:08:35 +08:00
fda6001451 Added LightCullMode.h 2025-01-27 00:26:39 +08:00
f0a582271e optimized SwapchainModule and SwapchainRenderTarget 2025-01-26 23:47:04 +08:00
74a5847bbc refactored RenderTarget 2025-01-26 23:22:25 +08:00
2576675265 removed RenderPass params at RTSwapchain's construct function 2025-01-26 13:36:15 +08:00
ffaa038f99 Use RenderPass * instead of VkRenderPass in Framebuffer 2025-01-26 12:36:23 +08:00
768ebde879 optimized SwapchainModule::BeginFrame/EndFrame 2025-01-26 12:13:51 +08:00
af03f2967c RenderCmdBUffer::BindFramebuffer removed RenderPass param. 2025-01-26 12:13:03 +08:00
e24286a87f removed render_pass from RenderTarget, use RenderTarget::fbo->render_pass 2025-01-26 12:12:13 +08:00
99f833ef42 RenderPass add GetVkRenderPass() 2025-01-26 12:06:05 +08:00
0735e783e6 reduced codes of rf_test.cpp 2025-01-26 10:32:53 +08:00
053e579071 refactor WorkObject/WorkManager 2025-01-26 09:46:59 +08:00
6e12a411b1 added SwapchainModule::GetRenderCmdBuffer() 2025-01-26 00:15:54 +08:00
022cc4a2f3 removed BeginFrame/EndFrame/Run/RunFrame of RenderFramework 2025-01-25 23:12:31 +08:00
906aba2459 use shorter name of manager/modules.... 2025-01-25 22:31:48 +08:00
b47b096039 optimized image_count of Swapchain 2025-01-25 21:17:00 +08:00
63dac1ef74 moved SwapchainImage's Destruct function to .cpp 2025-01-25 21:16:25 +08:00
0a072d846b I moved a RenderPass to SwapchainModule from SwapchainImage; RenderPass isn't recreated after recreating the swapchain. 2025-01-25 20:27:26 +08:00
7326765057 WorkObject inherit TickObject. 2025-01-25 20:07:52 +08:00
a569d08269 optimized WorkManager, fixed crash after close window. 2025-01-25 20:01:37 +08:00
6fdf0e1fbd removed old codes from rf_test.cpp 2025-01-25 17:30:52 +08:00
2e53b48fff [BIG MILESTONE] render framework first test ok! can draw! 2025-01-25 17:17:55 +08:00
aafdbdd4ea reduced codes of rf_test.cpp 2025-01-25 15:25:29 +08:00
82a3ec4922 [WIP] added Join() at WorkObject 2025-01-25 15:23:36 +08:00
6141dbf4d5 removed RenderFramework::device_render_pass 2025-01-25 01:42:50 +08:00
c8adc9af24 Moved render_cmd_buffer to SwapchainImage 2025-01-25 01:41:00 +08:00
79b0b2ef76 support Vulkan 1.4 caps 2025-01-25 01:40:08 +08:00
ab36f67412 Added DebugUtils::SetTexture() 2025-01-25 01:39:32 +08:00
487d3c4978 added WorkObject.h 2025-01-24 13:23:57 +08:00
0a2862a051 Added Begin in SwapchainModule::Use() 2025-01-19 23:22:26 +08:00
10fbcfef14 RenderFramework::RunFrame/Run 2025-01-19 19:42:38 +08:00
414142283b moved OnResize to GraphModule from RenderModule 2025-01-19 19:41:57 +08:00
96c3718b2a remove about swapchain from GPUDevice class. 2025-01-19 19:06:32 +08:00
014d783e73 [WIP,can't RUN] recreated TextureManager/RenderTargetManager/SwapchainModule 2025-01-19 18:13:06 +08:00
ff8222c256 moved device_render_pass to RenderFramework from GPUDevice. 2025-01-18 20:28:14 +08:00
911afc06f6 preparing newly GraphModule/RenderModule/RenderPassManager/RenderFramework 2025-01-16 02:10:03 +08:00
bd0a3d8be1 to support newly String<>/IDName/Compare 2025-01-15 02:42:04 +08:00
d810540b81 Merge branch 'devel_36_PickGizmo' of http://www.hyzgame.com:3000/hyzboy/ULRE into devel_36_PickGizmo 2024-11-21 01:30:50 +08:00
3259f1af4c use SortedSet instead of SortedSets 2024-11-21 01:30:42 +08:00
62d370e508 renamed to SortedSet from SortedSets 2024-11-18 13:19:11 +08:00
144 changed files with 3661 additions and 2001 deletions

8
.editorconfig Normal file
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@@ -0,0 +1,8 @@
root = true
[*]
indent_style = space
indent_size = 4
insert_final_newline = true
trim_trailing_whitespace = true

2
CMCore

Submodule CMCore updated: 09d777261f...b78d31d8a0

2
CMUtil

Submodule CMUtil updated: f7dce03048...57ff3a70c9

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@@ -8,21 +8,22 @@ set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/CMCMakeModule)
set(ULRE_3RDPTY_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/3rdpty)
include_directories(${ULRE_3RDPTY_ROOT_PATH}/NvTriStrip)
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/inc)
SET(ROOT_INCLUDE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/inc)
SET(ULRE_RUNTIME_PATH ${CMAKE_CURRENT_SOURCE_DIR})
include(math)
include(vulkan)
include(use_cm_module)
use_cm_module(Core)
use_cm_module(Util)
use_cm_module(Platform)
use_cm_module(AssetsManage)
use_cm_module(SceneGraph)
SET(ULRE CMCore
CMPlatform
CMAssetsManage
CMSceneGraph
CMUtil
ULRE.Work
ULRE.Util
ULRE.ShaderGen
ULRE.SceneGraph
@@ -30,12 +31,11 @@ SET(ULRE CMCore
${RENDER_LIBRARY}
${Vulkan_LIBRARIES})
include_directories(${ULRE_3RDPTY_ROOT_PATH}/NvTriStrip)
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/inc)
SET(ROOT_INCLUDE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/inc)
SET(ULRE_RUNTIME_PATH ${CMAKE_CURRENT_SOURCE_DIR})
use_cm_module(Core)
use_cm_module(Util)
use_cm_module(Platform)
use_cm_module(AssetsManage)
use_cm_module(SceneGraph)
add_subdirectory(src)

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@@ -10,6 +10,7 @@
set_property(TARGET ${name} PROPERTY FOLDER "ULRE/Example/Basic")
endmacro()
CreateProject(00_RenderFrameworkTest rf_test.cpp)
CreateProject(01_draw_triangle_in_NDC draw_triangle_in_NDC.cpp)
CreateProject(02_draw_triangle_use_UBO draw_triangle_use_UBO.cpp)
CreateProject(03_auto_instance auto_instance.cpp)

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@@ -1,18 +1,14 @@
// 该范例主要演示使用RenderList系统绘制多个三角形并利用RenderList进行排序以及自动合并进行Instance渲染
#include"VulkanAppFramework.h"
#include<hgl/WorkManager.h>
#include<hgl/math/Math.h>
#include<hgl/graph/PrimitiveCreater.h>
#include<hgl/graph/VKVertexInputConfig.h>
#include<hgl/graph/mtl/Material2DCreateConfig.h>
#include<hgl/graph/RenderList.h>
using namespace hgl;
using namespace hgl::graph;
constexpr uint32_t SCREEN_WIDTH=1024;
constexpr uint32_t SCREEN_HEIGHT=1024;
constexpr uint32_t VERTEX_COUNT=3;
constexpr uint32_t TRIANGLE_NUMBER=12;
@@ -31,12 +27,15 @@ constexpr uint8 color_data[VERTEX_COUNT][4]=
{0,0,255,255}
};
class TestApp:public VulkanApplicationFramework
class TestApp:public WorkObject
{
Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
private:
AutoDelete<RenderList> render_list =nullptr;
SceneNode render_root;
RenderList * render_list =nullptr;
MaterialInstance * material_instance =nullptr;
Renderable * render_obj =nullptr;
@@ -48,7 +47,7 @@ private:
bool InitMaterial()
{
{
mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2D",Prim::Triangles);
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",Prim::Triangles);
cfg.coordinate_system=CoordinateSystem2D::NDC;
cfg.local_to_world=true;
@@ -73,14 +72,11 @@ private:
bool InitVBO()
{
PrimitiveCreater rpc(device,material_instance->GetVIL());
rpc.Init("Triangle",VERTEX_COUNT);
if(!rpc.WriteVAB(VAN::Position, VF_V2F, position_data))return(false);
if(!rpc.WriteVAB(VAN::Color, VF_V4UN8, color_data ))return(false);
render_obj=db->CreateRenderable(&rpc,material_instance,pipeline);
render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline,
{
{VAN::Position, VF_V2F, position_data},
{VAN::Color, VF_V4UN8, color_data }
});
if(!render_obj)
return(false);
@@ -90,7 +86,7 @@ private:
for(uint i=0;i<TRIANGLE_NUMBER;i++)
{
rad=deg2rad<double>((360/TRIANGLE_NUMBER)*i); //这里一定要加<float>或<float>否则结果用int保存会出现问题
rad=deg2rad<double>((360.0f/double(TRIANGLE_NUMBER))*i); //这里一定要加<float>或<float>否则结果用int保存会出现问题
mat=rotate(rad,Vector3f(0,0,1));
render_root.Add(new SceneNode(mat,render_obj));
@@ -105,38 +101,28 @@ private:
public:
~TestApp()
TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
{
SAFE_CLEAR(render_list);
}
bool Init(uint w,uint h)
{
if(!VulkanApplicationFramework::Init(w,h))
return(false);
render_list=new RenderList(device);
render_list=rf->CreateRenderList();
if(!InitMaterial())
return(false);
return;
if(!InitVBO())
return(false);
BuildCommandBuffer(render_list);
return(true);
return;
}
void Resize(uint w,uint h)override
void Render(double delta_time,graph::RenderCmdBuffer *cmd)override
{
VulkanApplicationFramework::Resize(w,h);
cmd->SetClearColor(0,clear_color);
BuildCommandBuffer(render_list);
cmd->BeginRenderPass();
render_list->Render(cmd);
cmd->EndRenderPass();
}
};//class TestApp:public VulkanApplicationFramework
};//class TestApp:public WorkObject
int main(int,char **)
int os_main(int,os_char **)
{
return RunApp<TestApp>(SCREEN_WIDTH,SCREEN_HEIGHT);
return RunFramework<TestApp>(OS_TEXT("AutoInstance"),1024,1024);
}

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@@ -1,18 +1,14 @@
// 该范例主要演示使用一个材质下的不同材质实例传递颜色参数绘制三角形并依赖RenderList中的自动合并功能让同一材质下所有不同材质实例的对象一次渲染完成。
#include"VulkanAppFramework.h"
#include<hgl/WorkManager.h>
#include<hgl/math/Math.h>
#include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/mtl/Material2DCreateConfig.h>
#include<hgl/graph/RenderList.h>
#include<hgl/color/Color.h>
using namespace hgl;
using namespace hgl::graph;
constexpr uint32_t SCREEN_WIDTH=1024;
constexpr uint32_t SCREEN_HEIGHT=1024;
constexpr uint32_t VERTEX_COUNT=3;
constexpr float position_data[VERTEX_COUNT*2]=
@@ -23,15 +19,19 @@ constexpr float position_data[VERTEX_COUNT*2]=
};
constexpr uint DRAW_OBJECT_COUNT=12;
constexpr double TRI_ROTATE_ANGLE=360.0f/DRAW_OBJECT_COUNT;
#define USE_MATERIAL_FILE true //是否使用材质文件
class TestApp:public VulkanApplicationFramework
class TestApp:public WorkObject
{
Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
private:
AutoDelete<RenderList> render_list =nullptr;
SceneNode render_root;
RenderList * render_list =nullptr;
Material * material =nullptr;
@@ -48,7 +48,7 @@ private:
bool InitMaterial()
{
{
mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"PureColor2D",Prim::Triangles);
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"PureColor2D",Prim::Triangles);
cfg.coordinate_system=CoordinateSystem2D::NDC;
cfg.local_to_world=true;
@@ -83,15 +83,9 @@ private:
bool InitVBOAndRenderList()
{
PrimitiveCreater pc(device,material->GetDefaultVIL());
Primitive *prim=CreatePrimitive("Triangle",VERTEX_COUNT,material->GetDefaultVIL(),
{{VAN::Position, VF_V2F, position_data}});
if(!pc.Init("Triangle",VERTEX_COUNT))
return(false);
if(!pc.WriteVAB(VAN::Position, VF_V2F, position_data))
return(false);
Primitive *prim=pc.Create();
if(!prim)
return(false);
@@ -106,7 +100,7 @@ private:
if(!render_obj[i].r)
return(false);
mat=rotate(deg2rad<double>(double(360/DRAW_OBJECT_COUNT*i)),AxisVector::Z);
mat=rotate(deg2rad<double>(TRI_ROTATE_ANGLE*i),AxisVector::Z);
render_root.Add(new SceneNode(mat,render_obj[i].r));
}
@@ -120,45 +114,28 @@ private:
public:
~TestApp()
TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
{
SAFE_CLEAR(render_list);
}
bool Init()
{
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(false);
render_list=new RenderList(device);
render_list=rf->CreateRenderList();
if(!InitMaterial())
return(false);
return;
if(!InitVBOAndRenderList())
return(false);
BuildCommandBuffer(render_list);
return(true);
return;
}
void Resize(uint w,uint h)override
void Render(double delta_time,graph::RenderCmdBuffer *cmd)override
{
VulkanApplicationFramework::Resize(w,h);
cmd->SetClearColor(0,clear_color);
BuildCommandBuffer(render_list);
cmd->BeginRenderPass();
render_list->Render(cmd);
cmd->EndRenderPass();
}
};//class TestApp:public VulkanApplicationFramework
int main(int,char **)
int os_main(int,os_char **)
{
TestApp app;
if(!app.Init())
return(-1);
while(app.Run());
return 0;
return RunFramework<TestApp>(OS_TEXT("AutoInstance"),1024,1024);
}

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@@ -1,6 +1,6 @@
// 该范例主要演示使用NDC坐标系直接绘制一个渐变色的三角形
#include"VulkanAppFramework.h"
#include<hgl/WorkManager.h>
#include<hgl/math/HalfFloat.h>
#include<hgl/graph/VKVertexInputConfig.h>
#include<hgl/graph/PrimitiveCreater.h>
@@ -39,7 +39,8 @@ constexpr VkFormat PositionFormat=VF_V2F;
#ifdef USE_UNORM8_COLOR
constexpr uint8 color_data[VERTEX_COUNT*4]=
{ 255,0,0,255,
{
255,0,0,255,
0,255,0,255,
0,0,255,255
};
@@ -47,7 +48,8 @@ constexpr uint8 color_data[VERTEX_COUNT*4]=
constexpr VkFormat ColorFormat=VF_V4UN8;
#else
constexpr float color_data[VERTEX_COUNT*4]=
{ 1,0,0,1,
{
1,0,0,1,
0,1,0,1,
0,0,1,1
};
@@ -55,10 +57,12 @@ constexpr float color_data[VERTEX_COUNT*4]=
constexpr VkFormat ColorFormat=VF_V4F;
#endif//USE_UNORM8_COLOR
class TestApp:public VulkanApplicationFramework
class TestApp:public WorkObject
{
private:
Color4f clear_color=Color4f(0.2f,0.2f,0.2f,1.0f);
#if defined(USE_HALF_FLOAT_POSITION)||defined(USE_UNORM8_COLOR)
VILConfig vil_config;
#endif
@@ -83,7 +87,7 @@ private:
bool InitAutoMaterial()
{
mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
cfg.coordinate_system=CoordinateSystem2D::NDC;
cfg.local_to_world=false;
@@ -105,54 +109,47 @@ private:
bool InitVBO()
{
PrimitiveCreater rpc(device,material_instance->GetVIL());
rpc.Init("Triangle",VERTEX_COUNT);
#ifdef USE_HALF_FLOAT_POSITION
Float32toFloat16(position_data_hf,position_data_float,VERTEX_COUNT*2);
#endif//USE_HALF_FLOAT_POSITION
if(!rpc.WriteVAB(VAN::Position, PositionFormat, position_data))return(false);
if(!rpc.WriteVAB(VAN::Color, ColorFormat, color_data ))return(false);
render_obj=db->CreateRenderable(&rpc,material_instance,pipeline);
render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline,
{
{VAN::Position,PositionFormat,position_data},
{VAN::Color, ColorFormat, color_data}
});
return(render_obj);
}
public:
bool Init(uint w,uint h)
TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
{
if(!VulkanApplicationFramework::Init(w,h))
return(false);
InitVIL();
if(!InitAutoMaterial())
return(false);
return;
if(!InitPipeline())
return(false);
return;
if(!InitVBO())
return(false);
if(!BuildCommandBuffer(render_obj))
return(false);
return(true);
return;
}
void Resize(uint w,uint h)override
void Tick(double)override{}
void Render(double delta_time,graph::RenderCmdBuffer *cmd)
{
VulkanApplicationFramework::Resize(w,h);
cmd->SetClearColor(0,clear_color);
BuildCommandBuffer(render_obj);
cmd->BeginRenderPass();
cmd->Render(render_obj);
cmd->EndRenderPass();
}
};//class TestApp:public VulkanApplicationFramework
};//class TestApp:public WorkObject
int main(int,char **)
int os_main(int,os_char **)
{
return RunApp<TestApp>(SCREEN_WIDTH,SCREEN_HEIGHT);
return RunFramework<TestApp>(OS_TEXT("Draw triangle in NDC space"));
}

