ULRE/src/ShaderGen/ShaderCreateInfoFragment.cpp

72 lines
1.6 KiB
C++

#include<hgl/shadergen/ShaderCreateInfoFragment.h>
#include<hgl/shadergen/ShaderDescriptorInfo.h>
namespace hgl{namespace graph{
int ShaderCreateInfoFragment::AddOutput(VIAList &via_list)
{
int count=0;
for(VIA &via:via_list)
{
//都输出了,没这些值
//via.input_rate=VK_VERTEX_INPUT_RATE_VERTEX;
//via.group=VertexInputGroup::Basic;
if(fsdi.AddOutput(via))
++count;
}
return count;
}
int ShaderCreateInfoFragment::AddOutput(const VAType &type,const AnsiString &name,Interpolation inter)
{
VertexInputAttribute via;
hgl::strcpy(via.name,sizeof(via.name),name.c_str());
via.basetype =(uint8)type.basetype;
via.vec_size = type.vec_size;
via.interpolation = inter;
return fsdi.AddOutput(via);
}
int ShaderCreateInfoFragment::AddOutput(const AnsiString &type,const AnsiString &name,Interpolation inter)
{
VAType vat;
if(name.IsEmpty())
return -1;
if(!ParseVertexAttribType(&vat,type))
return -2;
return AddOutput(vat,name,inter);
}
bool ShaderCreateInfoFragment::ProcOutput()
{
const auto &output_list=fsdi.GetOutput();
const VertexInputAttribute *o=output_list.items;
final_shader+="\n";
for(uint i=0;i<output_list.count;i++)
{
final_shader+="layout(location=";
final_shader+=AnsiString::numberOf(i);
final_shader+=") out ";
final_shader+=GetShaderAttributeTypename(o);
final_shader+=" ";
final_shader+=o->name;
final_shader+=";\n";
++o;
}
return(true);
}
}}//namespace hgl::graph