#pragma once #include VK_NAMESPACE_BEGIN class Device; class DescriptorSets; /** * 描述符合集创造器 */ class DescriptorSetLayoutCreater { Device *device; List layout_binding_list; VkDescriptorSetLayout dsl=VK_NULL_HANDLE; Map index_by_binding; VkPipelineLayout pipeline_layout=VK_NULL_HANDLE; public: DescriptorSetLayoutCreater(Device *dev):device(dev){} ~DescriptorSetLayoutCreater(); void Bind(const uint32_t binding,VkDescriptorType,VkShaderStageFlagBits); void Bind(const uint32_t *binding,const uint32_t count,VkDescriptorType type,VkShaderStageFlagBits stage); void Bind(const ShaderResourceList &srl,VkDescriptorType type,VkShaderStageFlagBits stage){if(srl.binding_list.GetCount()>0)Bind(srl.binding_list.GetData(),srl.binding_list.GetCount(),type,stage);} void Bind(const ShaderResource &sr,VkShaderStageFlagBits stage) { for(uint32_t i=VK_DESCRIPTOR_TYPE_BEGIN_RANGE;i<=VK_DESCRIPTOR_TYPE_END_RANGE;i++) { if(sr[i].binding_list.GetCount()>0) Bind(sr[i],(VkDescriptorType)i,stage); } } //以下代码不再需要,使用一个void Bind(const ShaderResource &sr,VkShaderStageFlagBits stage)即可全部替代,而且更方便,但以此为提示 // //#define DESC_SET_BIND_FUNC(name,vkname) void Bind##name(const uint32_t binding,VkShaderStageFlagBits stage_flag){Bind(binding,VK_DESCRIPTOR_TYPE_##vkname,stage_flag);} \ // void Bind##name(const uint32_t *binding,const uint32_t count,VkShaderStageFlagBits stage_flag){Bind(binding,count,VK_DESCRIPTOR_TYPE_##vkname,stage_flag);} // // DESC_SET_BIND_FUNC(Sampler, SAMPLER); // // DESC_SET_BIND_FUNC(CombinedImageSampler, COMBINED_IMAGE_SAMPLER); // DESC_SET_BIND_FUNC(SampledImage, SAMPLED_IMAGE); // DESC_SET_BIND_FUNC(StorageImage, STORAGE_IMAGE); // // DESC_SET_BIND_FUNC(UTBO, UNIFORM_TEXEL_BUFFER); // DESC_SET_BIND_FUNC(SSTBO, STORAGE_TEXEL_BUFFER); // DESC_SET_BIND_FUNC(UBO, UNIFORM_BUFFER); // DESC_SET_BIND_FUNC(SSBO, STORAGE_BUFFER); // DESC_SET_BIND_FUNC(UBODynamic, UNIFORM_BUFFER_DYNAMIC); // DESC_SET_BIND_FUNC(SSBODynamic, STORAGE_BUFFER_DYNAMIC); // // DESC_SET_BIND_FUNC(InputAttachment, INPUT_ATTACHMENT); // //#undef DESC_SET_BIND_FUNC bool CreatePipelineLayout(); const VkPipelineLayout GetPipelineLayout()const{return pipeline_layout;} DescriptorSets *Create(); };//class DescriptorSetLayoutCreater VK_NAMESPACE_END