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@@ -1,6 +1,6 @@
// 该范例主要演示使用2D坐系统直接绘制一个渐变色的三角形,使用UBO传递Viewport信息
#include"VulkanAppFramework.h"
#include<hgl/WorkManager.h>
#include<hgl/graph/VKVertexInputConfig.h>
#include<hgl/graph/PrimitiveCreater.h>
#include<hgl/graph/mtl/Material2DCreateConfig.h>
@@ -17,7 +17,7 @@ static float position_data_float[VERTEX_COUNT][2]=
{0.25, 0.75}
};
static uint16 position_data_u16[VERTEX_COUNT][2]={};
static int16 position_data[VERTEX_COUNT][2]={};
constexpr uint8 color_data[VERTEX_COUNT*4]=
{
@@ -26,12 +26,17 @@ constexpr uint8 color_data[VERTEX_COUNT*4]=
0,0,255,255
};
//#define USE_ZERO2ONE_COORD //使用左上角0,0右下角1,1的坐标系
constexpr VAType POSITION_SHADER_FORMAT =VAT_IVEC2;
constexpr VkFormat POSITION_DATA_FORMAT =VF_V2I16;
class TestApp:public VulkanApplicationFramework
constexpr VkFormat COLOR_DATA_FORMAT =VF_V4UN8;
class TestApp:public WorkObject
{
private:
Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
MaterialInstance * material_instance =nullptr;
Renderable * render_obj =nullptr;
@@ -41,23 +46,19 @@ private:
bool InitMaterial()
{
mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2D",Prim::Triangles);
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",Prim::Triangles);
VILConfig vil_config;
#ifdef USE_ZERO2ONE_COORD
cfg.coordinate_system=CoordinateSystem2D::ZeroToOne;
#else
cfg.coordinate_system=CoordinateSystem2D::Ortho;
cfg.coordinate_system =CoordinateSystem2D::Ortho;
cfg.position_format =VAT_UVEC2; //这里指定shader中使用uvec2当做顶点输入格式
cfg.position_format = POSITION_SHADER_FORMAT; //这里指定shader中使用ivec2当做顶点输入格式
// ^
// + 这上下两种格式要配套,否则会出错
// v
vil_config.Add(VAN::Position,VF_V2U16); //这里指定VAB中使用RG16U当做顶点数据格式
#endif//USE_ZERO2ONE_COORD
vil_config.Add(VAN::Position, POSITION_DATA_FORMAT); //这里指定VAB中使用RG16I当做顶点数据格式
vil_config.Add(VAN::Color,VF_V4UN8); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式
vil_config.Add(VAN::Color, COLOR_DATA_FORMAT); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式
cfg.local_to_world=false;
@@ -76,58 +77,44 @@ private:
bool InitVBO()
{
PrimitiveCreater rpc(device,material_instance->GetVIL());
const auto ext=GetExtent2D();
rpc.Init("Triangle",VERTEX_COUNT);
for(uint i=0;i<VERTEX_COUNT;i++)
{
position_data[i][0]=position_data_float[i][0]*ext.width;
position_data[i][1]=position_data_float[i][1]*ext.height;
}
#ifdef USE_ZERO2ONE_COORD //使用0 to 1坐标系
if(!rpc.WriteVAB(VAN::Position, VF_V2F, position_data_float ))return(false);
#else //使用ortho坐标系
if(!rpc.WriteVAB(VAN::Position, VF_V2U16, position_data_u16 ))return(false);
#endif//USE_ZERO2ONE_COORD
if(!rpc.WriteVAB(VAN::Color, VF_V4UN8, color_data ))return(false);
render_obj=db->CreateRenderable(&rpc,material_instance,pipeline);
return(true);
render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline,
{
{VAN::Position,POSITION_DATA_FORMAT,position_data},
{VAN::Color, COLOR_DATA_FORMAT, color_data}
});
return(render_obj);
}
public:
bool Init(uint w,uint h)
TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
{
if(!VulkanApplicationFramework::Init(w,h))
return(false);
#ifndef USE_ZERO2ONE_COORD
for(uint i=0;i<VERTEX_COUNT;i++)
{
position_data_u16[i][0]=position_data_float[i][0]*w;
position_data_u16[i][1]=position_data_float[i][1]*h;
}
#endif//
if(!InitMaterial())
return(false);
return;
if(!InitVBO())
return(false);
if(!BuildCommandBuffer(render_obj))
return(false);
return(true);
return;
}
void Resize(uint w,uint h)override
void Render(double delta_time,graph::RenderCmdBuffer *cmd)override
{
VulkanApplicationFramework::Resize(w,h);
cmd->SetClearColor(0,clear_color);
BuildCommandBuffer(render_obj);
cmd->BeginRenderPass();
cmd->Render(render_obj);
cmd->EndRenderPass();
}
};//class TestApp:public VulkanApplicationFramework
};//class TestApp:public WorkObject
int main(int,char **)
int os_main(int,os_char **)
{
return RunApp<TestApp>(1280,720);
return RunFramework<TestApp>(OS_TEXT("Draw triangle use UBO"));
}

103
example/Basic/rf_test.cpp Normal file
View File

@@ -0,0 +1,103 @@
#include<hgl/WorkManager.h>
#include<hgl/graph/VKVertexInputConfig.h>
#include<hgl/graph/VKRenderResource.h>
#include<hgl/graph/mtl/Material2DCreateConfig.h>
#include<hgl/graph/VKMaterialInstance.h>
using namespace hgl;
using namespace hgl::graph;
constexpr uint32_t SCREEN_WIDTH=1280;
constexpr uint32_t SCREEN_HEIGHT=720;
constexpr uint32_t VERTEX_COUNT=3;
constexpr float position_data[VERTEX_COUNT*2]=
{
0.0, -0.5,
-0.5, 0.5,
0.5, 0.5
};
constexpr float color_data[VERTEX_COUNT*4]=
{
1,0,0,1,
0,1,0,1,
0,0,1,1
};
class TestApp:public WorkObject
{
private:
Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
MaterialInstance * material_instance =nullptr;
Renderable * render_obj =nullptr;
Pipeline * pipeline =nullptr;
private:
bool InitAutoMaterial()
{
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",Prim::Triangles);
cfg.coordinate_system=CoordinateSystem2D::NDC;
cfg.local_to_world=false;
AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg);
material_instance=CreateMaterialInstance(mci);
return material_instance;
}
bool InitPipeline()
{
// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行为Framework重载默认使用swapchain的render target
return pipeline;
}
bool InitVBO()
{
render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline,
{
{VAN::Position,VF_V2F,position_data},
{VAN::Color, VF_V4F,color_data}
});
return(render_obj);
}
public:
TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
{
if(!InitAutoMaterial())
return;
if(!InitPipeline())
return;
if(!InitVBO())
return;
}
void Tick(double)override{}
void Render(double delta_time,graph::RenderCmdBuffer *cmd)
{
cmd->SetClearColor(0,clear_color);
cmd->BeginRenderPass();
cmd->Render(render_obj);
cmd->EndRenderPass();
}
};//class TestApp:public WorkObject
int os_main(int,os_char **)
{
return RunFramework<TestApp>(OS_TEXT("RenderFramework Test"));
}

View File

@@ -1,6 +1,6 @@
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/common)
SET(VULKAN_APP_FRAMEWORK ${CMAKE_CURRENT_SOURCE_DIR}/common/VulkanAppFramework.h)
SET(VULKAN_APP_FRAMEWORK ${CMAKE_CURRENT_SOURCE_DIR}/common/VulkanAppFramework.h)
add_subdirectory(Basic)
add_subdirectory(Texture)

View File

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

View File

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

View File

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

View File

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

View File

@@ -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

View File

@@ -55,7 +55,7 @@ protected:
GPUDevice * device =nullptr;
RenderPass * device_render_pass =nullptr;
RTSwapchain * sc_render_target =nullptr;
SwapchainRenderTarget * sc_render_target =nullptr;
protected:
@@ -220,12 +220,12 @@ public:
}
}
bool BuildCommandBuffer(RenderCmdBuffer *cb,RenderPass *rp,Framebuffer *fb,Renderable *ri)
bool BuildCommandBuffer(RenderCmdBuffer *cb,Framebuffer *fbo,Renderable *ri)
{
if(!ri)return(false);
cb->Begin();
cb->BindFramebuffer(rp,fb);
cb->BindFramebuffer(fbo);
cb->SetClearColor(0,clear_color);
cb->BeginRenderPass();
cb->BindPipeline(ri->GetPipeline());
@@ -238,19 +238,12 @@ public:
return(true);
}
void BuildCommandBuffer(RenderCmdBuffer *cb,RenderTarget *rt,Renderable *ri)
{
if(!cb||!rt||!ri)
return;
BuildCommandBuffer(cb,rt->GetRenderPass(),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);
return BuildCommandBuffer(cmd_buf[index],
sc_render_target->GetFramebuffer(),ri);
}
bool BuildCommandBuffer(Renderable *ri)
@@ -277,7 +270,7 @@ public:
RenderCmdBuffer *cb=cmd_buf[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);
@@ -624,4 +617,4 @@ template<typename T> int RunApp(uint w,uint h)
while(app.Run());
return 0;
}
}

87
inc/hgl/WorkManager.h Normal file
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@@ -0,0 +1,87 @@
#pragma once
#include<hgl/WorkObject.h>
#include<hgl/graph/VKRenderTargetSwapchain.h>
namespace hgl
{
/**
* 工作管理器管理一个序列的WorkObject<br>
*/
class WorkManager
{
protected:
graph::RenderFramework *render_framework;
uint fps=60;
double frame_time=1.0f/double(fps);
double last_update_time=0;
double last_render_time=0;
double cur_time=0;
WorkObject *cur_work_object=nullptr;
public:
WorkManager(graph::RenderFramework *rf)
{
render_framework=rf;
}
virtual ~WorkManager()
{
SAFE_CLEAR(cur_work_object);
}
void SetFPS(uint f)
{
fps=f;
frame_time=1.0f/double(fps);
}
void Tick(WorkObject *wo);
virtual void Render(WorkObject *wo);
void Run(WorkObject *wo);
};//class WorkManager
class SwapchainWorkManager:public WorkManager,public io::WindowEvent
{
graph::SwapchainModule *swapchain_module;
public:
SwapchainWorkManager(graph::RenderFramework *rf):WorkManager(rf)
{
swapchain_module=rf->GetSwapchainModule();
render_framework->Join(this);
}
~SwapchainWorkManager()
{
render_framework->Unjoin(this);
}
void Render(WorkObject *wo) override;
void OnResize(uint w,uint h) override;
};
template<typename WO> int RunFramework(const OSString &title,uint width=1280,uint height=720)
{
graph::RenderFramework rf(title);
if(!rf.Init(width,height))
return(-1);
SwapchainWorkManager wm(&rf);
wm.Run(new WO(&rf));
return 0;
}
}//namespcae hgl

101
inc/hgl/WorkObject.h Normal file
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@@ -0,0 +1,101 @@
#pragma once
#include<hgl/type/object/TickObject.h>
#include<hgl/graph/RenderFramework.h>
#include<hgl/graph/VKRenderResource.h>
#include<hgl/Time.h>
//#include<iostream>
namespace hgl
{
namespace graph::mtl
{
class MaterialCreateInfo;
}
/**
* 工作对象</p>
*
* WorkObject被定义为工作对象所有的渲染控制都需要被写在WorkObject的Render函数下。
*/
class WorkObject:public TickObject
{
graph::RenderFramework *render_framework=nullptr;
graph::IRenderTarget *cur_render_target=nullptr;
graph::RenderPass *render_pass=nullptr;
bool destroy_flag=false;
bool renderable=true;
bool render_dirty=true;
protected:
graph::RenderResource *db=nullptr; //暂时的,未来会被更好的机制替代
public:
graph::RenderFramework * GetRenderFramework (){return render_framework;}
graph::GPUDevice * GetDevice (){return render_framework->GetDevice();}
graph::GPUDeviceAttribute * GetDeviceAttribute (){return render_framework->GetDeviceAttribute();}
const VkExtent2D & GetExtent2D (){return cur_render_target->GetExtent();}
public:
const bool IsDestroy()const{return destroy_flag;}
const bool IsRenderable()const{return renderable;}
const bool IsRenderDirty()const{return render_dirty;}
void MarkDestory(){destroy_flag=true;}
void SetRenderable(bool r){renderable=r;}
void MarkRenderDirty(){render_dirty=true;}
public:
WorkObject(graph::RenderFramework *,graph::IRenderTarget *);
virtual ~WorkObject()=default;
virtual void OnRenderTargetSwitch(graph::RenderFramework *rf,graph::IRenderTarget *rt);
virtual void OnResize(const VkExtent2D &){}
virtual void Tick(double){}
virtual void Render(double delta_time,graph::RenderCmdBuffer *cmd)=0;
virtual void Render(double delta_time);
public:
template<typename ...ARGS>
graph::Pipeline *CreatePipeline(ARGS...args)
{
return render_pass->CreatePipeline(args...);
}
graph::MaterialInstance *CreateMaterialInstance(const graph::mtl::MaterialCreateInfo *mci,const graph::VILConfig *vil_cfg=nullptr)
{
return db->CreateMaterialInstance(mci,vil_cfg);
}
graph::Primitive *CreatePrimitive( const AnsiString &name,
const uint32_t vertices_count,
const graph::VIL *vil,
const std::initializer_list<graph::VertexAttribDataPtr> &vad_list);
graph::Renderable *CreateRenderable(const AnsiString &name,
const uint32_t vertices_count,
graph::MaterialInstance *mi,
graph::Pipeline *pipeline,
const std::initializer_list<graph::VertexAttribDataPtr> &vad_list);
};//class WorkObject
/**
* 但我们认为游戏开发者不应该关注如何控制渲染,而应该关注如何处理游戏逻辑.
* 所以我们在WorkObject的基础上再提供RenderWorkObject派生类用于直接封装好的渲染场景树控制。
*
* 开发者仅需要将要渲染的物件放置于场景树即可。
* 但开发者也可以直接使用WorkObject自行管理这些事。
* */
}//namespcae hgl

View File

@@ -0,0 +1,45 @@
#pragma once
#include<hgl/graph/VKNamespace.h>
#include<hgl/TypeFunc.h>
VK_NAMESPACE_BEGIN
/**
* 光照剔除模式
*/
enum class LightingCullingMode
{
None, ///<不剔除
/**
* 基于世界坐标的剔除模式
* 一般用于一些空间划分极为规则的场景。每个物件都可以得到较为明确的体积,并可通过世界坐标快速定位。
* 如即时战略游戏,普通的小爆炸,火光,影响的范围完全可以在世界坐标内圈定那些特件受影响,然后直接前向渲染即可。
*/
WorldCoord, ///<世界坐标剔除
/*
* 基于Tile的剔除模式
* 按屏幕XY坐标划分成多个Tile再配合znear/zfar形成一个Volume。所有光源和Volume计算相交性
*/
Tile, ///<瓦片剔除
/**
* 基于Tile的剔除模式的改进型
* 同Tile方法得出Tile后再通过遍历Tile内所有象素得出当前Tile的最远z值和最近z值。
* 根据XY与zNear/zFar得出一个Volume计算所有光源与Volume相交性。
*/
TileVolume, ///<瓦片体积剔除
/**
* 基于Tile的剔除模式的改进型
* 同TileVolume方法得出Volume后再将Volume按深度划分成多个Volume。
* 剔除掉没有象素的Volume再将剩下的Volume与光源计算相交性。
*/
Cluster, ///<集簇剔除
ENUM_CLASS_RANGE(None,Cluster)
};//enum class LightingCullingMode
VK_NAMESPACE_END

View File

@@ -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();

View File

@@ -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:

