Skip to content

Commit 31a4223

Browse files
committed
renamed values.
1 parent 66518a8 commit 31a4223

File tree

5 files changed

+41
-43
lines changed

5 files changed

+41
-43
lines changed

inc/hgl/graph/VKImageType.h

Lines changed: 2 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -51,14 +51,14 @@ constexpr const char *ShaderImageTypeName[]=
5151
"image2DMSArray"
5252
};
5353

54-
inline constexpr const char *GetShaderImageTypeName(const ShaderImageType it)
54+
inline const char *GetShaderImageTypeName(const ShaderImageType it)
5555
{
5656
RANGE_CHECK_RETURN_NULLPTR(it);
5757

5858
return ShaderImageTypeName[(int)it];
5959
}
6060

61-
inline const ShaderImageType ParseShaderImageType(const const char *name,int name_len=0)
61+
inline const ShaderImageType ParseShaderImageType(const char *name,int name_len=0)
6262
{
6363
int result=hgl::find_str_in_array<char>(int(ShaderImageType::RANGE_SIZE),(const char **)ShaderImageTypeName,name,name_len);
6464

@@ -67,5 +67,4 @@ inline const ShaderImageType ParseShaderImageType(const const char *name,int nam
6767

6868
return (ShaderImageType)result;
6969
}
70-
7170
VK_NAMESPACE_END

inc/hgl/graph/VKShaderStage.h

Lines changed: 18 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -15,7 +15,7 @@ namespace hgl
1515
const char *GetShaderStageName(const VkShaderStageFlagBits &); ///<获取指定ShaderStage位的名称
1616
const uint GetShaderStageFlagBits(const char *,int len=0); ///<根据名称获取ShaderStage位数据
1717

18-
struct ShaderAttribute
18+
struct VertexInputAttribute
1919
{
2020
//注:这个类要从GLSLCompiler动态链接库中直接传递,所以不可以使用AnsiString
2121

@@ -30,23 +30,23 @@ namespace hgl
3030
VertexInputGroup group; //分组
3131

3232
Interpolation interpolation; //插值方式
33-
};//struct ShaderAttribute
33+
};//struct VertexInputAttribute
3434

35-
inline const AnsiString GetShaderAttributeTypename(const ShaderAttribute *ss)
35+
inline const AnsiString GetShaderAttributeTypename(const VertexInputAttribute *ss)
3636
{
3737
return AnsiString(GetVertexAttribName((VABaseType)ss->basetype,ss->vec_size));
3838
}
3939

40-
const VkFormat GetVulkanFormat(const ShaderAttribute *sa);
40+
const VkFormat GetVulkanFormat(const VertexInputAttribute *sa);
4141

42-
struct ShaderAttributeArray
42+
struct VertexInputAttributeArray
4343
{
4444
uint32_t count;
45-
ShaderAttribute *items;
45+
VertexInputAttribute *items;
4646

4747
public:
4848

49-
int Comp(const ShaderAttributeArray *saa)const
49+
int Comp(const VertexInputAttributeArray *saa)const
5050
{
5151
if(!saa)
5252
return 1;
@@ -67,26 +67,26 @@ namespace hgl
6767
return 0;
6868
}
6969

70-
int Comp(const ShaderAttributeArray &saa)const
70+
int Comp(const VertexInputAttributeArray &saa)const
7171
{
7272
return Comp(&saa);
7373
}
7474

75-
CompOperator(const ShaderAttributeArray *,Comp)
76-
CompOperator(const ShaderAttributeArray &,Comp)
75+
CompOperator(const VertexInputAttributeArray *,Comp)
76+
CompOperator(const VertexInputAttributeArray &,Comp)
7777
};
7878

79-
inline void Init(ShaderAttributeArray *sad,const uint count=0)
79+
inline void Init(VertexInputAttributeArray *sad,const uint count=0)
8080
{
8181
sad->count=count;
8282

8383
if(count>0)
84-
sad->items=array_alloc<ShaderAttribute>(count);
84+
sad->items=array_alloc<VertexInputAttribute>(count);
8585
else
8686
sad->items=nullptr;
8787
}
8888

