ULRE/src/ShaderGen/ShaderCreateInfoVertex.cpp

62 lines
1.4 KiB
C++

#include<hgl/shadergen/ShaderCreateInfoVertex.h>
#include<hgl/shadergen/ShaderDescriptorInfo.h>
#include<hgl/graph/VertexAttrib.h>
#include<hgl/graph/VKShaderStage.h>
SHADERGEN_NAMESPACE_BEGIN
using namespace hgl;
using namespace hgl::graph;
int ShaderCreateInfoVertex::AddInput(const VAT &type,const AnsiString &name)
{
ShaderAttribute *ss=new ShaderAttribute;
hgl::strcpy(ss->name,sizeof(ss->name),name.c_str());
ss->basetype=(uint8) type.basetype;
ss->vec_size= type.vec_size;
return sdm->AddInput(ss);
}
int ShaderCreateInfoVertex::AddInput(const AnsiString &type,const AnsiString &name)
{
VAT vat;
if(!ParseVertexAttribType(&vat,type))
return(-2);
return AddInput(vat,name);
}
bool ShaderCreateInfoVertex::ProcInput(ShaderCreateInfo *)
{
const auto &input=sdm->GetShaderStageIO().input;
if(input.IsEmpty())
{
//no input ? this isn't a bug.
//maybe position info from UBO/SBBO/Texture.
return(true);
}
if(!input.IsEmpty())
{
final_shader+="\n";
for(auto *ss:input)
{
final_shader+="layout(location=";
final_shader+=AnsiString::numberOf(ss->location);
final_shader+=") in ";
final_shader+=GetShaderAttributeTypename(ss);
final_shader+=" "+AnsiString(ss->name);
final_shader+=";\n";
}
}
return(true);
}
SHADERGEN_NAMESPACE_END