View File

@@ -0,0 +1,87 @@
#pragma once
#include<hgl/platform/Window.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/module/SwapchainModule.h>
#include<hgl/graph/module/GraphModuleManager.h>
#include<hgl/graph/RenderList.h>
VK_NAMESPACE_BEGIN
class FontSource;
class TileFont;
class RenderPassManager;
class TextureManager;
class RenderTargetManager;
class RenderModule;
class RenderFramework:public io::WindowEvent
{
OSString app_name;
Window * win =nullptr;
VulkanInstance * inst =nullptr;
GPUDevice * device =nullptr;
RenderResource * render_resource =nullptr;
protected:
GraphModuleManager * module_manager =nullptr;
RenderPassManager * rp_manager =nullptr;
TextureManager * tex_manager =nullptr;
RenderTargetManager * rt_manager =nullptr;
SwapchainModule * sc_module =nullptr;
public:
Window * GetWindow ()const{return win;}
GPUDevice * GetDevice ()const{return device;}
VkDevice GetVkDevice ()const{return device->GetDevice();}
const GPUPhysicalDevice * GetPhysicalDevice ()const{return device->GetPhysicalDevice();}
GPUDeviceAttribute * GetDeviceAttribute ()const{return device->GetDeviceAttribute();}
RenderResource * GetRenderResource ()const{return render_resource;}
public:
GraphModuleManager * GetModuleManager (){return module_manager;}
RenderPassManager * GetRenderPassManager (){return rp_manager;}
TextureManager * GetTextureManager (){return tex_manager;}
RenderTargetManager * GetRenderTargetManager (){return rt_manager;}
SwapchainModule * GetSwapchainModule (){return sc_module;}
SwapchainRenderTarget * GetSwapchainRenderTarget(){return sc_module?sc_module->GetRenderTarget():nullptr;}
public:
RenderFramework(const OSString &);
virtual ~RenderFramework();
virtual bool Init(uint w,uint h);
public:
RenderList *CreateRenderList()
{
return(new RenderList(device));
}
TileFont *CreateTileFont(FontSource *fs,int limit_count=-1); ///<创建只使用一种字符的Tile字符管理对象
public: // event
virtual void OnResize(uint w,uint h);
virtual void OnActive(bool);
virtual void OnClose();
};//class RenderFramework
VK_NAMESPACE_END

View File

@@ -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

View File

@@ -1,16 +1,16 @@
#ifndef HGL_GRAPH_SCENE_NODE_INCLUDE
#define HGL_GRAPH_SCENE_NODE_INCLUDE
#pragma once
#include<hgl/type/ObjectList.h>
#include<hgl/type/IDName.h>
#include<hgl/graph/SceneOrient.h>
#include<hgl/graph/AABB.h>
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;
}
@@ -101,4 +111,3 @@ namespace hgl
SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_SCENE_NODE_INCLUDE

View File

@@ -1,5 +1,4 @@
#ifndef HGL_GRAPH_SCENE_ORIENT_INCLUDE
#define HGL_GRAPH_SCENE_ORIENT_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/graph/SceneMatrix.h>
@@ -51,4 +50,3 @@ namespace hgl
};//class SceneOrient
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_SCENE_ORIENT_INCLUDE

View File

@@ -9,23 +9,18 @@ namespace hgl
* <Br>
*
*/
class SceneManager
class SceneWorld
{
SceneNode *root_node;
public:
SceneNode *GetSceneRoot() {return root_node;}
const SceneNode *GetSceneRoot()const{return root_node;}
const uint GetNodeCount()const { return node_list.GetCount(); }
public:
};//class SceneManager
};//class SceneWorld
}//namespace graph
}//namespace hgl

View File

@@ -12,13 +12,15 @@ namespace hgl
{
namespace graph
{
class TextureManager;
/**
* TileData是一种处理大量等同尺寸及格式贴图的管理机制程序会自动根据显卡最大贴图处理能力来创建尽可能符合需求的贴图。(注Tile的大小不必符合2次幂)
* Tile的增加或删除程序会自动排序尽可能小的减少I/O消耗。
*/
class TileData ///Tile纹理管理
{
GPUDevice *device;
TextureManager *tex_manager;
protected:
@@ -51,8 +53,8 @@ namespace hgl
Texture2D * GetTexture ()const{return tile_texture;} ///<取得贴图
public:
TileData(GPUDevice *,Texture2D *,const uint tw,const uint th);
TileData(TextureManager *,Texture2D *,const uint tw,const uint th);
virtual ~TileData();
void BeginCommit();

View File

@@ -1,5 +1,4 @@
#ifndef HGL_GRAPH_VULKAN_INCLUDE
#define HGL_GRAPH_VULKAN_INCLUDE
#pragma once
#include<hgl/type/List.h>
#include<hgl/math/Math.h>
@@ -9,6 +8,7 @@
#include<hgl/graph/VKFormat.h>
#include<hgl/graph/VKPrimitiveType.h>
#include<hgl/graph/VKStruct.h>
#include<hgl/graph/ViewportInfo.h>
#include<hgl/graph/VKRenderbufferInfo.h>
VK_NAMESPACE_BEGIN
@@ -25,9 +25,21 @@ constexpr size_t VK_DESCRIPTOR_TYPE_END_RANGE=VK_DESCRIPTOR_TYPE_INPUT_ATTACHMEN
constexpr size_t VK_DESCRIPTOR_TYPE_RANGE_SIZE=VK_DESCRIPTOR_TYPE_END_RANGE-VK_DESCRIPTOR_TYPE_BEGIN_RANGE+1;
#endif//VK_DESCRIPTOR_TYPE_RANGE_SIZE
struct VertexAttribDataPtr
{
const char * name;
const VkFormat format;
const void * data;
};
using BindingMap =Map<AnsiString,int>;
using BindingMapArray =BindingMap[VK_DESCRIPTOR_TYPE_RANGE_SIZE];
class DescriptorBinding;
class GraphModule;
class RenderFramework;
class VulkanInstance;
class GPUPhysicalDevice;
class GPUDevice;
@@ -36,8 +48,12 @@ class DeviceQueue;
class ImageView;
class Framebuffer;
struct Swapchain;
class IRenderTarget;
class RenderTarget;
class RTSwapchain;
class MultiFrameRenderTarget;
class SwapchainRenderTarget;
struct CopyBufferToImageInfo;
class Texture;
class Texture1D;
@@ -50,9 +66,12 @@ class TextureCubeArray;
class Sampler;
class TileData;
class DeviceMemory;
class DeviceBuffer;
struct DeviceBufferData;
template<typename T> class DeviceBufferMap;
struct PrimitiveDataBuffer;
struct PrimitiveRenderData;
@@ -174,5 +193,5 @@ inline void copy(VkExtent3D &e3d,const VkExtent2D &e2d,const uint32 depth=1)
e3d.height =e2d.height;
e3d.depth =depth;
}
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_INCLUDE

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@@ -1,8 +1,8 @@
#ifndef HGL_GRAPH_VULKAN_BUFFER_INCLUDE
#define HGL_GRAPH_VULKAN_BUFFER_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/graph/VKMemory.h>
VK_NAMESPACE_BEGIN
struct DeviceBufferData
{
@@ -50,5 +50,40 @@ public:
virtual bool Write (const void *ptr,uint32_t size) {return buf.memory->Write(ptr,0,size);}
bool Write (const void *ptr) {return buf.memory->Write(ptr);}
};//class DeviceBuffer
template<typename T> class DeviceBufferMap
{
DeviceBuffer *dev_buf;
T data_map;
public:
static const VkDeviceSize GetSize()
{
return sizeof(T);
}
public:
DeviceBufferMap(DeviceBuffer *buf)
{
dev_buf=buf;
}
virtual ~DeviceBufferMap()
{
delete dev_buf;
}
operator DeviceBuffer *(){return dev_buf;}
T *data(){return &data_map;}
void Update()
{
if(dev_buf)
dev_buf->Write(&data_map,sizeof(T));
}
};
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_BUFFER_INCLUDE

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@@ -5,6 +5,7 @@
#include<hgl/graph/VKVABList.h>
#include<hgl/graph/VKPipeline.h>
#include<hgl/graph/VKDescriptorSet.h>
#include<hgl/graph/VKRenderable.h>
#include<hgl/color/Color4f.h>
VK_NAMESPACE_BEGIN
class GPUCmdBuffer
@@ -15,6 +16,8 @@ protected:
VkCommandBuffer cmd_buf;
bool cmd_begin;
public:
GPUCmdBuffer(const GPUDeviceAttribute *attr,VkCommandBuffer cb);
@@ -23,9 +26,19 @@ public:
operator VkCommandBuffer(){return cmd_buf;}
operator const VkCommandBuffer()const{return cmd_buf;}
operator const VkCommandBuffer *()const{return &cmd_buf;}
const bool IsBegin()const{return cmd_begin;}
bool Begin();
bool End(){return(vkEndCommandBuffer(cmd_buf)==VK_SUCCESS);}
virtual bool Begin();
virtual bool End()
{
if(!cmd_begin)
return(false);
cmd_begin=false;
return(vkEndCommandBuffer(cmd_buf)==VK_SUCCESS);
}
#ifdef _DEBUG
void SetDebugName(const AnsiString &);
@@ -37,6 +50,8 @@ public:
#endif//_DEBUG
};//class GPUCmdBuffer
class DescriptorBinding;
class RenderCmdBuffer:public GPUCmdBuffer
{
uint32_t cv_count;
@@ -44,17 +59,29 @@ class RenderCmdBuffer:public GPUCmdBuffer
VkRect2D render_area;
VkViewport viewport;
Framebuffer *fbo;
RenderPassBeginInfo rp_begin;
VkPipelineLayout pipeline_layout;
void SetFBO(Framebuffer *);
DescriptorBinding *desc_binding=nullptr;
private:
void SetClear();
public:
RenderCmdBuffer(const GPUDeviceAttribute *attr,VkCommandBuffer cb);
~RenderCmdBuffer();
void SetDescriptorBinding(DescriptorBinding *db) { desc_binding=db; }
bool End() override
{
desc_binding=nullptr;
return GPUCmdBuffer::End();
}
void SetRenderArea(const VkRect2D &ra){render_area=ra;}
void SetRenderArea(const VkExtent2D &);
void SetViewport(const VkViewport &vp){viewport=vp;}
@@ -78,7 +105,7 @@ 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);}
@@ -216,6 +243,19 @@ public: //draw
void Draw (const PrimitiveDataBuffer *prb,const PrimitiveRenderData *prd,const uint32_t instance_count=1,const uint32_t first_instance=0);
public: //dynamic state
public:
void Render(Renderable *ri)
{
if(!ri)return;
BindPipeline(ri->GetPipeline());
BindDescriptorSets(ri->GetMaterial());
BindDataBuffer(ri->GetDataBuffer());
Draw(ri->GetDataBuffer(),ri->GetRenderData());
}
};//class RenderCmdBuffer:public GPUCmdBuffer
class TextureCmdBuffer:public GPUCmdBuffer

View File

@@ -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);}

View File

@@ -1,112 +1,109 @@
#ifndef HGL_GRAPH_DESCRIPTOR_BINDING_MANAGE_INCLUDE
#define HGL_GRAPH_DESCRIPTOR_BINDING_MANAGE_INCLUDE
#pragma once
#include<hgl/type/Map.h>
#include<hgl/type/String.h>
#include<hgl/graph/VK.h>
#include<hgl/graph/VKDescriptorSetType.h>
namespace hgl
VK_NAMESPACE_BEGIN
class DeviceBuffer;
class Texture;
class Material;
class MaterialParameters;
/**
* 描述符绑定器<Br>
* 一般用于注册通用数据,为材质进行自动绑定。
*/
class DescriptorBinding
{
namespace graph
DescriptorSetType set_type; ///<描述符合集类型
Map<AnsiString,DeviceBuffer *> ubo_map;
Map<AnsiString,DeviceBuffer *> ssbo_map;
Map<AnsiString,Texture *> texture_map;
public:
DescriptorBinding(const DescriptorSetType &dst)
{
class DeviceBuffer;
class Texture;
class Material;
class MaterialParameters;
set_type=dst;
}
/**
* 描述符绑定器<Br>
* 一般用于注册通用数据,为材质进行自动绑定。
*/
class DescriptorBinding
{
DescriptorSetType set_type; ///<描述符合集类型
bool AddUBO(const AnsiString &name,DeviceBuffer *buf)
{
if(!buf)return(false);
if(name.IsEmpty())return(false);
Map<AnsiString,DeviceBuffer *> ubo_map;
Map<AnsiString,DeviceBuffer *> ssbo_map;
Map<AnsiString,Texture *> texture_map;
return ubo_map.Add(name,buf);
}
public:
DeviceBuffer *GetUBO(const AnsiString &name)
{
if(name.IsEmpty())return(nullptr);
DescriptorBinding(const DescriptorSetType &dst)
{
set_type=dst;
}
return GetObjectFromList(ubo_map,name);
}
bool AddUBO(const AnsiString &name,DeviceBuffer *buf)
{
if(!buf)return(false);
if(name.IsEmpty())return(false);
void RemoveUBO(DeviceBuffer *buf)
{
if(!buf)return;
return ubo_map.Add(name,buf);
}
ubo_map.DeleteByValue(buf);
}
DeviceBuffer *GetUBO(const AnsiString &name)
{
if(name.IsEmpty())return(nullptr);
bool AddSSBO(const AnsiString &name,DeviceBuffer *buf)
{
if(!buf)return(false);
if(name.IsEmpty())return(false);
return GetObjectFromList(ubo_map,name);
}
return ssbo_map.Add(name,buf);
}
void RemoveUBO(DeviceBuffer *buf)
{
if(!buf)return;
DeviceBuffer *GetSSBO(const AnsiString &name)
{
if(name.IsEmpty())return(nullptr);
ubo_map.DeleteByValue(buf);
}
return GetObjectFromList(ssbo_map,name);
}
bool AddSSBO(const AnsiString &name,DeviceBuffer *buf)
{
if(!buf)return(false);
if(name.IsEmpty())return(false);
void RemoveSSBO(DeviceBuffer *buf)
{
if(!buf)return;
return ssbo_map.Add(name,buf);
}
ssbo_map.DeleteByValue(buf);
}
DeviceBuffer *GetSSBO(const AnsiString &name)
{
if(name.IsEmpty())return(nullptr);
bool AddTexture(const AnsiString &name,Texture *tex)
{
if(!tex)return(false);
if(name.IsEmpty())return(false);
return GetObjectFromList(ssbo_map,name);
}
return texture_map.Add(name,tex);
}
void RemoveSSBO(DeviceBuffer *buf)
{
if(!buf)return;
Texture *GetTexture(const AnsiString &name)
{
if(name.IsEmpty())return(nullptr);
ssbo_map.DeleteByValue(buf);
}
return GetObjectFromList(texture_map,name);
}
bool AddTexture(const AnsiString &name,Texture *tex)
{
if(!tex)return(false);
if(name.IsEmpty())return(false);
void RemoveTexture(Texture *tex)
{
if(!tex)return;
return texture_map.Add(name,tex);
}
texture_map.DeleteByValue(tex);
}
Texture *GetTexture(const AnsiString &name)
{
if(name.IsEmpty())return(nullptr);
private:
return GetObjectFromList(texture_map,name);
}
void BindUBO(MaterialParameters *,const BindingMap &,bool dynamic);
void RemoveTexture(Texture *tex)
{
if(!tex)return;
public:
texture_map.DeleteByValue(tex);
}
bool Bind(Material *);
};//class DescriptorBinding
private:
void BindUBO(MaterialParameters *,const BindingMap &,bool dynamic);
public:
bool Bind(Material *);
};//class DescriptorBinding
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_DESCRIPTOR_BINDING_MANAGE_INCLUDE
VK_NAMESPACE_END

View File

@@ -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;