89-
inline void Clear(ShaderAttributeArray *sad)
89+
inline void Clear(VertexInputAttributeArray *sad)
9090
{
9191
if(sad->items)
9292
{
@@ -97,19 +97,19 @@ namespace hgl
9797
sad->count=0;
9898
}
9999

100-
inline void Copy(ShaderAttributeArray *dst,const ShaderAttributeArray *src)
100+
inline void Copy(VertexInputAttributeArray *dst,const VertexInputAttributeArray *src)
101101
{
102102
Init(dst,src->count);
103103

104104
if(src->count>0)
105105
hgl_cpy(dst->items,src->items,src->count);
106106
}
107107

108-
inline void Append(ShaderAttributeArray *sad,ShaderAttribute *sa)
108+
inline void Append(VertexInputAttributeArray *sad,VertexInputAttribute *sa)
109109
{
110110
if(!sad->items)
111111
{
112-
sad->items=array_alloc<ShaderAttribute>(1);
112+
sad->items=array_alloc<VertexInputAttribute>(1);
113113
sad->count=1;
114114
}
115115
else
@@ -118,12 +118,12 @@ namespace hgl
118118
sad->count++;
119119
}
120120

121-
memcpy(sad->items+sad->count-1,sa,sizeof(ShaderAttribute));
121+
memcpy(sad->items+sad->count-1,sa,sizeof(VertexInputAttribute));
122122
}
123123

124124
struct ShaderStageIO
125125
{
126-
ShaderAttributeArray input,output;
126+
VertexInputAttributeArray input,output;
127127
};//struct ShaderStageIO
128128

129129
inline void Init(ShaderStageIO &io)

inc/hgl/graph/VKVertexInput.h

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -11,19 +11,19 @@ class VILConfig;
1111

1212
class VertexInputConfig
1313
{
14-
ShaderAttributeArray shader_attr_list;
14+
VertexInputAttributeArray via_list;
1515
VAType *type_list;
1616
const char **name_list;
1717

1818
uint count_by_group[size_t(VertexInputGroup::RANGE_SIZE)];
1919

2020
public:
2121

22-
const uint GetCount()const{return shader_attr_list.count;}
22+
const uint GetCount()const{return via_list.count;}
2323

2424
public:
2525

26-
VertexInputConfig(const ShaderAttributeArray &sa_array);
26+
VertexInputConfig(const VertexInputAttributeArray &sa_array);
2727
~VertexInputConfig();
2828

2929
VIL *CreateVIL(const VILConfig *format_map=nullptr);
@@ -39,7 +39,7 @@ class VertexInput
3939

4040
public:
4141

42-
VertexInput(const ShaderAttributeArray &);
42+
VertexInput(const VertexInputAttributeArray &);
4343
VertexInput(const VertexInput &)=delete;
4444
~VertexInput();
4545

@@ -51,7 +51,7 @@ class VertexInput
5151
const uint32_t GetInstanceCount()const{return vil_sets.GetCount();}
5252
};//class VertexInput
5353

54-
VertexInput *GetVertexInput(const ShaderAttributeArray &);
54+
VertexInput *GetVertexInput(const VertexInputAttributeArray &);
5555
void ReleaseVertexInput(VertexInput *);
5656
VK_NAMESPACE_END
5757
#endif//HGL_VULKAN_VERTEX_INPUT_INCLUDE

src/VertexAttrib.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -99,7 +99,7 @@ namespace hgl
9999
return vk_format_by_basetype[size_t(type->basetype)][type->vec_size-1];
100100
}
101101

102-
const VkFormat GetVulkanFormat(const ShaderAttribute *sa)
102+
const VkFormat GetVulkanFormat(const VertexInputAttribute *sa)
103103
{
104104
if(!sa)return VK_FORMAT_UNDEFINED;
105105

src/vulkan/VKVertexInput.cpp

Lines changed: 15 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -4,18 +4,18 @@
44
#include<hgl/type/ObjectManage.h>
55

66
VK_NAMESPACE_BEGIN
7-
VertexInputConfig::VertexInputConfig(const ShaderAttributeArray &sa_array)
7+
VertexInputConfig::VertexInputConfig(const VertexInputAttributeArray &sa_array)
88
{
9-
Copy(&shader_attr_list,&sa_array);
9+
Copy(&via_list,&sa_array);
1010

