2020-05-05 01:51:13 +02:00
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#pragma once
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#include "VulkanGraphicsResources.h"
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#include "VulkanGraphicsEnums.h"
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namespace Seele
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{
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namespace Vulkan
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{
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2020-06-02 11:46:18 +02:00
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DECLARE_REF(Graphics);
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DECLARE_REF(DescriptorLayout);
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2020-05-05 01:51:13 +02:00
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class Shader
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{
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public:
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Shader(PGraphics graphics, ShaderType shaderType, VkShaderStageFlags stage);
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virtual ~Shader();
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2020-06-02 11:46:18 +02:00
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void create(const ShaderCreateInfo& createInfo);
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2020-05-05 01:51:13 +02:00
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VkShaderModule getModuleHandle() const
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{
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return module;
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}
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const char* getEntryPointName() const
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{
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2020-10-03 11:00:10 +02:00
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//SLang renames all entry points to main, so we dont need that
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return "main";//entryPointName.c_str();
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2020-05-05 01:51:13 +02:00
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}
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2020-06-02 11:46:18 +02:00
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Map<uint32, PDescriptorLayout> getDescriptorLayouts();
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2020-05-05 01:51:13 +02:00
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private:
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2020-06-02 11:46:18 +02:00
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PGraphics graphics;
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Map<uint32, PDescriptorLayout> descriptorSets;
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2020-05-05 01:51:13 +02:00
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VkShaderModule module;
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2020-06-02 11:46:18 +02:00
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VkShaderStageFlags stage;
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ShaderType type;
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2020-05-05 01:51:13 +02:00
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std::string entryPointName;
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};
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DEFINE_REF(Shader);
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2020-06-02 11:46:18 +02:00
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template <typename Base, ShaderType shaderType, VkShaderStageFlags stageFlags>
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2020-05-05 01:51:13 +02:00
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class ShaderBase : public Base, public Shader
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{
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public:
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ShaderBase(PGraphics graphics)
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2020-06-02 11:46:18 +02:00
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: Shader(graphics, shaderType, stageFlags)
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2020-05-05 01:51:13 +02:00
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{
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}
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virtual ~ShaderBase()
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{
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}
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};
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typedef ShaderBase<Gfx::VertexShader, ShaderType::VERTEX, VK_SHADER_STAGE_VERTEX_BIT> VertexShader;
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typedef ShaderBase<Gfx::ControlShader, ShaderType::CONTROL, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT> ControlShader;
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typedef ShaderBase<Gfx::EvaluationShader, ShaderType::EVALUATION, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT> EvaluationShader;
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typedef ShaderBase<Gfx::GeometryShader, ShaderType::GEOMETRY, VK_SHADER_STAGE_GEOMETRY_BIT> GeometryShader;
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typedef ShaderBase<Gfx::FragmentShader, ShaderType::FRAGMENT, VK_SHADER_STAGE_FRAGMENT_BIT> FragmentShader;
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typedef ShaderBase<Gfx::ComputeShader, ShaderType::COMPUTE, VK_SHADER_STAGE_COMPUTE_BIT> ComputeShader;
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DEFINE_REF(VertexShader);
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DEFINE_REF(ControlShader);
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DEFINE_REF(EvaluationShader);
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DEFINE_REF(GeometryShader);
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DEFINE_REF(FragmentShader);
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DEFINE_REF(ComputeShader);
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} // namespace Vulkan
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}
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