View File

@@ -32,29 +32,10 @@ class GPUDevice
{
GPUDeviceAttribute *attr;
DeviceQueue *texture_queue;
TextureCmdBuffer *texture_cmd_buf;
private:
DeviceRenderPassManage *render_pass_manage;
RenderPass *device_render_pass;
RTSwapchain *sc_rt;
RTSwapchain *CreateSwapchainRenderTarget();
void InitRenderPassManage();
void ClearRenderPassManage();
private:
VkCommandBuffer CreateCommandBuffer(const AnsiString &);
bool CreateSwapchainFBO(Swapchain *);
Swapchain *CreateSwapchain(const VkExtent2D &acquire_extent);
private:
friend class VulkanDeviceCreater;
@@ -79,15 +60,11 @@ public:
const VkColorSpaceKHR GetColorSpace ()const {return attr->surface_format.colorSpace;}
VkQueue GetGraphicsQueue () {return attr->graphics_queue;}
RenderPass * GetRenderPass () {return device_render_pass;}
RTSwapchain * GetSwapchainRT () {return sc_rt;}
const VkExtent2D & GetSwapchainSize ()const {return sc_rt->GetExtent();}
void WaitIdle ()const {vkDeviceWaitIdle(attr->device);}
#ifdef _DEBUG
DebugUtils * GetDebugUtils (){return attr->debug_utils;}
#endif//_DEBUG
public:
@@ -141,7 +118,13 @@ public: //Buffer相关
#define CREATE_BUFFER_OBJECT(LargeName,type) DeviceBuffer *Create##LargeName( VkDeviceSize size,void *data, SharingMode sm=SharingMode::Exclusive) {return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,size ,size,data, sm);} \
DeviceBuffer *Create##LargeName( VkDeviceSize size, SharingMode sm=SharingMode::Exclusive) {return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,size ,size,nullptr, sm);} \
DeviceBuffer *Create##LargeName(VkDeviceSize range,VkDeviceSize size,void *data, SharingMode sm=SharingMode::Exclusive) {return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,range,size,data, sm);} \
DeviceBuffer *Create##LargeName(VkDeviceSize range,VkDeviceSize size, SharingMode sm=SharingMode::Exclusive) {return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,range,size,nullptr, sm);}
DeviceBuffer *Create##LargeName(VkDeviceSize range,VkDeviceSize size, SharingMode sm=SharingMode::Exclusive) {return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,range,size,nullptr, sm);} \
\
template<typename T> T *Create##LargeName() \
{ \
DeviceBuffer *buf=Create##LargeName(T::GetSize()); \
return(buf?new T(buf):nullptr); \
}
CREATE_BUFFER_OBJECT(UBO,UNIFORM)
CREATE_BUFFER_OBJECT(SSBO,STORAGE)
@@ -160,57 +143,6 @@ public: //间接绘制
IndirectDrawIndexedBuffer * CreateIndirectDrawIndexedBuffer(const uint32_t cmd_count,SharingMode sm=SharingMode::Exclusive);
IndirectDispatchBuffer * CreateIndirectDispatchBuffer( const uint32_t cmd_count,SharingMode sm=SharingMode::Exclusive);
public: //Image
VkImage CreateImage (VkImageCreateInfo *);
void DestroyImage (VkImage);
private: //texture
bool CopyBufferToImage (const CopyBufferToImageInfo *info,VkPipelineStageFlags destinationStage);
bool CopyBufferToImage (Texture *,DeviceBuffer *buf,const VkBufferImageCopy *,const int count,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags);//=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool CopyBufferToImage2D (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic_list,const int bic_count, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic_list, bic_count, 0,1,dstStage);}
bool CopyBufferToImage2D (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic, 1, 0,1,dstStage);}
bool CopyBufferToImageCube (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic_list,const int bic_count, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic_list, bic_count, 0,6,dstStage);}
bool CopyBufferToImageCube (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic, 1, 0,6,dstStage);}
bool CommitTexture2D (Texture2D *,DeviceBuffer *buf,VkPipelineStageFlags stage);
bool CommitTexture2DMipmaps (Texture2D *,DeviceBuffer *buf,const VkExtent3D &,uint32_t);
bool CommitTextureCube (TextureCube *,DeviceBuffer *buf,const uint32_t mipmaps_zero_bytes,VkPipelineStageFlags stage);
bool CommitTextureCubeMipmaps (TextureCube *,DeviceBuffer *buf,const VkExtent3D &,uint32_t);
bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
public: //Texture
bool CheckFormatSupport(const VkFormat,const uint32_t bits,ImageTiling tiling=ImageTiling::Optimal)const;
bool CheckTextureFormatSupport(const VkFormat fmt,ImageTiling tiling=ImageTiling::Optimal)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT,tiling);}
Texture2D *CreateTexture2D(TextureData *);
Texture2D *CreateTexture2D(TextureCreateInfo *ci);
Texture2DArray *CreateTexture2DArray(TextureData *);
Texture2DArray *CreateTexture2DArray(TextureCreateInfo *ci);
Texture2DArray *CreateTexture2DArray(const uint32_t w,const uint32_t h,const uint32 l,const VkFormat fmt,const bool mipmaps);
TextureCube *CreateTextureCube(TextureData *);
TextureCube *CreateTextureCube(TextureCreateInfo *ci);
void Clear(TextureCreateInfo *);
bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const List<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2D(Texture2D *,void *data,const uint32_t size,const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const List<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2DArray(Texture2DArray *,void *data,const uint32_t size,const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
public: //
Sampler *CreateSampler(VkSamplerCreateInfo *sci=nullptr);
@@ -231,25 +163,11 @@ public: //Command Buffer 相关
public:
RenderPass * AcquireRenderPass( const RenderbufferInfo *,const uint subpass_count=2);
Fence * CreateFence(bool);
Semaphore * CreateGPUSemaphore();
DeviceQueue *CreateQueue(const uint32_t fence_count=1,const bool create_signaled=false);
public: //FrameBuffer相关
Framebuffer *CreateFBO(RenderPass *rp,ImageView **color_list,const uint color_count,ImageView *depth);
// Framebuffer *CreateFBO(RenderPass *,List<ImageView *> &color,ImageView *depth);
Framebuffer *CreateFBO(RenderPass *,ImageView *color,ImageView *depth);
Framebuffer *CreateFBO(RenderPass *,ImageView *);
public:
RenderTarget *CreateRT( const FramebufferInfo *fbi,RenderPass *,const uint32_t fence_count=1);
RenderTarget *CreateRT( const FramebufferInfo *fbi,const uint32_t fence_count=1);
public:
TileData *CreateTileData(const VkFormat video_format,const uint width,const uint height,const uint count); ///<创建一个Tile数据集

View File

@@ -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;
@@ -16,9 +16,9 @@ class Framebuffer
private:
friend class GPUDevice;
friend class RenderTargetManager;
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 ()const{return render_pass;}
const VkExtent2D & GetExtent ()const{return extent;}

View File

@@ -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

View File

@@ -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;

View File

@@ -1,4 +1,4 @@
#ifndef HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE
#ifndef HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE
#define HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE
#include<hgl/graph/VK.h>
@@ -31,10 +31,18 @@ public:
VkResult Present(const VkPresentInfoKHR *pi){return vkQueuePresentKHR(queue,pi);}
/**
* 等待Submit的队列完成操作。这个操作会阻塞当前线程所以在Submit后请不要立即使用它。而是在下一次队列提交前再做这个操作。
*/
bool WaitQueue();
/**
* 等待Queue命令执行完成的fence信号
*/
bool WaitFence(const bool wait_all=true,const uint64_t time_out=HGL_NANO_SEC_PER_SEC);
bool Submit(const VkCommandBuffer &cmd_buf,Semaphore *wait_sem,Semaphore *complete_sem);
bool Submit(const VkCommandBuffer *cmd_buf,const uint32_t count,Semaphore *wait_sem,Semaphore *complete_sem);
bool Submit(GPUCmdBuffer *cmd_buf,Semaphore *wait_sem,Semaphore *complete_sem);
};//class DeviceQueue
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE

View File

@@ -29,7 +29,7 @@ protected:
private:
friend class DeviceRenderPassManage;
friend class RenderPassManager;
RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const List<VkFormat> &cf,VkFormat df);
@@ -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;}

View File

@@ -34,11 +34,8 @@ using DescriptorSetID =int;
using PrimitiveID =int;
using RenderableID =int;
using SamplerID =int;
using TextureID =int;
using StaticMeshID =int;
class VertexAttribData;
using ShaderModuleMapByName=ObjectMap<AnsiString,ShaderModule>;
constexpr const size_t VK_SHADER_STAGE_TYPE_COUNT=20;//GetBitOffset((uint32_t)VK_SHADER_STAGE_CLUSTER_CULLING_BIT_HUAWEI)+1;
@@ -51,7 +48,6 @@ class RenderResource
ShaderModuleMapByName shader_module_by_name[VK_SHADER_STAGE_TYPE_COUNT];
Map<AnsiString,Material *> material_by_name;
Map<OSString,Texture *> texture_by_name;
IDObjectManage<MaterialID, Material> rm_material; ///<材质合集
IDObjectManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
@@ -59,7 +55,6 @@ class RenderResource
IDObjectManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
IDObjectManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
IDObjectManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
IDObjectManage<TextureID, Texture> rm_textures; ///<纹理合集
IDObjectManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
IDObjectManage<StaticMeshID, StaticMesh> rm_static_mesh; ///<静态网格合集
@@ -105,7 +100,6 @@ public: //添加数据到管理器如果指针为nullptr会返回-1
PrimitiveID Add(Primitive * p ){return rm_primitives.Add(p);}
BufferID Add(DeviceBuffer * buf ){return rm_buffers.Add(buf);}
SamplerID Add(Sampler * s ){return rm_samplers.Add(s);}
TextureID Add(Texture * t ){return rm_textures.Add(t);}
RenderableID Add(Renderable * r ){return rm_renderables.Add(r);}
StaticMeshID Add(StaticMesh * sm ){return rm_static_mesh.Add(sm);}
@@ -159,14 +153,6 @@ public: //Material
Sampler * CreateSampler(VkSamplerCreateInfo *sci=nullptr);
Sampler * CreateSampler(Texture *);
public: //texture
Texture2D * LoadTexture2D(const OSString &,bool auto_mipmaps=false);
TextureCube * LoadTextureCube(const OSString &,bool auto_mipmaps=false);
Texture2DArray * CreateTexture2DArray(const AnsiString &name,const uint32_t width,const uint32_t height,const uint32_t layer,const VkFormat &fmt,bool auto_mipmaps=false);
bool LoadTexture2DToArray(Texture2DArray *,const uint32_t layer,const OSString &);
public: //Get
Material * GetMaterial (const MaterialID &id){return rm_material.Get(id);}
@@ -175,7 +161,6 @@ public: //Get
Primitive * GetPrimitive (const PrimitiveID &id){return rm_primitives.Get(id);}
DeviceBuffer * GetBuffer (const BufferID &id){return rm_buffers.Get(id);}
Sampler * GetSampler (const SamplerID &id){return rm_samplers.Get(id);}
Texture * GetTexture (const TextureID &id){return rm_textures.Get(id);}
Renderable * GetRenderable (const RenderableID &id){return rm_renderables.Get(id);}
StaticMesh * GetStaticMesh (const StaticMeshID &id){return rm_static_mesh.Get(id);}
@@ -188,7 +173,6 @@ public: //Release
void Release(Primitive * p ){rm_primitives.Release(p);}
void Release(DeviceBuffer * buf ){rm_buffers.Release(buf);}
void Release(Sampler * s ){rm_samplers.Release(s);}
void Release(Texture * t ){rm_textures.Release(t);}
void Release(Renderable * r ){rm_renderables.Release(r);}
void Release(StaticMesh * sm ){rm_static_mesh.Release(sm);}

View File

@@ -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>
@@ -7,109 +6,77 @@
#include<hgl/graph/VKSwapchain.h>
#include<hgl/graph/VKQueue.h>
#include<hgl/graph/VKPipeline.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKDescriptorBindingManage.h>
//#include<iostream>
VK_NAMESPACE_BEGIN
/**
* 渲染目标
*/
class RenderTarget
class RenderFramework;
using UBOViewportInfo=DeviceBufferMap<graph::ViewportInfo>;
class IRenderTarget
{
protected:
RenderFramework *render_framework;
DeviceQueue *queue;
RenderPass *render_pass;
Framebuffer *fbo;
VkExtent2D extent;
UBOViewportInfo *ubo_vp_info;
DescriptorBinding desc_binding;
public:
RenderFramework * GetRenderFramework ()const{return render_framework;}
GPUDevice * GetDevice ()const;
VkDevice GetVkDevice ()const;
DescriptorBinding * GetDescriptorBinding(){return &desc_binding;}
const VkExtent2D &GetExtent ()const{return extent;}
virtual uint32_t GetColorCount ()=0;
virtual bool hasDepth ()=0;
public:
void OnResize(const VkExtent2D &ext);
public:
IRenderTarget(RenderFramework *,const VkExtent2D &);
virtual ~IRenderTarget();
Semaphore *render_complete_semaphore =nullptr;
virtual Framebuffer * GetFramebuffer ()=0;
virtual RenderPass * GetRenderPass ()=0;
protected:
virtual Texture2D * GetColorTexture (const int index=0)=0;
virtual Texture2D * GetDepthTexture ()=0;
uint32_t color_count;
Texture2D **color_textures;
Texture2D *depth_texture;
public: // Command Buffer
protected:
virtual DeviceQueue * GetQueue ()=0;
virtual Semaphore * GetRenderCompleteSemaphore()=0;
friend class GPUDevice;
virtual RenderCmdBuffer * GetRenderCmdBuffer ()=0;
RenderTarget(DeviceQueue *,Semaphore *);
RenderTarget(DeviceQueue *,Semaphore *,RenderPass *_rp,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture);
virtual bool Submit (Semaphore *wait_sem)=0;
virtual bool Submit (){return Submit(nullptr);}
virtual bool WaitQueue ()=0;
virtual bool WaitFence ()=0;
virtual RenderCmdBuffer * BeginRender ()=0;
virtual void EndRender ()=0;
public:
virtual ~RenderTarget();
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;}
virtual void Bind (Material *mtl)
{
if(mtl)
desc_binding.Bind(mtl);
}
};//class IRenderTarget
virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
virtual Texture2D * GetDepthTexture (){return depth_texture;}
public: // command buffer
Semaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
virtual bool Submit (RenderCmdBuffer *,Semaphore *present_complete_semaphore=nullptr);
bool WaitQueue(){return queue->WaitQueue();}
bool WaitFence(){return queue->WaitFence();}
};//class RenderTarget
/**
* 交换链专用渲染目标
*/
class RTSwapchain:public RenderTarget
{
VkDevice device;
Swapchain *swapchain;
PresentInfo present_info;
Semaphore *present_complete_semaphore=nullptr;
uint32_t current_frame;
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;}
public:
const uint32_t GetCurrentFrameIndices ()const {return current_frame;}
Semaphore * GetPresentCompleteSemaphore () {return present_complete_semaphore;}
public:
/**
* 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 *);
};//class RTSwapchain:public RenderTarget
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE

View File

@@ -0,0 +1,38 @@
#pragma once
#include<hgl/graph/VK.h>
VK_NAMESPACE_BEGIN
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];
}
bool Submit(Semaphore *wait_sem);
RenderCmdBuffer *BeginRender(DescriptorBinding *);
void EndRender();
virtual void Clear();
};//struct RenderTargetData
VK_NAMESPACE_END

View File

@@ -0,0 +1,97 @@
#pragma once
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKRenderTargetData.h>
VK_NAMESPACE_BEGIN
/**
* 多帧渲染目标
*/
class MultiFrameRenderTarget:public IRenderTarget
{
protected:
uint32_t frame_number;
uint32_t current_frame;
RenderTargetData *rtd_list;
protected:
friend class RenderTargetManager;
MultiFrameRenderTarget(RenderFramework *rf,const uint32_t fn,RenderTargetData *rtl):IRenderTarget(rf,rtl[0].fbo->GetExtent())
{
frame_number=fn;
current_frame=0;
rtd_list=rtl;
}
public:
virtual ~MultiFrameRenderTarget() override
{
for(uint32_t i=0;i<frame_number;i++)
rtd_list[i].Clear();
delete[] rtd_list;
}
virtual bool NextFrame()
{
++current_frame;
if(current_frame>=frame_number)
current_frame=0;
return(true);
}
uint32_t GetCurrentFrameIndices ()const{return current_frame;}
uint32_t GetFrameCount ()const{return frame_number;}
public:
Framebuffer * GetFramebuffer ()override{return rtd_list[current_frame].fbo;}
RenderPass * GetRenderPass ()override{return rtd_list[current_frame].fbo->GetRenderPass();}
uint32_t GetColorCount ()override{return rtd_list[current_frame].color_count;}
Texture2D * GetColorTexture (const int index=0) override{return rtd_list[current_frame].GetColorTexture(index);}
Texture2D * GetDepthTexture () override{return rtd_list[current_frame].depth_texture;}
bool hasDepth ()override{return rtd_list[current_frame].depth_texture;}
public: // Command Buffer
DeviceQueue * GetQueue ()override{return rtd_list[current_frame].queue;}
Semaphore * GetRenderCompleteSemaphore ()override{return rtd_list[current_frame].render_complete_semaphore;}
RenderCmdBuffer * GetRenderCmdBuffer ()override{return rtd_list[current_frame].cmd_buf;}
Framebuffer * GetFramebuffer (const uint32_t index){return rtd_list[index].fbo;}
RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rtd_list[index].cmd_buf;}
virtual bool Submit (Semaphore *wait_sem)override{return rtd_list[current_frame].Submit(wait_sem);}
bool WaitQueue ()override{return rtd_list[current_frame].queue->WaitQueue();}
bool WaitFence ()override{return rtd_list[current_frame].queue->WaitFence();}
public:
virtual RenderCmdBuffer *BeginRender()override
{
//std::cout<<"Begin Render frame="<<current_frame<<std::endl;
return rtd_list[current_frame].BeginRender(GetDescriptorBinding());
}
virtual void EndRender() override
{
//std::cout<<"End Render frame="<<current_frame<<std::endl;
rtd_list[current_frame].EndRender();
}
};//class MultiFrameRenderTarget
VK_NAMESPACE_END

