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78
ScopEngine/Runtime/Includes/Renderer/Pipelines/Shader.h
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78
ScopEngine/Runtime/Includes/Renderer/Pipelines/Shader.h
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#ifndef __SCOP_SHADER__
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#define __SCOP_SHADER__
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#include <vector>
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#include <cstdint>
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#include <filesystem>
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#include <kvf.h>
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namespace Scop
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{
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struct ShaderSetLayout
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{
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std::vector<std::pair<int, VkDescriptorType> > binds;
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ShaderSetLayout(std::vector<std::pair<int, VkDescriptorType> > b) : binds(std::move(b)) {}
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};
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struct ShaderPushConstantLayout
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{
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std::size_t offset;
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std::size_t size;
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ShaderPushConstantLayout(std::size_t o, std::size_t s) : offset(o), size(s) {}
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};
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struct ShaderLayout
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{
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std::vector<std::pair<int, ShaderSetLayout> > set_layouts;
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std::vector<ShaderPushConstantLayout> push_constants;
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ShaderLayout(std::vector<std::pair<int, ShaderSetLayout> > s, std::vector<ShaderPushConstantLayout> pc) : set_layouts(std::move(s)), push_constants(std::move(pc)) {}
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};
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enum class ShaderType
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{
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Vertex,
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Fragment,
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Compute
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};
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struct ShaderPipelineLayoutPart
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{
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std::vector<VkPushConstantRange> push_constants;
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std::vector<VkDescriptorSetLayout> set_layouts;
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};
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class Shader
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{
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public:
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Shader(const std::vector<std::uint32_t>& bytecode, ShaderType type, ShaderLayout layout);
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[[nodiscard]] inline const ShaderLayout& GetShaderLayout() const { return m_layout; }
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[[nodiscard]] inline const std::vector<std::uint32_t>& GetByteCode() const noexcept { return m_bytecode; }
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[[nodiscard]] inline const ShaderPipelineLayoutPart& GetPipelineLayout() const noexcept { return m_pipeline_layout_part; }
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[[nodiscard]] inline VkShaderModule GetShaderModule() const noexcept { return m_module; }
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[[nodiscard]] inline VkShaderStageFlagBits GetShaderStage() const noexcept { return m_stage; }
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void Destroy();
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~Shader();
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private:
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void GeneratePipelineLayout(ShaderLayout layout);
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private:
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ShaderLayout m_layout;
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ShaderPipelineLayoutPart m_pipeline_layout_part;
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std::vector<std::uint32_t> m_bytecode;
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std::vector<VkDescriptorSetLayout> m_set_layouts;
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VkShaderStageFlagBits m_stage;
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VkShaderModule m_module = VK_NULL_HANDLE;
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};
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std::shared_ptr<Shader> LoadShaderFromFile(const std::filesystem::path& filepath, ShaderType type, ShaderLayout layout);
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}
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#endif
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