11-
name_list=new const char *[shader_attr_list.count];
12-
type_list=new VAType[shader_attr_list.count];
11+
name_list=new const char *[via_list.count];
12+
type_list=new VAType[via_list.count];
1313

14-
const ShaderAttribute *sa=shader_attr_list.items;
14+
const VertexInputAttribute *sa=via_list.items;
1515

1616
hgl_zero(count_by_group);
1717

18-
for(uint i=0;i<shader_attr_list.count;i++)
18+
for(uint i=0;i<via_list.count;i++)
1919
{
2020
name_list[i] =sa->name;
2121
type_list[i].basetype =VABaseType(sa->basetype);
@@ -29,21 +29,21 @@ VertexInputConfig::VertexInputConfig(const ShaderAttributeArray &sa_array)
2929

3030
VertexInputConfig::~VertexInputConfig()
3131
{
32-
Clear(&shader_attr_list);
32+
Clear(&via_list);
3333

3434
delete[] name_list;
3535
delete[] type_list;
3636
}
3737

3838
VIL *VertexInputConfig::CreateVIL(const VILConfig *cfg)
3939
{
40-
VIL *vil=new VIL(shader_attr_list.count);
40+
VIL *vil=new VIL(via_list.count);
4141

4242
VkVertexInputBindingDescription *bind_desc=vil->bind_list;
4343
VkVertexInputAttributeDescription *attr_desc=vil->attr_list;
4444
VertexInputFormat *vif=vil->vif_list;
4545

46-
const ShaderAttribute *sa;
46+
const VertexInputAttribute *sa;
4747
VAConfig vac;
4848
uint binding=0;
4949

@@ -54,9 +54,9 @@ VIL *VertexInputConfig::CreateVIL(const VILConfig *cfg)
5454
vil->vif_list_by_group[group]=vif;
5555
vil->first_binding[group]=binding;
5656

57-
sa=shader_attr_list.items;
57+
sa=via_list.items;
5858

59-
for(uint i=0;i<shader_attr_list.count;i++)
59+
for(uint i=0;i<via_list.count;i++)
6060
{
6161
if(uint(sa->group)!=group)
6262
{
@@ -140,7 +140,7 @@ VIL *VertexInputConfig::CreateVIL(const VILConfig *cfg)
140140
return(vil);
141141
}
142142

143-
VertexInput::VertexInput(const ShaderAttributeArray &sa_array):vic(sa_array)
143+
VertexInput::VertexInput(const VertexInputAttributeArray &sa_array):vic(sa_array)
144144
{
145145
default_vil=vic.CreateVIL(nullptr);
146146
}
@@ -163,7 +163,6 @@ VIL *VertexInput::CreateVIL(const VILConfig *cfg)
163163
//原本是想在这里做根据VILConfig的Map缓冲管理,避免重复创建VIL。
164164
//但VILConfig的复制与比较过于复杂,而且这种使用情况极少。所以放弃做这个事情,如未来真正产生这种需求时再做。
165165

166-
167166
VIL *vil=vic.CreateVIL(cfg);
168167

169168
vil_sets.Add(vil);
@@ -178,14 +177,14 @@ bool VertexInput::Release(VIL *vil)
178177

179178
namespace
180179
{
181-
ObjectManage<ShaderAttributeArray,VertexInput> vertex_input_manager;
180+
ObjectManage<VertexInputAttributeArray,VertexInput> vertex_input_manager;
182181

183182
//完全没必要的管理
184183

185-
//ShaderAttributeArray+VertexInput 就算有1024个,也没多少内存占用。完全没必要搞什么引用计数管理
184+
//VertexInputAttributeArray+VertexInput 就算有1024个,也没多少内存占用。完全没必要搞什么引用计数管理
186185
}//namespace
187186

188-
VertexInput *GetVertexInput(const ShaderAttributeArray &saa)
187+
VertexInput *GetVertexInput(const VertexInputAttributeArray &saa)
189188
{
190189
VertexInput *vi=vertex_input_manager.Get(saa);
191190

0 commit comments

Comments
 (0)