View File

@@ -0,0 +1,85 @@
#pragma once
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKRenderTargetData.h>
VK_NAMESPACE_BEGIN
/**
* 单帧渲染目标
*/
class RenderTarget:public IRenderTarget
{
RenderTargetData *data;
protected:
friend class SwapchainModule;
friend class RenderTargetManager;
RenderTarget(RenderFramework *rf,RenderTargetData *rtd):IRenderTarget(rf,rtd->fbo->GetExtent())
{
data=rtd;
data->cmd_buf->SetDescriptorBinding(GetDescriptorBinding());
}
public:
virtual ~RenderTarget() override
{
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;}
bool hasDepth ()override{return data->depth_texture;}
Texture2D * GetColorTexture (const int index=0) override{return data->GetColorTexture(index);}
Texture2D * GetDepthTexture () override{return data->depth_texture;}
public: // Command Buffer
DeviceQueue * GetQueue ()override{return data->queue;}
Semaphore * GetRenderCompleteSemaphore()override{return data->render_complete_semaphore;}
RenderCmdBuffer * GetRenderCmdBuffer ()override{return data->cmd_buf;}
virtual bool Submit (Semaphore *wait_sem)override
{
if(!data)
return(false);
return data->Submit(wait_sem);
}
bool WaitQueue ()override{return data->queue->WaitQueue();}
bool WaitFence ()override{return data->queue->WaitFence();}
public:
virtual RenderCmdBuffer *BeginRender()override
{
if(!data)
return(nullptr);
return data->BeginRender(GetDescriptorBinding());
}
virtual void EndRender() override
{
if(!data)
return;
data->EndRender();
}
};//class RenderTarget
VK_NAMESPACE_END

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@@ -0,0 +1,35 @@
#pragma once
#include<hgl/graph/VKRenderTargetMultiFrame.h>
VK_NAMESPACE_BEGIN
/**
* 交换链专用渲染目标
*/
class SwapchainRenderTarget:public MultiFrameRenderTarget
{
Swapchain *swapchain;
PresentInfo present_info;
Semaphore *present_complete_semaphore=nullptr;
private:
SwapchainRenderTarget(RenderFramework *rf,Swapchain *sc,Semaphore *pcs,RenderTargetData *rtdl);
friend class SwapchainModule;
friend class RenderTargetManager;
public:
~SwapchainRenderTarget() override;
public:
bool NextFrame ()override; ///<获取下一帧的索引
bool Submit ()override; ///<提交当前帧的渲染,交推送到前台
};//class SwapchainRenderTarget:public MultiFrameRenderTarget
VK_NAMESPACE_END

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 +1,41 @@
#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>
VK_NAMESPACE_BEGIN
struct SwapchainImage
{
Texture2D * color =nullptr;
Texture2D * depth =nullptr;
Framebuffer * fbo =nullptr;
RenderCmdBuffer * cmd_buf =nullptr;
public:
~SwapchainImage();
};//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 =VK_FORMAT_UNDEFINED;
uint32_t color_count =0;
uint32_t image_count =0;
Texture2D ** sc_color =nullptr;
Texture2D * sc_depth =nullptr;
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

@@ -11,15 +11,23 @@ VK_NAMESPACE_BEGIN
BitmapData *LoadBitmapFromFile(const OSString &filename);
using TextureID=int;
class TextureManager;
class Texture
{
protected:
TextureManager *manager;
TextureID texture_id;
VkDevice device;
TextureData *data;
public:
TextureManager * GetManager () {return manager;}
const TextureID GetID ()const noexcept {return texture_id;}
TextureData * GetData () {return data;}
VkDeviceMemory GetDeviceMemory () {return data?(data->memory?data->memory->operator VkDeviceMemory():VK_NULL_HANDLE):VK_NULL_HANDLE;}
@@ -40,9 +48,10 @@ public:
public:
Texture(VkDevice dev,TextureData *td)
Texture(TextureManager *tm,const TextureID &id,TextureData *td)
{
device=dev;
manager=tm;
texture_id=id;
data=td;
}
@@ -94,8 +103,8 @@ public:
class TextureCube:public Texture
{
public:
TextureCube(VkDevice dev,TextureData *td):Texture(dev,td){}
using Texture::Texture;
~TextureCube()=default;
static VkImageViewType GetImageViewType(){return VK_IMAGE_VIEW_TYPE_CUBE;}

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

@@ -0,0 +1,68 @@
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/type/TypeInfo.h>
VK_NAMESPACE_BEGIN
class TextureManager;
class RenderTargetManager;
class RenderPassManager;
class GraphModule
{
RenderFramework *render_framework;
public:
RenderFramework * GetRenderFramework ()const{return render_framework;} ///<取得渲染框架
GPUDevice * GetDevice (); ///<取得GPU设备
VkDevice GetVkDevice ()const; ///<取得VkDevice
const GPUPhysicalDevice * GetPhysicalDevice ()const; ///<取得物理设备
GPUDeviceAttribute *GetDeviceAttribute ()const; ///<取得设备属性
VkPipelineCache GetPipelineCache ()const; ///<取得PipelineCache
public:
virtual void OnResize(const VkExtent2D &){}; ///<窗口大小改变
public:
GraphModule(RenderFramework *rf){render_framework=rf;}
virtual ~GraphModule()=default;
virtual const size_t GetTypeHash()const noexcept=0;
virtual const AnsiString &GetName()const=0;
};//class GraphModule
template<typename T,typename BASE> class GraphModuleInherit:public BASE
{
AnsiString manager_name;
public:
const size_t GetTypeHash()const noexcept override
{
return typeid(T).hash_code();
}
const AnsiString &GetName()const override
{
return manager_name;
}
public:
GraphModuleInherit(RenderFramework *rf,const AnsiString &name):BASE(rf)
{
manager_name=name;
}
virtual ~GraphModuleInherit()=default;
};//class GraphModuleInherit
#define GRAPH_MODULE_CLASS(class_name) class class_name:public GraphModuleInherit<class_name,GraphModule>
#define GRAPH_MODULE_CONSTRUCT(class_name) class_name::class_name(RenderFramework *rf):GraphModuleInherit<class_name,GraphModule>(rf,#class_name)
VK_NAMESPACE_END

View File

@@ -0,0 +1,56 @@
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/type/Map.h>
VK_NAMESPACE_BEGIN
class GraphModuleManager
{
RenderFramework *render_framework;
protected:
List<GraphModule *> module_list;
Map<size_t,GraphModule *> module_map;
public:
GraphModuleManager(RenderFramework *rf){render_framework=rf;}
virtual ~GraphModuleManager();
public:
RenderFramework * GetRenderFramework ()const{return render_framework;} ///<取得渲染框架
GPUDevice * GetDevice ()const; ///<取得GPU设备
public:
GraphModule * Get(const size_t type_hash) {return GetObjectFromList(module_map,type_hash);} ///<取得指定类型的模块
template<typename T>
T * Get() {return((T *)Get(typeid(T).hash_code()));} ///<取得指定类型的模块
bool Contains(const size_t &type_hash)const {return module_map.ContainsKey(type_hash);} ///<确认是否包含指定类型的模块
template<typename T>
bool Contains()const{return Contains(typeid(T).hash_code());} ///<确认是否包含指定类型的模块
bool Registry(GraphModule *); ///<注册一个模块
bool Unregistry(GraphModule *); ///<注销一个模块
template<typename T>
T *GetOrCreate() ///<注册一个模块
{
if(Contains<T>())
return Get<T>();
T *result=new T(render_framework);
Registry(result);
return result;
}
};//class GraphModuleManager
VK_NAMESPACE_END

View File

@@ -0,0 +1,27 @@
#pragma once
#include<hgl/graph/module/GraphModule.h>
#include<hgl/type/Size2.h>
VK_NAMESPACE_BEGIN
/**
* 渲染模块基类
*/
class RenderModule:public GraphModule
{
public:
NO_COPY_NO_MOVE(RenderModule)
using GraphModule::GraphModule;
virtual ~RenderModule()=default;
virtual bool OnFrameRender(const double,RenderCmdBuffer *)=0; ///<帧绘制回调
};//class RenderModule
#define RENDER_MODULE_CLASS(class_name) class class_name:public GraphModuleInherit<class_name,RenderModule>
#define RENDER_MODULE_CONSTRUCT(class_name) class_name::class_name(GPUDevice *dev):GraphModuleInherit<class_name,RenderModule>(dev,#class_name)
VK_NAMESPACE_END

View File

@@ -1,28 +1,30 @@
#ifndef HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE
#define HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/graph/module/GraphModule.h>
#include<hgl/type/Map.h>
#include<hgl/util/hash/Hash.h>
VK_NAMESPACE_BEGIN
using RenderPassHASHCode=util::HashCodeSHA1LE;
class DeviceRenderPassManage
using RenderPassHASHCode=util::HashCode<128/8>;
inline util::Hash *CreateRenderPassHash()
{
VkDevice device;
VkPipelineCache pipeline_cache;
return util::CreateHash(util::HASH::xxH3_128);
}
GRAPH_MODULE_CLASS(RenderPassManager)
{
util::Hash *hash;
Map<RenderPassHASHCode,RenderPass *> RenderPassList;
private:
friend class GPUDevice;
RenderPassManager(RenderFramework *);
~RenderPassManager();
DeviceRenderPassManage(VkDevice,VkPipelineCache);
~DeviceRenderPassManage();
friend class GraphModuleManager;
private:
@@ -31,7 +33,9 @@ private:
const List<VkSubpassDependency> &dependency,
const RenderbufferInfo *);
public:
RenderPass * AcquireRenderPass( const RenderbufferInfo *,const uint subpass_count=2);
};//class DeviceRenderPassManage
};//class RenderPassManager
VK_NAMESPACE_END
#endif//HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE

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@@ -0,0 +1,33 @@
#pragma once
#include<hgl/graph/module/GraphModule.h>
VK_NAMESPACE_BEGIN
class TextureManager;
class RenderPassManager;
GRAPH_MODULE_CLASS(RenderTargetManager)
{
TextureManager *tex_manager;
RenderPassManager *rp_manager;
public:
RenderTargetManager(RenderFramework *,TextureManager *tm,RenderPassManager *rpm);
virtual ~RenderTargetManager()=default;
public: //FrameBuffer相关
Framebuffer *CreateFBO(RenderPass *rp,ImageView **color_list,const uint image_count,ImageView *depth);
// Framebuffer *CreateFBO(RenderPass *,List<ImageView *> &color,ImageView *depth);
Framebuffer *CreateFBO(RenderPass *,ImageView *color,ImageView *depth);
Framebuffer *CreateFBO(RenderPass *,ImageView *);
public:
RenderTarget *CreateRT( const FramebufferInfo *fbi,RenderPass *,const uint32_t fence_count=1);
RenderTarget *CreateRT( const FramebufferInfo *fbi,const uint32_t fence_count=1);
};//class RenderTargetManager
VK_NAMESPACE_END

View File

@@ -0,0 +1,46 @@
#pragma once
#include<hgl/graph/module/GraphModule.h>
VK_NAMESPACE_BEGIN
GRAPH_MODULE_CLASS(SwapchainModule)
{
TextureManager * tex_manager =nullptr;
RenderTargetManager * rt_manager =nullptr;
RenderPassManager * rp_manager =nullptr;
RenderPass * sc_render_pass =nullptr;
SwapchainRenderTarget * sc_render_target=nullptr;
protected:
bool CreateSwapchainFBO(Swapchain *);
Swapchain *CreateSwapchain();
bool CreateSwapchainRenderTarget();
public:
virtual void OnResize(const VkExtent2D &)override; ///<窗口大小改变
public:
SwapchainModule(RenderFramework *,TextureManager *tm,RenderTargetManager *rtm,RenderPassManager *rpm);
virtual ~SwapchainModule();
// RenderCmdBuffer *BeginRender();
//void EndRender();
public:
RenderPass * GetRenderPass ()const{return sc_render_pass;}
bool GetSwapchainSize(VkExtent2D *)const;
SwapchainRenderTarget * GetRenderTarget ()const{return sc_render_target;}
bool AcquireNextImage()const;
};//class SwapchainModule:public GraphModule
VK_NAMESPACE_END

View File

@@ -0,0 +1,126 @@
#pragma once
#include<hgl/graph/module/GraphModule.h>
#include<hgl/type/SortedSet.h>
#include<hgl/type/IDName.h>
#include<hgl/type/RectScope.h>
#include<hgl/type/object/ObjectBaseInfo.h>
#include<hgl/graph/ImageRegion.h>
#include<hgl/graph/VKTexture.h>
VK_NAMESPACE_BEGIN
GRAPH_MODULE_CLASS(TextureManager)
{
DeviceQueue *texture_queue=nullptr;
TextureCmdBuffer *texture_cmd_buf=nullptr;
private:
TextureID texture_serial=0;
const TextureID AcquireID(){return texture_serial++;} ///<取得一个新的纹理ID
private:
SortedSet<VkImage> image_set;
SortedSet<Texture *> texture_set; ///<纹理合集
Map<TextureID,Texture *> texture_by_id;
Map<OSString,Texture *> texture_by_filename;
const TextureID Add(Texture *);
const TextureID Add(Texture *,const OSString &);
public:
TextureManager(RenderFramework *rf);
virtual ~TextureManager();
const VkFormatProperties GetFormatProperties(const VkFormat)const;
public: //Buffer
DeviceBuffer *CreateTransferSourceBuffer(const VkDeviceSize,const void *data_ptr=nullptr);
private: //Image
VkImage CreateImage (VkImageCreateInfo *);
void DestroyImage (VkImage);
private: //texture
bool CopyBufferToImage (const CopyBufferToImageInfo *info,VkPipelineStageFlags destinationStage);
bool CopyBufferToImage (Texture *,DeviceBuffer *buf,const VkBufferImageCopy *,const int count,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags);//=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool CopyBufferToImage2D (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic_list,const int bic_count, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic_list, bic_count, 0,1,dstStage);}
bool CopyBufferToImage2D (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic, 1, 0,1,dstStage);}
bool CopyBufferToImageCube (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic_list,const int bic_count, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic_list, bic_count, 0,6,dstStage);}
bool CopyBufferToImageCube (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic, 1, 0,6,dstStage);}
bool CommitTexture2D (Texture2D *,DeviceBuffer *buf,VkPipelineStageFlags stage);
bool CommitTexture2DMipmaps (Texture2D *,DeviceBuffer *buf,const VkExtent3D &,uint32_t);
bool CommitTextureCube (TextureCube *,DeviceBuffer *buf,const uint32_t mipmaps_zero_bytes,VkPipelineStageFlags stage);
bool CommitTextureCubeMipmaps (TextureCube *,DeviceBuffer *buf,const VkExtent3D &,uint32_t);
bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
public: //Format
bool CheckFormatSupport(const VkFormat,const uint32_t bits,ImageTiling tiling=ImageTiling::Optimal)const;
bool CheckTextureFormatSupport(const VkFormat fmt,ImageTiling tiling=ImageTiling::Optimal)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT,tiling);}
bool CheckColorAttachmentFormatSupport(const VkFormat fmt)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT,ImageTiling::Optimal);}
bool CheckDepthStencilAttachFormatSupport(const VkFormat fmt)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT,ImageTiling::Optimal);}
public: //Create/Chagne
Texture2D *CreateTexture2D(TextureData *);
Texture2D *CreateTexture2D(TextureCreateInfo *ci);
Texture2DArray *CreateTexture2DArray(TextureData *);
Texture2DArray *CreateTexture2DArray(TextureCreateInfo *ci);
Texture2DArray *CreateTexture2DArray(const uint32_t w,const uint32_t h,const uint32 l,const VkFormat fmt,const bool mipmaps);
TextureCube *CreateTextureCube(TextureData *);
TextureCube *CreateTextureCube(TextureCreateInfo *ci);
void Clear(TextureCreateInfo *);
bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const List<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2D(Texture2D *,const void *data,const VkDeviceSize size, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const List<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2DArray(Texture2DArray *,const void *data,const VkDeviceSize size,const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
public:
void Release(Texture *);
void Destory(Texture *tex)
{
if(!tex)return;
Release(tex);
delete tex;
}
public: // Load
Texture2D * LoadTexture2D(const OSString &,bool auto_mipmaps=false);
TextureCube * LoadTextureCube(const OSString &,bool auto_mipmaps=false);
Texture2DArray * CreateTexture2DArray(const AnsiString &name,const uint32_t width,const uint32_t height,const uint32_t layer,const VkFormat &fmt,bool auto_mipmaps=false);
bool LoadTexture2DToArray(Texture2DArray *,const uint32_t layer,const OSString &);
public: //TileData
TileData *CreateTileData(const VkFormat video_format,const uint width,const uint height,const uint count); ///<创建一个Tile数据集
};//class TextureManager
VK_NAMESPACE_END

