Files
funnygame/materialsystem/vulkan/material.cpp

94 lines
2.5 KiB
C++

#include "vulkan_state.h"
CVkMaterial::CVkMaterial( IShader *pShader )
{
m_pVkShader = (CVkShader*)pShader;
VkDescriptorPoolSize pools[1] =
{
{
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
128,
}
};
VkDescriptorPoolCreateInfo stPool = {};
stPool.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
stPool.poolSizeCount = 1;
stPool.pPoolSizes = pools;
stPool.maxSets = 1;
stPool.flags = VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT_EXT;
vkCreateDescriptorPool(m_pVkShader->m_hDevice, &stPool, NULL, &m_hPool);
VkDescriptorSetAllocateInfo stInfo = {};
stInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
stInfo.descriptorSetCount = 1;
stInfo.descriptorPool = m_hPool;
stInfo.pSetLayouts = m_pVkShader->m_setLayouts.GetData();
vkAllocateDescriptorSets(m_pVkShader->m_hDevice, &stInfo, &m_hSet);
for ( auto b: m_pVkShader->m_bindings )
{
VkWriteDescriptorSet write = {};
write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write.dstSet = m_hSet;
write.dstBinding = b.uBinding;
write.dstArrayElement = 0;
write.descriptorType = b.eDescriptorType;
write.descriptorCount = 1;
switch (b.eDescriptorType)
{
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER:
write.pBufferInfo = new VkDescriptorBufferInfo;
break;
default:
break;
};
m_writes.AppendTail(write);
}
}
CVkMaterial::~CVkMaterial()
{
}
void CVkMaterial::Frame()
{
vkUpdateDescriptorSets(m_pVkShader->m_hDevice, m_writes.GetSize(), m_writes.GetData(), 0, 0);
};
void CVkMaterial::VSSetShaderResource( uint32_t uRegister, IRenderingObject *pResource )
{
SetShaderResource(uRegister, SHADER_STAGE_VERTEX, pResource);
}
void CVkMaterial::PSSetShaderResource( uint32_t uRegister, IRenderingObject *pResource )
{
SetShaderResource(uRegister, SHADER_STAGE_PIXEL, pResource);
}
void CVkMaterial::VSSetConstantsBuffer( uint32_t uRegister, IBuffer *pConstants )
{
SetShaderResource(uRegister, SHADER_STAGE_VERTEX, pConstants);
}
void CVkMaterial::PSSetConstantsBuffer( uint32_t uRegister, IBuffer *pConstants )
{
SetShaderResource(uRegister, SHADER_STAGE_PIXEL, pConstants);
}
void CVkMaterial::SetShaderResource( uint32_t uRegister, uint32_t uSet, IRenderingObject *pObject)
{
union {
IRenderingObject *pVkObject;
CVkBuffer *pBuffer;
};
pVkObject = pObject;
if (dynamic_cast<IBuffer*>(pObject))
{
((VkDescriptorBufferInfo*)m_writes[uRegister].pBufferInfo)->buffer = pBuffer->m_buffer;
((VkDescriptorBufferInfo*)m_writes[uRegister].pBufferInfo)->range = pBuffer->m_nSize;
}
Frame();
}