ULRE/src/SceneGraph/shader/ShaderResource.cpp

256 lines
7.5 KiB
C++

#include<hgl/graph/shader/ShaderResource.h>
#include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/VKFormat.h>
#include<hgl/type/Map.h>
VK_NAMESPACE_BEGIN
const DescriptorSetType CheckDescriptorSetType(const char *str)
{
if(str[1]=='_')
{
if(str[0]=='m')return DescriptorSetType::Material;
if(str[0]=='g')return DescriptorSetType::Global;
if(str[0]=='r')return DescriptorSetType::Renderable;
}
return DescriptorSetType::Value;
}
#define AccessByPointer(data,type) *(type *)data;data+=sizeof(type);
namespace
{
MapObject<OSString,ShaderResource> shader_resource_by_filename;
constexpr char SHADER_FILE_HEADER[] ="Shader\x1A";
constexpr uint SHADER_FILE_HEADER_BYTES=sizeof(SHADER_FILE_HEADER)-1;
constexpr uint32 SHADER_FILE_MIN_SIZE =SHADER_FILE_HEADER_BYTES
+1 //version
+sizeof(uint32) //shader flag
+sizeof(uint32) //spv_size
+1 //input states count
+1; //output states count
const uint8 *LoadShaderStages(ShaderStageList &ss_list,const uint8 *data)
{
const uint count=*data++;
if(count<=0)
return(data);
const uint32 total_bytes=AccessByPointer(data,uint32);
int str_len;
ShaderStage *ss;
for(uint i=0;i<count;i++)
{
ss=new ShaderStage;
ss->location=*data++;
ss->type.basetype=(VertexAttribBaseType)*data++;
ss->type.vec_size=*data++;
ss->format=VK_NAMESPACE::GetVulkanFormat(&(ss->type));
str_len=*data++;
ss->name.SetString((char *)data,str_len);
data+=str_len;
ss->binding=i;
ss_list.Add(ss);
}
return data;
}
const uint8 *LoadShaderDescriptor(const uint8_t version,ShaderDescriptorList *sd_list,const uint8 *data)
{
const uint32 total_bytes=AccessByPointer(data,uint32);
const uint count=*data++;
uint str_len;
sd_list->SetCount(count);
ShaderDescriptor *sd=sd_list->GetData();
for(uint i=0;i<count;i++)
{
if(version>=1)
sd->set=*data++;
else
sd->set=0;
sd->binding=*data++;
str_len=*data++;
memcpy(sd->name,(char *)data,str_len);
sd->name[str_len]=0;
data+=str_len;
sd->type=CheckDescriptorSetType(sd->name);
++sd;
}
return data;
}
}//namespcae
ShaderResource::ShaderResource(const VkShaderStageFlagBits &flag,const void *sd,const uint32 size)
{
stage_flag=flag;
spv_data=sd;
spv_size=size;
}
const os_char *ShaderStageName[]=
{
OS_TEXT("vert"),
OS_TEXT("tesc"),
OS_TEXT("tese"),
OS_TEXT("geom"),
OS_TEXT("frag"),
OS_TEXT("comp"),
OS_TEXT("task"),
OS_TEXT("mesh")
};
const os_char *ShaderResource::GetStageName() const
{
switch(stage_flag)
{
case VK_SHADER_STAGE_VERTEX_BIT: return ShaderStageName[0];
case VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT: return ShaderStageName[1];
case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT: return ShaderStageName[2];
case VK_SHADER_STAGE_GEOMETRY_BIT: return ShaderStageName[3];
case VK_SHADER_STAGE_FRAGMENT_BIT: return ShaderStageName[4];
case VK_SHADER_STAGE_COMPUTE_BIT: return ShaderStageName[5];
case VK_SHADER_STAGE_TASK_BIT_NV: return ShaderStageName[6];
case VK_SHADER_STAGE_MESH_BIT_NV: return ShaderStageName[7];
default: return nullptr;
}
}
const ShaderStage *ShaderResource::GetStageInput(const AnsiString &name) const
{
const int count=stage_inputs.GetCount();
ShaderStage **ss=stage_inputs.GetData();
for(int i=0;i<count;i++)
{
if(name==(*ss)->name)
return *ss;
++ss;
}
return nullptr;
}
const int ShaderResource::GetStageInputBinding(const AnsiString &name) const
{
const int count=stage_inputs.GetCount();
ShaderStage **ss=stage_inputs.GetData();
for(int i=0;i<count;i++)
{
if(name==(*ss)->name)
return i;
++ss;
}
return -1;
}
const int ShaderResource::GetBinding(VkDescriptorType desc_type,const AnsiString &name)const
{
if(desc_type>=VK_DESCRIPTOR_TYPE_RANGE_SIZE)return -1;
if(name.IsEmpty())return -1;
const ShaderDescriptorList *sdl=descriptor_list+(size_t)desc_type;
for(const ShaderDescriptor &sd:*sdl)
if(name==sd.name)
return sd.binding;
return -1;
}
ShaderResource *LoadShaderResource(const uint8 *origin_filedata,const int64 filesize,bool include_file_header)
{
if(!origin_filedata)return(nullptr);
const uint8 *filedata=origin_filedata;
const uint8 *file_end=filedata+filesize;
if(include_file_header)
{
if(filesize<SHADER_FILE_MIN_SIZE
||memcmp(origin_filedata,SHADER_FILE_HEADER,SHADER_FILE_HEADER_BYTES))
{
delete[] origin_filedata;
return(nullptr);
}
filedata+=SHADER_FILE_HEADER_BYTES;
}
uint8 version;
VkShaderStageFlagBits flag;
uint32 spv_size;
uint32 desc_type;
version =AccessByPointer(filedata,uint8);
flag =(const VkShaderStageFlagBits)AccessByPointer(filedata,uint32);
spv_size=AccessByPointer(filedata,uint32);
ShaderResource *sr=new ShaderResource(flag,filedata,spv_size);
filedata+=spv_size;
filedata=LoadShaderStages(sr->GetStageInputs(),filedata);
filedata=LoadShaderStages(sr->GetStageOutputs(),filedata);
while(filedata<file_end)
{
desc_type=AccessByPointer(filedata,uint32);
filedata=LoadShaderDescriptor(version,sr->GetDescriptorList((VkDescriptorType)desc_type),filedata);
}
return sr;
}
ShaderResource *LoadShaderResoruce(const OSString &filename)
{
ShaderResource *sr;
if(shader_resource_by_filename.Get(filename,sr))
return sr;
int64 filesize;
uint8 *filedata=(uint8 *)filesystem::LoadFileToMemory(filename+OS_TEXT(".shader"),filesize);
if(!filedata)
{
shader_resource_by_filename.Add(filename,nullptr);
return(nullptr);
}
AutoDeleteArray<uint8> origin_filedata(filedata,filesize);
sr=LoadShaderResource(origin_filedata,filesize,true);
shader_resource_by_filename.Add(filename,sr);
return sr;
}
VK_NAMESPACE_END