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View File

@@ -1,7 +1,7 @@
#pragma once
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
#include<hgl/graph/mtl/ShaderBufferSource.h>
#include<hgl/math/Vector.h>
STD_MTL_NAMESPACE_BEGIN
namespace blinnphong

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

@@ -1,18 +0,0 @@
#ifndef HGL_GRAPH_MTL_SHADER_BUFFER_INCLUDE
#define HGL_GRAPH_MTL_SHADER_BUFFER_INCLUDE
#include<hgl/type/DataType.h>
namespace hgl
{
namespace graph
{
struct ShaderBufferSource
{
const char *struct_name;
const char *name;
const char *codes;
};
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_MTL_SHADER_BUFFER_INCLUDE

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@@ -0,0 +1,11 @@
#pragma once
namespace hgl::graph
{
struct ShaderBufferSource
{
const char *struct_name;
const char *name;
const char *codes;
};
}//namespace hgl::graph

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

@@ -2,58 +2,55 @@
#include<hgl/type/String.h>
#define STD_MTL_NAMESPACE_BEGIN namespace hgl{namespace graph{namespace mtl{
#define STD_MTL_NAMESPACE_END }}}
#define STD_MTL_NAMESPACE_BEGIN namespace hgl::graph::mtl{
#define STD_MTL_NAMESPACE_END }
#define STD_MTL_NAMESPACE hgl::graph::mtl
#define STD_MTL_NAMESPACE_USING using namespace STD_MTL_NAMESPACE;
#define STD_MTL_FUNC_NAMESPACE_BEGIN namespace hgl{namespace graph{namespace mtl{namespace func{
#define STD_MTL_FUNC_NAMESPACE_END }}}}
#define STD_MTL_FUNC_NAMESPACE_BEGIN namespace hgl::graph::mtl::func{
#define STD_MTL_FUNC_NAMESPACE_END }
#define STD_MTL_FUNC_NAMESPACE hgl::graph::mtl::func
#define STD_MTL_FUNC_NAMESPACE_USING using namespace STD_MTL_FUNC_NAMESPACE;
namespace hgl
namespace hgl::graph
{
namespace graph
class ShaderCreateInfoVertex;
class ShaderCreateInfoGeometry;
class ShaderCreateInfoFragment;
namespace mtl
{
class ShaderCreateInfoVertex;
class ShaderCreateInfoGeometry;
class ShaderCreateInfoFragment;
namespace mtl
namespace func
{
namespace func
{
}//namespace func
}//namespace func
class MaterialCreateInfo;
struct MaterialCreateConfig;
class MaterialCreateInfo;
struct MaterialCreateConfig;
class StdMaterial
{
protected:
class StdMaterial
{
protected:
MaterialCreateInfo *mci;
MaterialCreateInfo *mci;
protected:
protected:
virtual bool BeginCustomShader(){return true;/*some work before create shader*/};
virtual bool BeginCustomShader(){return true;/*some work before create shader*/};
virtual bool CustomVertexShader(ShaderCreateInfoVertex *)=0;
virtual bool CustomGeometryShader(ShaderCreateInfoGeometry *){return false;}
virtual bool CustomFragmentShader(ShaderCreateInfoFragment *)=0;
virtual bool CustomVertexShader(ShaderCreateInfoVertex *)=0;
virtual bool CustomGeometryShader(ShaderCreateInfoGeometry *){return false;}
virtual bool CustomFragmentShader(ShaderCreateInfoFragment *)=0;
virtual bool EndCustomShader(){return true;/*some work after create shader*/};
virtual bool EndCustomShader(){return true;/*some work after create shader*/};
public:
public:
StdMaterial(const MaterialCreateConfig *);
virtual ~StdMaterial()=default;
StdMaterial(const MaterialCreateConfig *);
virtual ~StdMaterial()=default;
virtual MaterialCreateInfo *Create();
};//class StdMaterial
}//namespace mtl
}//namespace graph
}//namespace hgl
virtual MaterialCreateInfo *Create();
};//class StdMaterial
}//namespace mtl
}//namespace hgl::graph

View File

@@ -1,7 +1,7 @@
#pragma once
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
#include<hgl/graph/mtl/ShaderBufferSource.h>
STD_MTL_NAMESPACE_BEGIN
constexpr const ShaderBufferSource SBS_ViewportInfo=

View File

@@ -1,24 +0,0 @@
#pragma once
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
STD_MTL_NAMESPACE_BEGIN
/**
* 所有UBO的基类它即向生成器提供代码也可以为渲染器提供数据
*/
class UniformBuffer
{
private:
ShaderBufferSource *sbs;
public:
virtual const AnsiString &GetStructName ()const{return sbs->struct_name;} ///<取得结构名称
virtual const AnsiString &GetDefaultValueName ()const{return sbs->name;} ///<取得默认变量名称
virtual const AnsiString &GetShaderCodes ()const{return sbs->codes;} ///<取得Shader代码
};//class UniformBuffer
STD_MTL_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

@@ -7,10 +7,10 @@
#include<hgl/shadergen/ShaderCreateInfoMap.h>
#include<hgl/graph/RenderTargetOutputConfig.h>
#include<hgl/graph/mtl/MaterialConfig.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
#include<hgl/graph/mtl/ShaderBufferSource.h>
#include<hgl/graph/VKSamplerType.h>
namespace hgl{namespace graph
namespace hgl::graph
{
struct GPUDeviceAttribute;
struct UBODescriptor;
@@ -92,5 +92,4 @@ namespace hgl{namespace graph
bool CreateShader();
};//class MaterialCreateInfo
}//namespace mtl
}//namespace graph
}//namespace hgl
}//namespace hgl::graph

View File

@@ -1,7 +1,7 @@
#pragma once
#include<hgl/graph/VKShaderDescriptorSet.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
#include<hgl/graph/mtl/ShaderBufferSource.h>
#include<hgl/type/Map.h>
namespace hgl{namespace graph{

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

@@ -1,6 +1,7 @@
add_subdirectory(Util)
add_subdirectory(ShaderGen)
add_subdirectory(SceneGraph)
add_subdirectory(Work)
#add_subdirectory(Tools)
add_subdirectory(GUI)
add_subdirectory(JoltPhysics/Build)
#add_subdirectory(GUI)
#add_subdirectory(JoltPhysics/Build)

View File

@@ -37,7 +37,7 @@ namespace hgl
bool ThemeForm::BeginRender()
{
if(!cmd_buf->Begin())return(false);
if(!cmd_buf->BindFramebuffer(render_target->GetRenderPass(),render_target->GetFramebuffer()))return(false);
if(!cmd_buf->BindRenderTarget(render_target->GetRenderPass(),render_target->GetFramebuffer()))return(false);
cmd_buf->SetClearColor(0,0,0,0,1.0f);

View File

@@ -31,7 +31,7 @@ SET(GEOMETRY_FILES ${SG_INCLUDE_PATH}/InlineGeometry.h
#${SG_INCLUDE_PATH}/Mesh.h
#${SG_INCLUDE_PATH}/Spline.h
InlineGeometry.cpp
#Mesh.cpp
#Mesh.cpp
)
SOURCE_GROUP("Geometry" FILES ${GEOMETRY_FILES})
@@ -41,28 +41,60 @@ SET(LIGHT_FILES ${SG_INCLUDE_PATH}/Light.h
source_group("Light" FILES ${LIGHT_FILES})
SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/SceneManager.h
${SG_INCLUDE_PATH}/SceneNodeAttributes.h
${SG_INCLUDE_PATH}/SceneNode.h
${SG_INCLUDE_PATH}/ShadowPolicy.h
${SG_INCLUDE_PATH}/RenderNode.h
${SG_INCLUDE_PATH}/SceneMatrix.h
${SG_INCLUDE_PATH}/SceneOrient.h
SET(SGM_HEADER_PATH ${SG_INCLUDE_PATH}/module)
SET(SGM_SOURCE_PATH module)
SET(GRAPH_MODULE_FILES ${SGM_HEADER_PATH}/GraphModule.h
${SGM_HEADER_PATH}/GraphModuleManager.h
${SGM_HEADER_PATH}/RenderPassManager.h
${SGM_HEADER_PATH}/TextureManager.h
${SGM_HEADER_PATH}/RenderTargetManager.h
${SGM_HEADER_PATH}/RenderModule.h
${SGM_HEADER_PATH}/SwapchainModule.h
${SGM_SOURCE_PATH}/GraphModule.cpp
${SGM_SOURCE_PATH}/GraphModuleManager.cpp
${SGM_SOURCE_PATH}/RenderPassManager.cpp
${SGM_SOURCE_PATH}/TextureManager.cpp
${SGM_SOURCE_PATH}/RenderTargetManager.cpp
${SGM_SOURCE_PATH}/SwapChainModule.cpp
)
source_group("Framework\\Module" FILES ${GRAPH_MODULE_FILES})
SET(GRAPH_FRAMEWORK_FILES ${SG_INCLUDE_PATH}/RenderFramework.h
RenderFramework.cpp)
source_group("Framework" FILES ${GRAPH_FRAMEWORK_FILES})
SET(SG_SCENE_SOURCE ${SG_INCLUDE_PATH}/SceneWorld.h
${SG_INCLUDE_PATH}/SceneNodeAttributes.h
${SG_INCLUDE_PATH}/SceneNode.h
${SG_INCLUDE_PATH}/SceneMatrix.h
${SG_INCLUDE_PATH}/SceneOrient.h
Scene/SceneNode.cpp
Scene/SceneOrient.cpp
Scene/SceneMatrix.cpp
Scene/SceneWorld.cpp
)
SET(SG_RENDER_SOURCE ${SG_INCLUDE_PATH}/RenderNode.h
${SG_INCLUDE_PATH}/RenderList.h
${SG_INCLUDE_PATH}/MaterialRenderList.h
${SG_INCLUDE_PATH}/MaterialRenderMap.h
# ${SG_INCLUDE_PATH}/ShadowPolicy.h
render/RenderList.cpp
render/MaterialRenderList.cpp
render/RenderAssignBuffer.h
render/RenderAssignBuffer.cpp
)
SET(SCENE_GRAPH_SOURCE RenderList.cpp
MaterialRenderList.cpp
RenderAssignBuffer.h
RenderAssignBuffer.cpp
SceneNode.cpp
SceneOrient.cpp
SceneMatrix.cpp
)
SOURCE_GROUP("Scene Graph\\Scene" FILES ${SG_SCENE_SOURCE})
SOURCE_GROUP("Scene Graph\\Render" FILES ${SG_RENDER_SOURCE})
SOURCE_GROUP("Scene Graph" FILES ${SCENE_GRAPH_HEADER} ${SCENE_GRAPH_SOURCE})
SET(SCENE_GRAPH_FILES ${SG_SCENE_SOURCE} ${SG_RENDER_SOURCE})
SET(STATIC_MESH_HEADER_FILES ${SG_INCLUDE_PATH}/StaticMesh.h
${SG_INCLUDE_PATH}/StaticMeshLODPolicy.h)
@@ -161,11 +193,7 @@ SET(VK_DEVICE_SOURCE Vulkan/VKDeviceMemory.cpp
Vulkan/VKDeviceImage.cpp
Vulkan/VKDeviceSampler.cpp
Vulkan/VKDeviceMaterial.cpp
Vulkan/VKDeviceFramebuffer.cpp
Vulkan/VKDeviceSwapchain.cpp
Vulkan/VKDeviceRenderPass.cpp
Vulkan/VKDeviceRenderPassManage.cpp
Vulkan/VKDeviceRenderTarget.cpp)
Vulkan/VKDeviceFramebuffer.cpp)
SET(VK_PHYSICAL_DEVICE_SOURCE ${SG_INCLUDE_PATH}/VKPhysicalDevice.h
Vulkan/VKPhysicalDevice.cpp
@@ -223,7 +251,6 @@ SET(VK_RENDER_CONTEXT_SOURCE ${SG_INCLUDE_PATH}/VKRenderContext.h
SET(VK_RENDER_PASS_SOURCE ${SG_INCLUDE_PATH}/VKFramebuffer.h
${SG_INCLUDE_PATH}/VKPipeline.h
${SG_INCLUDE_PATH}/VKRenderPass.h
${SG_INCLUDE_PATH}/VKRenderTarget.h
${SG_INCLUDE_PATH}/VKSwapchain.h
${SG_INCLUDE_PATH}/VKSemaphore.h
${SG_INCLUDE_PATH}/VKFence.h
@@ -235,13 +262,23 @@ SET(VK_RENDER_PASS_SOURCE ${SG_INCLUDE_PATH}/VKFramebuffer.h
Vulkan/VKPipelineCache.cpp
#Vulkan/VKSubpass.cpp
Vulkan/VKRenderPass.cpp
Vulkan/VKRenderTarget.cpp
Vulkan/VKSwapchainRenderTarget.cpp
Vulkan/VKSwapchain.cpp
)
SOURCE_GROUP("Vulkan\\Render Pass" FILES ${VK_RENDER_PASS_SOURCE})
SET(VK_RENDER_TARGET_SOURCE ${SG_INCLUDE_PATH}/VKRenderTarget.h
${SG_INCLUDE_PATH}/VKRenderTargetData.h
${SG_INCLUDE_PATH}/VKRenderTargetSingle.h
${SG_INCLUDE_PATH}/VKRenderTargetMultiFrame.h
${SG_INCLUDE_PATH}/VKRenderTargetSwapchain.h
Vulkan/VKRenderTarget.cpp
Vulkan/VKRenderTargetData.cpp
Vulkan/VKSwapchainRenderTarget.cpp
)
SOURCE_GROUP("Vulkan\\Render Target" FILES ${VK_RENDER_TARGET_SOURCE})
SOURCE_GROUP("Vulkan\\Render Context" FILES ${VK_RENDER_CONTEXT_SOURCE})
SET(VK_CMD_BUFFER_SOURCE ${SG_INCLUDE_PATH}/VKCommandBuffer.h
@@ -272,17 +309,29 @@ ENDIF(WIN32)
IF(UNIX)
IF(ANDROID)
SET(VULKAN_SURFACE_SOURCE Vulkan/Platform/AndroidVulkan.cpp)
SET(VULKAN_SURFACE_SOURCE Vulkan/platform/AndroidVulkan.cpp)
ELSE()
IF(APPLE)
IF(APPLE)
if(CMAKE_SYSTEM_NAME STREQUAL "iOS" OR CMAKE_OSX_SYSROOT MATCHES ".*iPhone.*")
message(STATUS "Targeting iOS")
set(VULKAN_SURFACE_SOURCE Vulkan/platform/iOSVulkan.cpp)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin" OR CMAKE_OSX_SYSROOT MATCHES ".*MacOSX.*")
message(STATUS "Targeting macOS")
set(VULKAN_SURFACE_SOURCE Vulkan/platform/MacVulkan.cpp)
else()
message(FATAL_ERROR "Unknown Apple platform")
endif()
ELSE()
SET(VULKAN_SURFACE_SOURCE Vulkan/Platform/XCBVulkan.cpp)
find_package(PkgConfig REQUIRED)
pkg_check_modules(WAYLAND_CLIENT wayland-client)
if(WAYLAND_CLIENT_FOUND)
message(STATUS "Targeting Wayland")
set(VULKAN_SURFACE_SOURCE Vulkan/platform/WaylandVulkan.cpp)
else()
message(STATUS "Targeting XCB")
set(VULKAN_SURFACE_SOURCE Vulkan/platform/XCBVulkan.cpp)
endif()
ENDIF()
ENDIF()
ENDIF(UNIX)
@@ -304,17 +353,20 @@ SET(VULKAN_RENDER_SOURCE ${VK_RR_SOURCE}
${VK_TEXTURE_SOURCE}
${VK_MATERIAL_SOURCE}
${VK_RENDER_PASS_SOURCE}
${VK_RENDER_TARGET_SOURCE}
#${VK_RENDER_CONTEXT_SOURCE}
${VK_CMD_BUFFER_SOURCE}
${VK_RENDERABLE_SOURCE}
${VK_RENDER_DEVICE_SOURCE})
add_cm_library(ULRE.SceneGraph "ULRE" ${SCENE_GRAPH_HEADER}
${SCENE_GRAPH_SOURCE}
add_cm_library(ULRE.SceneGraph "ULRE" ${SCENE_GRAPH_FILES}
${SG_PRIMITIVE_SOURCE}
${GEOMETRY_FILES}
${LIGHT_FILES}
${GRAPH_MODULE_FILES}
${GRAPH_FRAMEWORK_FILES}
${SG_TEXTURE_SOURCE}
${TILE_SOURCE}
${SG_VDM_SOURCE}

