refactor: route builtin object-id pass through shader assets

This commit is contained in:
2026-04-02 19:17:22 +08:00
parent 9f7d8fd68d
commit 11fb8f3585
8 changed files with 390 additions and 161 deletions

View File

@@ -0,0 +1,68 @@
#pragma once
#include <XCEngine/Core/Containers/String.h>
#include <XCEngine/RHI/RHIEnums.h>
#include <XCEngine/RHI/RHIPipelineState.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <string>
namespace XCEngine {
namespace Rendering {
namespace Detail {
inline Resources::ShaderBackend ToShaderBackend(RHI::RHIType backendType) {
switch (backendType) {
case RHI::RHIType::D3D12:
return Resources::ShaderBackend::D3D12;
case RHI::RHIType::Vulkan:
return Resources::ShaderBackend::Vulkan;
case RHI::RHIType::OpenGL:
default:
return Resources::ShaderBackend::OpenGL;
}
}
inline RHI::ShaderLanguage ToRHIShaderLanguage(Resources::ShaderLanguage language) {
switch (language) {
case Resources::ShaderLanguage::HLSL:
return RHI::ShaderLanguage::HLSL;
case Resources::ShaderLanguage::SPIRV:
return RHI::ShaderLanguage::SPIRV;
case Resources::ShaderLanguage::GLSL:
default:
return RHI::ShaderLanguage::GLSL;
}
}
inline std::wstring ToWideAscii(const Containers::String& value) {
std::wstring wide;
wide.reserve(value.Length());
for (size_t index = 0; index < value.Length(); ++index) {
wide.push_back(static_cast<wchar_t>(value[index]));
}
return wide;
}
inline void ApplyShaderStageVariant(
const Resources::ShaderStageVariant& variant,
RHI::ShaderCompileDesc& compileDesc) {
compileDesc.source.assign(
variant.sourceCode.CStr(),
variant.sourceCode.CStr() + variant.sourceCode.Length());
compileDesc.sourceLanguage = ToRHIShaderLanguage(variant.language);
compileDesc.entryPoint = ToWideAscii(variant.entryPoint);
compileDesc.profile = ToWideAscii(variant.profile);
}
inline bool ShaderPassHasGraphicsVariants(
const Resources::Shader& shader,
const Containers::String& passName,
Resources::ShaderBackend backend) {
return shader.FindVariant(passName, Resources::ShaderType::Vertex, backend) != nullptr &&
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend) != nullptr;
}
} // namespace Detail
} // namespace Rendering
} // namespace XCEngine