View File

@@ -0,0 +1,132 @@
#include<hgl/graph/RenderFramework.h>
#include<hgl/graph/VKInstance.h>
#include<hgl/graph/VKDeviceCreater.h>
#include<hgl/graph/module/RenderPassManager.h>
#include<hgl/graph/module/TextureManager.h>
#include<hgl/graph/module/RenderTargetManager.h>
#include<hgl/graph/module/SwapchainModule.h>
#include<hgl/graph/module/RenderModule.h>
#include<hgl/graph/VKRenderResource.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/log/Logger.h>
#include<hgl/Time.h>
VK_NAMESPACE_BEGIN
bool InitShaderCompiler();
void CloseShaderCompiler();
namespace
{
static int RENDER_FRAMEWORK_COUNT=0;
hgl::graph::VulkanInstance *CreateVulkanInstance(const AnsiString &app_name)
{
CreateInstanceLayerInfo cili;
hgl_zero(cili);
cili.lunarg.standard_validation = true;
cili.khronos.validation = true;
InitVulkanInstanceProperties();
return CreateInstance(app_name,nullptr,&cili);
}
}//namespace
RenderFramework::RenderFramework(const OSString &an)
{
app_name=an;
}
RenderFramework::~RenderFramework()
{
SAFE_CLEAR(render_resource)
SAFE_CLEAR(module_manager)
--RENDER_FRAMEWORK_COUNT;
if(RENDER_FRAMEWORK_COUNT==0)
{
CloseShaderCompiler();
}
}
bool RenderFramework::Init(uint w,uint h)
{
if(RENDER_FRAMEWORK_COUNT==0)
{
if(!InitShaderCompiler())
return(false);
logger::InitLogger(app_name);
InitNativeWindowSystem();
}
++RENDER_FRAMEWORK_COUNT;
win=CreateRenderWindow(app_name);
if(!win)
return(false);
if(!win->Create(w,h))
{
delete win;
win=nullptr;
return(false);
}
inst=CreateVulkanInstance(ToAnsiString(app_name));
if(!inst)
return(false);
VulkanHardwareRequirement vh_req;
device=CreateRenderDevice(inst,win,&vh_req);
if(!device)
return(false);
win->Join(this);
module_manager=new GraphModuleManager(this);
rp_manager=module_manager->GetOrCreate<RenderPassManager>();
if(!rp_manager)
return(false);
tex_manager=module_manager->GetOrCreate<TextureManager>();
if(!tex_manager)
return(false);
rt_manager=new RenderTargetManager(this,tex_manager,rp_manager);
module_manager->Registry(rt_manager);
sc_module=new SwapchainModule(this,tex_manager,rt_manager,rp_manager);
module_manager->Registry(sc_module);
render_resource=new RenderResource(device);
return(true);
}
void RenderFramework::OnResize(uint w,uint h)
{
VkExtent2D ext(w,h);
sc_module->OnResize(ext); //其实swapchain_module并不需要传递尺寸数据过去
}
void RenderFramework::OnActive(bool)
{
}
void RenderFramework::OnClose()
{
}
VK_NAMESPACE_END

View File

@@ -2,14 +2,15 @@
#include<hgl/log/LogInfo.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKBuffer.h>
#include<hgl/graph/module/TextureManager.h>
namespace hgl
{
namespace graph
{
TileData::TileData(GPUDevice *dev,Texture2D *tt,const uint tw,const uint th)
TileData::TileData(TextureManager *tm,Texture2D *tt,const uint tw,const uint th)
{
device=dev;
tex_manager=tm;
tile_texture=tt;
@@ -52,7 +53,7 @@ namespace hgl
tile_bytes=GetImageBytes(tile_texture->GetFormat(),tile_width*tile_height);
tile_buffer=device->CreateBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT,tile_bytes*tile_max_count,nullptr);
tile_buffer=tex_manager->CreateTransferSourceBuffer(tile_bytes*tile_max_count);
commit_ptr=nullptr;
}
@@ -79,7 +80,7 @@ namespace hgl
tile_buffer->Unmap();
commit_ptr=nullptr;
if(!device->ChangeTexture2D(tile_texture,tile_buffer,commit_list))
if(!tex_manager->ChangeTexture2D(tile_texture,tile_buffer,commit_list))
return -2;
const int result=commit_list.GetCount();

View File

@@ -1,11 +1,11 @@
#include<hgl/graph/VKDebugUtils.h>
#include<hgl/graph/VKDebugUtils.h>
VK_NAMESPACE_BEGIN
DebugUtils *CreateDebugUtils(VkDevice device)
{
DebugUtilsFunction duf;
#define DUF_GETFUNC(n,N) duf.n=(PFN_vk##N##EXT)vkGetDeviceProcAddr(device,"vk"#N"EXT");if(!duf.##n)return(nullptr);
#define DUF_GETFUNC(n,N) duf.n=(PFN_vk##N##EXT)vkGetDeviceProcAddr(device,"vk"#N"EXT");if(!duf.n)return(nullptr);
DUF_GETFUNC(SetName, SetDebugUtilsObjectName );
DUF_GETFUNC(SetTag, SetDebugUtilsObjectTag );

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;
@@ -372,10 +401,14 @@ namespace
void OutputPhysicalDeviceCaps(const GPUPhysicalDevice *pd)
{
DebugOut(pd->GetProperties());
const VkPhysicalDeviceProperties &pdp=pd->GetProperties();
DebugOut(pdp);
DebugOut(pd->GetFeatures10());
DebugOut(pd->GetFeatures11());
DebugOut(pd->GetFeatures12());
DebugOut(pd->GetFeatures13());
if(pdp.apiVersion>=VK_MAKE_VERSION(1,1,0))DebugOut(pd->GetFeatures11());
if(pdp.apiVersion>=VK_MAKE_VERSION(1,2,0))DebugOut(pd->GetFeatures12());
if(pdp.apiVersion>=VK_MAKE_VERSION(1,3,0))DebugOut(pd->GetFeatures13());
if(pdp.apiVersion>=VK_MAKE_VERSION(1,4,0))DebugOut(pd->GetFeatures14());
}
VK_NAMESPACE_END

View File

@@ -1,12 +1,21 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/module/TextureManager.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKBuffer.h>
#include"CopyBufferToImage.h"
VK_NAMESPACE_BEGIN
bool GPUDevice::CheckFormatSupport(const VkFormat format,const uint32_t bits,ImageTiling tiling) const
DeviceBuffer *TextureManager::CreateTransferSourceBuffer(const VkDeviceSize size,const void *data)
{
const VkFormatProperties fp=attr->physical_device->GetFormatProperties(format);
if(size<=0)
return(nullptr);
return GetDevice()->CreateBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT,size,data);
}
bool TextureManager::CheckFormatSupport(const VkFormat format,const uint32_t bits,ImageTiling tiling) const
{
const VkFormatProperties fp=GetFormatProperties(format);
if(tiling==ImageTiling::Optimal)
return(fp.optimalTilingFeatures&bits);
@@ -14,18 +23,7 @@ bool GPUDevice::CheckFormatSupport(const VkFormat format,const uint32_t bits,Ima
return(fp.linearTilingFeatures&bits);
}
void GPUDevice::Clear(TextureCreateInfo *tci)
{
if(!tci)return;
if(tci->image)DestroyImage(tci->image);
if(tci->image_view)delete tci->image_view;
if(tci->memory)delete tci->memory;
delete tci;
}
bool GPUDevice::CopyBufferToImage(const CopyBufferToImageInfo *info,VkPipelineStageFlags destinationStage)
bool TextureManager::CopyBufferToImage(const CopyBufferToImageInfo *info,VkPipelineStageFlags destinationStage)
{
if(!info)
return(false);
@@ -75,7 +73,7 @@ bool GPUDevice::CopyBufferToImage(const CopyBufferToImageInfo *info,VkPipelineSt
return(true);
}
bool GPUDevice::CopyBufferToImage(Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *buffer_image_copy,const int count,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags destinationStage)
bool TextureManager::CopyBufferToImage(Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *buffer_image_copy,const int count,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags destinationStage)
{
if(!tex||!buf)
return(false);
@@ -97,7 +95,7 @@ bool GPUDevice::CopyBufferToImage(Texture *tex,DeviceBuffer *buf,const VkBufferI
return CopyBufferToImage(&info,destinationStage);
}
bool GPUDevice::SubmitTexture(const VkCommandBuffer *cmd_bufs,const uint32_t count)
bool TextureManager::SubmitTexture(const VkCommandBuffer *cmd_bufs,const uint32_t count)
{
if(!cmd_bufs||count<=0)
return(false);

View File

@@ -1,21 +1,37 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/module/TextureManager.h>
#include<hgl/graph/VKImageCreateInfo.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKBuffer.h>
#include<hgl/graph/VKTexture.h>
#include<hgl/graph/VKDevice.h>
#include"CopyBufferToImage.h"
VK_NAMESPACE_BEGIN
void GenerateMipmaps(TextureCmdBuffer *texture_cmd_buf,VkImage image,VkImageAspectFlags aspect_mask,VkExtent3D extent,const uint32_t mipLevels,const uint32_t layer_count);
Texture2D *GPUDevice::CreateTexture2D(TextureData *tex_data)
Texture2D *TextureManager::CreateTexture2D(TextureData *tex_data)
{
if(!tex_data)
return(nullptr);
Texture2D *tex=new Texture2D(this,AcquireID(),tex_data);
return(new Texture2D(attr->device,tex_data));
Add(tex);
return tex;
}
Texture2D *GPUDevice::CreateTexture2D(TextureCreateInfo *tci)
void TextureManager::Clear(TextureCreateInfo *tci)
{
if(!tci)return;
if(tci->image)DestroyImage(tci->image);
if(tci->image_view)delete tci->image_view;
if(tci->memory)delete tci->memory;
delete tci;
}
Texture2D *TextureManager::CreateTexture2D(TextureCreateInfo *tci)
{
if(!tci)return(nullptr);
@@ -39,11 +55,11 @@ Texture2D *GPUDevice::CreateTexture2D(TextureCreateInfo *tci)
return(nullptr);
}
tci->memory=CreateMemory(tci->image);
tci->memory=GetDevice()->CreateMemory(tci->image);
}
if(!tci->image_view)
tci->image_view=CreateImageView2D(attr->device,tci->format,tci->extent,tci->target_mipmaps,tci->aspect,tci->image);
tci->image_view=CreateImageView2D(GetVkDevice(),tci->format,tci->extent,tci->target_mipmaps,tci->aspect,tci->image);
TextureData *tex_data=new TextureData(tci);
@@ -56,7 +72,7 @@ Texture2D *GPUDevice::CreateTexture2D(TextureCreateInfo *tci)
}
if((!tci->buffer)&&tci->pixels&&tci->total_bytes>0)
tci->buffer=CreateBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT,tci->total_bytes,tci->pixels);
tci->buffer=CreateTransferSourceBuffer(tci->total_bytes,tci->pixels);
if(tci->buffer)
{
@@ -89,7 +105,7 @@ Texture2D *GPUDevice::CreateTexture2D(TextureCreateInfo *tci)
return tex;
}
bool GPUDevice::CommitTexture2D(Texture2D *tex,DeviceBuffer *buf,VkPipelineStageFlags destinationStage)
bool TextureManager::CommitTexture2D(Texture2D *tex,DeviceBuffer *buf,VkPipelineStageFlags destinationStage)
{
if(!tex||!buf)return(false);
@@ -98,7 +114,7 @@ bool GPUDevice::CommitTexture2D(Texture2D *tex,DeviceBuffer *buf,VkPipelineStage
return CopyBufferToImage2D(tex,buf,&buffer_image_copy,destinationStage);
}
bool GPUDevice::CommitTexture2DMipmaps(Texture2D *tex,DeviceBuffer *buf,const VkExtent3D &extent,uint32_t total_bytes)
bool TextureManager::CommitTexture2DMipmaps(Texture2D *tex,DeviceBuffer *buf,const VkExtent3D &extent,uint32_t total_bytes)
{
if(!tex||!buf
||extent.width*extent.height<=0)
@@ -144,7 +160,7 @@ bool GPUDevice::CommitTexture2DMipmaps(Texture2D *tex,DeviceBuffer *buf,const Vk
return CopyBufferToImage2D(tex,buf,buffer_image_copy,miplevel,VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
bool GPUDevice::ChangeTexture2D(Texture2D *tex,DeviceBuffer *buf,const List<Image2DRegion> &ir_list,VkPipelineStageFlags destinationStage)
bool TextureManager::ChangeTexture2D(Texture2D *tex,DeviceBuffer *buf,const List<Image2DRegion> &ir_list,VkPipelineStageFlags destinationStage)
{
if(!tex||!buf||ir_list.GetCount()<=0)
return(false);
@@ -184,7 +200,7 @@ bool GPUDevice::ChangeTexture2D(Texture2D *tex,DeviceBuffer *buf,const List<Imag
return result;
}
bool GPUDevice::ChangeTexture2D(Texture2D *tex,DeviceBuffer *buf,const RectScope2ui &scope,VkPipelineStageFlags destinationStage)
bool TextureManager::ChangeTexture2D(Texture2D *tex,DeviceBuffer *buf,const RectScope2ui &scope,VkPipelineStageFlags destinationStage)
{
if(!tex||!buf
||scope.GetWidth()<=0
@@ -202,7 +218,7 @@ bool GPUDevice::ChangeTexture2D(Texture2D *tex,DeviceBuffer *buf,const RectScope
return result;
}
bool GPUDevice::ChangeTexture2D(Texture2D *tex,void *data,const uint32_t size,const RectScope2ui &scope,VkPipelineStageFlags destinationStage)
bool TextureManager::ChangeTexture2D(Texture2D *tex,const void *data,const VkDeviceSize size,const RectScope2ui &scope,VkPipelineStageFlags destinationStage)
{
if(!tex||!data
||size<=0
@@ -211,8 +227,8 @@ bool GPUDevice::ChangeTexture2D(Texture2D *tex,void *data,const uint32_t size,co
||scope.GetRight()>tex->GetWidth()
||scope.GetBottom()>tex->GetHeight())
return(false);
DeviceBuffer *buf=CreateBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT,size,data);
DeviceBuffer *buf=CreateTransferSourceBuffer(size,data);
bool result=ChangeTexture2D(tex,buf,scope,destinationStage);

View File

@@ -1,21 +1,26 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/module/TextureManager.h>
#include<hgl/graph/VKImageCreateInfo.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKBuffer.h>
#include<hgl/graph/VKTexture.h>
#include<hgl/graph/VKDevice.h>
#include"CopyBufferToImage.h"
VK_NAMESPACE_BEGIN
void GenerateMipmaps(TextureCmdBuffer *texture_cmd_buf,VkImage image,VkImageAspectFlags aspect_mask,VkExtent3D extent,const uint32_t mipLevels,const uint32_t layer_count);
Texture2DArray *GPUDevice::CreateTexture2DArray(TextureData *tex_data)
Texture2DArray *TextureManager::CreateTexture2DArray(TextureData *tex_data)
{
if(!tex_data)
return(nullptr);
return(new Texture2DArray(attr->device,tex_data));
Texture2DArray *tex=new Texture2DArray(this,AcquireID(),tex_data);
Add(tex);
return tex;
}
Texture2DArray *GPUDevice::CreateTexture2DArray(TextureCreateInfo *tci)
Texture2DArray *TextureManager::CreateTexture2DArray(TextureCreateInfo *tci)
{
if(!tci)return(nullptr);
@@ -38,12 +43,12 @@ Texture2DArray *GPUDevice::CreateTexture2DArray(TextureCreateInfo *tci)
Clear(tci);
return(nullptr);
}
tci->memory=CreateMemory(tci->image);
tci->memory=GetDevice()->CreateMemory(tci->image);
}
if(!tci->image_view)
tci->image_view=CreateImageView2DArray(attr->device,tci->format,tci->extent,tci->target_mipmaps,tci->aspect,tci->image);
tci->image_view=CreateImageView2DArray(GetVkDevice(),tci->format,tci->extent,tci->target_mipmaps,tci->aspect,tci->image);
TextureData *tex_data=new TextureData(tci);
@@ -91,7 +96,7 @@ Texture2DArray *GPUDevice::CreateTexture2DArray(TextureCreateInfo *tci)
return tex;
}
Texture2DArray *GPUDevice::CreateTexture2DArray(const uint32_t w,const uint32_t h,const uint32 l,const VkFormat fmt,const bool mipmaps)
Texture2DArray *TextureManager::CreateTexture2DArray(const uint32_t w,const uint32_t h,const uint32 l,const VkFormat fmt,const bool mipmaps)
{
if(w*h*l<=0)
return(nullptr);
@@ -204,7 +209,7 @@ Texture2DArray *GPUDevice::CreateTexture2DArray(const uint32_t w,const uint32_t
// return result;
//}
bool GPUDevice::ChangeTexture2DArray(Texture2DArray *tex,DeviceBuffer *buf,const RectScope2ui &scope,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags destinationStage)
bool TextureManager::ChangeTexture2DArray(Texture2DArray *tex,DeviceBuffer *buf,const RectScope2ui &scope,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags destinationStage)
{
if(!tex||!buf
||base_layer<0
@@ -224,7 +229,7 @@ bool GPUDevice::ChangeTexture2DArray(Texture2DArray *tex,DeviceBuffer *buf,const
return result;
}
bool GPUDevice::ChangeTexture2DArray(Texture2DArray *tex,void *data,const uint32_t size,const RectScope2ui &scope,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags destinationStage)
bool TextureManager::ChangeTexture2DArray(Texture2DArray *tex,const void *data,const VkDeviceSize size,const RectScope2ui &scope,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags destinationStage)
{
if(!tex||!data
||size<=0
@@ -235,8 +240,8 @@ bool GPUDevice::ChangeTexture2DArray(Texture2DArray *tex,void *data,const uint32
||scope.GetRight()>tex->GetWidth()
||scope.GetBottom()>tex->GetHeight())
return(false);
DeviceBuffer *buf=CreateBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT,size,data);
DeviceBuffer *buf=CreateTransferSourceBuffer(size,data);
bool result=ChangeTexture2DArray(tex,buf,scope,base_layer,layer_count,destinationStage);

View File

@@ -1,20 +1,25 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/module/TextureManager.h>
#include<hgl/graph/VKImageCreateInfo.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKBuffer.h>
#include<hgl/graph/VKDevice.h>
#include"BufferImageCopy2D.h"
VK_NAMESPACE_BEGIN
void GenerateMipmaps(TextureCmdBuffer *texture_cmd_buf,VkImage image,VkImageAspectFlags aspect_mask,VkExtent3D extent,const uint32_t mipLevels,const uint32_t layer_count);
TextureCube *GPUDevice::CreateTextureCube(TextureData *tex_data)
TextureCube *TextureManager::CreateTextureCube(TextureData *tex_data)
{
if(!tex_data)
return(nullptr);
return(new TextureCube(attr->device,tex_data));
TextureCube *tex=new TextureCube(this,AcquireID(),tex_data);
Add(tex);
return tex;
}
TextureCube *GPUDevice::CreateTextureCube(TextureCreateInfo *tci)
TextureCube *TextureManager::CreateTextureCube(TextureCreateInfo *tci)
{
if(!tci)return(nullptr);
@@ -33,12 +38,12 @@ TextureCube *GPUDevice::CreateTextureCube(TextureCreateInfo *tci)
Clear(tci);
return(nullptr);
}
tci->memory=CreateMemory(tci->image);
tci->memory=GetDevice()->CreateMemory(tci->image);
}
if(!tci->image_view)
tci->image_view=CreateImageViewCube(attr->device,tci->format,tci->extent,tci->target_mipmaps,tci->aspect,tci->image);
tci->image_view=CreateImageViewCube(GetVkDevice(),tci->format,tci->extent,tci->target_mipmaps,tci->aspect,tci->image);
TextureData *tex_data=new TextureData(tci);
@@ -51,24 +56,24 @@ TextureCube *GPUDevice::CreateTextureCube(TextureCreateInfo *tci)
}
if((!tci->buffer)&&tci->pixels&&tci->total_bytes>0)
tci->buffer=CreateBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT,tci->total_bytes,tci->pixels);
tci->buffer=CreateTransferSourceBuffer(tci->total_bytes,tci->pixels);
if(tci->buffer)
{
texture_cmd_buf->Begin();
if(tci->target_mipmaps==tci->origin_mipmaps)
{
if(tci->target_mipmaps<=1) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mipmaps<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><EFBFBD>Ҫmipmaps
if(tci->target_mipmaps<=1) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mipmaps<70><73><EFBFBD><EFBFBD>Ҳ<EFBFBD><D2B2>Ҫmipmaps
{
CommitTextureCube(tex,tci->buffer,tci->mipmap_zero_total_bytes,VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
else //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mipmaps<70><73><EFBFBD><EFBFBD>
else //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mipmaps<70><73><EFBFBD><EFBFBD>
{
CommitTextureCubeMipmaps(tex,tci->buffer,tci->extent,tci->mipmap_zero_total_bytes);
}
}
else
if(tci->origin_mipmaps<=1) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mipmaps<EFBFBD><EFBFBD><EFBFBD><EFBFBD>,<2C><><EFBFBD><EFBFBD>Ҫmipmaps
if(tci->origin_mipmaps<=1) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mipmaps<70><73><EFBFBD><EFBFBD>,<2C><><EFBFBD><EFBFBD>Ҫmipmaps
{
CommitTextureCube(tex,tci->buffer,tci->mipmap_zero_total_bytes,VK_PIPELINE_STAGE_TRANSFER_BIT);
GenerateMipmaps(texture_cmd_buf,tex->GetImage(),tex->GetAspect(),tci->extent,tex_data->miplevel,6);
@@ -84,7 +89,7 @@ TextureCube *GPUDevice::CreateTextureCube(TextureCreateInfo *tci)
return tex;
}
bool GPUDevice::CommitTextureCube(TextureCube *tex,DeviceBuffer *buf,const uint32_t mipmaps_zero_bytes,VkPipelineStageFlags destinationStage)
bool TextureManager::CommitTextureCube(TextureCube *tex,DeviceBuffer *buf,const uint32_t mipmaps_zero_bytes,VkPipelineStageFlags destinationStage)
{
if(!tex||!buf||!mipmaps_zero_bytes)return(false);
@@ -93,7 +98,7 @@ bool GPUDevice::CommitTextureCube(TextureCube *tex,DeviceBuffer *buf,const uint3
return CopyBufferToImageCube(tex,buf,&buffer_image_copy,destinationStage);
}
bool GPUDevice::CommitTextureCubeMipmaps(TextureCube *tex,DeviceBuffer *buf,const VkExtent3D &extent,uint32_t total_bytes)
bool TextureManager::CommitTextureCubeMipmaps(TextureCube *tex,DeviceBuffer *buf,const VkExtent3D &extent,uint32_t total_bytes)
{
if(!tex||!buf
||extent.width*extent.height<=0)

View File

@@ -1,6 +1,8 @@
#include"VKTextureLoader.h"
#include<hgl/io/FileInputStream.h>
#include<hgl/log/LogInfo.h>
#include<hgl/graph/VKTexture.h>
#include<hgl/graph/module/TextureManager.h>
VK_NAMESPACE_BEGIN
//template<> void VkTextureLoader<Texture2DArray,Texture2DArrayLoader>::OnExtent(VkExtent3D &extent)
@@ -15,10 +17,13 @@ VK_NAMESPACE_BEGIN
// return device->CreateTexture2DArray(tci);
//}
bool LoadTexture2DLayerFromFile(GPUDevice *device,Texture2DArray *ta,const uint32_t layer,const OSString &filename,bool auto_mipmaps)
bool LoadTexture2DLayerFromFile(TextureManager *tm,Texture2DArray *ta,const uint32_t layer,const OSString &filename,bool auto_mipmaps)
{
if(!tm||filename.IsEmpty())
return(false);
//注依然是Texture2D则非Texture2DArray。因为这里LOAD的是2D纹理并不是2DArray纹理
VkTextureLoader<Texture2D,Texture2DLoader> loader(device,auto_mipmaps);
VkTextureLoader<Texture2D,Texture2DLoader> loader(tm,auto_mipmaps);
if(!loader.Load(filename))
return(false);
@@ -33,6 +38,6 @@ bool LoadTexture2DLayerFromFile(GPUDevice *device,Texture2DArray *ta,const uint3
scope.Width=ta->GetWidth();
scope.Height=ta->GetHeight();
return device->ChangeTexture2DArray(ta,buf,scope,layer,1);
return tm->ChangeTexture2DArray(ta,buf,scope,layer,1);
}
VK_NAMESPACE_END

View File

@@ -12,12 +12,15 @@ template<> void VkTextureLoader<Texture2D,Texture2DLoader>::OnExtent(VkExtent3D
template<> Texture2D *VkTextureLoader<Texture2D,Texture2DLoader>::OnCreateTexture(TextureCreateInfo *tci)
{
return device->CreateTexture2D(tci);
return tex_manager->CreateTexture2D(tci);
}
Texture2D *CreateTexture2DFromFile(GPUDevice *device,const OSString &filename,bool auto_mipmaps)
Texture2D *CreateTexture2DFromFile(TextureManager *tm,const OSString &filename,bool auto_mipmaps)
{
VkTextureLoader<Texture2D,Texture2DLoader> loader(device,auto_mipmaps);
if(!tm||filename.IsEmpty())
return(nullptr);
VkTextureLoader<Texture2D,Texture2DLoader> loader(tm,auto_mipmaps);
if(!loader.Load(filename))
return(nullptr);

View File

@@ -12,12 +12,15 @@ template<> void VkTextureLoader<TextureCube,TextureCubeLoader>::OnExtent(VkExten
template<> TextureCube *VkTextureLoader<TextureCube,TextureCubeLoader>::OnCreateTexture(TextureCreateInfo *tci)
{
return device->CreateTextureCube(tci);
return tex_manager->CreateTextureCube(tci);
}
TextureCube *CreateTextureCubeFromFile(GPUDevice *device,const OSString &filename,bool auto_mipmaps)
TextureCube *CreateTextureCubeFromFile(TextureManager *tm,const OSString &filename,bool auto_mipmaps)
{
VkTextureLoader<TextureCube,TextureCubeLoader> loader(device,auto_mipmaps);
if(!tm||filename.IsEmpty())
return(nullptr);
VkTextureLoader<TextureCube,TextureCubeLoader> loader(tm,auto_mipmaps);
if(!loader.Load(filename))
return(nullptr);

View File

@@ -3,24 +3,25 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKBuffer.h>
#include<hgl/graph/TextureLoader.h>
#include<hgl/graph/module/TextureManager.h>
#include<hgl/graph/VKTextureCreateInfo.h>
VK_NAMESPACE_BEGIN
template<typename T,typename TL> class VkTextureLoader:public TL
{
protected:
GPUDevice *device;
TextureManager *tex_manager;
DeviceBuffer *buf;
T *tex;
bool auto_mipmaps;
public:
VkTextureLoader(GPUDevice *dev,const bool am)
VkTextureLoader(TextureManager *tm,const bool am)
{
device=dev;
tex_manager=tm;
buf=nullptr;
tex=nullptr;
auto_mipmaps=am;
@@ -38,8 +39,8 @@ public:
if(!CheckVulkanFormat(tex_format))
return(nullptr);
buf=device->CreateBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT,total_bytes);
buf=tex_manager->CreateTransferSourceBuffer(total_bytes);
if(!buf)
return(nullptr);
@@ -75,7 +76,7 @@ public:
if(auto_mipmaps&&tex_file_header.mipmaps<=1)
{
if(device->CheckFormatSupport(tex_format,VK_FORMAT_FEATURE_BLIT_DST_BIT))
if(tex_manager->CheckFormatSupport(tex_format,VK_FORMAT_FEATURE_BLIT_DST_BIT))
{
tci->usage|=VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
tci->SetAutoMipmaps();

View File

@@ -6,6 +6,8 @@ GPUCmdBuffer::GPUCmdBuffer(const GPUDeviceAttribute *attr,VkCommandBuffer cb)
{
dev_attr=attr;
cmd_buf=cb;
cmd_begin=false;
}
GPUCmdBuffer::~GPUCmdBuffer()
@@ -22,6 +24,7 @@ bool GPUCmdBuffer::Begin()
if(vkBeginCommandBuffer(cmd_buf, &cmd_buf_info)!=VK_SUCCESS)
return(false);
cmd_begin=true;
return(true);
}

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;
@@ -100,6 +91,9 @@ bool RenderCmdBuffer::BindDescriptorSets(Material *mtl)
{
if(!mtl)return(false);
if(desc_binding)
desc_binding->Bind(mtl);
{
uint32_t count=0;

View File

@@ -73,7 +73,7 @@ void DescriptorSet::Clear()
image_list.Clear();
wds_list.Clear();
binded_sets.Clear();
is_dirty=true;
is_dirty=false;
}
bool DescriptorSet::BindUBO(const int binding,const DeviceBuffer *buf,bool dynamic)
@@ -191,6 +191,6 @@ void DescriptorSet::Update()
if(wds_list.GetCount()>0)
vkUpdateDescriptorSets(device,wds_list.GetCount(),wds_list.GetData(),0,nullptr);
is_dirty=false;
Clear();
}
VK_NAMESPACE_END

View File

@@ -1,55 +1,18 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/type/Pair.h>
#include<hgl/graph/VKSemaphore.h>
#include<hgl/graph/VKTexture.h>
#include<hgl/graph/VKImageView.h>
#include<hgl/graph/VKPipeline.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKRenderPass.h>
#include<hgl/graph/VKFramebuffer.h>
#include<hgl/graph/VKDescriptorSet.h>
#include<hgl/graph/VKDeviceRenderPassManage.h>
VK_NAMESPACE_BEGIN
GPUDevice::GPUDevice(GPUDeviceAttribute *da)
{
attr=da;
texture_queue=nullptr;
texture_cmd_buf=nullptr;
InitRenderPassManage();
sc_rt=nullptr;
Resize(attr->surface_caps.currentExtent);
texture_cmd_buf=CreateTextureCommandBuffer(attr->physical_device->GetDeviceName()+AnsiString(":TexCmdBuffer"));
texture_queue=CreateQueue();
}
GPUDevice::~GPUDevice()
{
ClearRenderPassManage();
SAFE_CLEAR(sc_rt);
SAFE_CLEAR(texture_queue);
SAFE_CLEAR(texture_cmd_buf);
delete attr;
}
bool GPUDevice::Resize(const VkExtent2D &extent)
{
SAFE_CLEAR(sc_rt);
attr->RefreshSurfaceCaps();
sc_rt=CreateSwapchainRenderTarget();
return(sc_rt);
}
VkCommandBuffer GPUDevice::CreateCommandBuffer(const AnsiString &name)
{
if(!attr->cmd_pool)

View File

@@ -1,4 +1,7 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/module/RenderTargetManager.h>
#include<hgl/graph/VKRenderPass.h>
#include<hgl/graph/VKImageView.h>
#include<hgl/graph/VKFramebuffer.h>
VK_NAMESPACE_BEGIN
VkFramebuffer CreateVulkanFramebuffer(VkDevice device,RenderPass *rp,const VkExtent2D &extent,VkImageView *attachments,const uint attachmentCount)
@@ -20,7 +23,7 @@ VkFramebuffer CreateVulkanFramebuffer(VkDevice device,RenderPass *rp,const VkExt
return fb;
}
Framebuffer *GPUDevice::CreateFBO(RenderPass *rp,ImageView **color_list,const uint color_count,ImageView *depth)
Framebuffer *RenderTargetManager::CreateFBO(RenderPass *rp,ImageView **color_list,const uint color_count,ImageView *depth)
{
uint att_count=color_count;
@@ -70,15 +73,15 @@ Framebuffer *GPUDevice::CreateFBO(RenderPass *rp,ImageView **color_list,const ui
extent.height=color_list[0]->GetExtent().height;
}
VkFramebuffer fbo=CreateVulkanFramebuffer(GetDevice(),rp,extent,attachments,att_count);
VkFramebuffer fbo=CreateVulkanFramebuffer(GetVkDevice(),rp,extent,attachments,att_count);
if(!fbo)
return(nullptr);
return(new Framebuffer(GetDevice(),fbo,extent,rp->GetVkRenderPass(),color_count,depth));
return(new Framebuffer(GetVkDevice(),fbo,extent,rp,color_count,depth));
}
//
//Framebuffer *GPUDevice::CreateFBO(RenderPass *rp,List<ImageView *> &color,ImageView *depth)
//Framebuffer *RenderTargetManager::CreateFBO(RenderPass *rp,List<ImageView *> &color,ImageView *depth)
//{
// if(!rp)return(nullptr);
//
@@ -89,7 +92,7 @@ Framebuffer *GPUDevice::CreateFBO(RenderPass *rp,ImageView **color_list,const ui
// return CreateFBO(rp,color.GetData(),color.GetCount(),depth);
//}
Framebuffer *GPUDevice::CreateFBO(RenderPass *rp,ImageView *color,ImageView *depth)
Framebuffer *RenderTargetManager::CreateFBO(RenderPass *rp,ImageView *color,ImageView *depth)
{
if(!rp)return(nullptr);
if(!color&&!depth)return(nullptr);
@@ -97,7 +100,7 @@ Framebuffer *GPUDevice::CreateFBO(RenderPass *rp,ImageView *color,ImageView *dep
return CreateFBO(rp,&color,1,depth);
}
Framebuffer *GPUDevice::CreateFBO(RenderPass *rp,ImageView *iv)
Framebuffer *RenderTargetManager::CreateFBO(RenderPass *rp,ImageView *iv)
{
if(!rp)return(nullptr);
if(!iv)return(nullptr);

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