/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once /// \file /// Implementation of the Diligent::ShaderBase template class #include #include "Shader.h" #include "DeviceObjectBase.hpp" #include "STDAllocator.hpp" #include "PlatformMisc.hpp" #include "EngineMemory.h" #include "Align.hpp" namespace Diligent { /// Template class implementing base functionality of the shader object /// \tparam EngineImplTraits - Engine implementation type traits. template class ShaderBase : public DeviceObjectBase { public: // Base interface this class inherits (IShaderD3D12, IShaderVk, etc.) using BaseInterface = typename EngineImplTraits::ShaderInterface; // Render device implementation type (RenderDeviceD3D12Impl, RenderDeviceVkImpl, etc.). using RenderDeviceImplType = typename EngineImplTraits::RenderDeviceImplType; using TDeviceObjectBase = DeviceObjectBase; /// \param pRefCounters - Reference counters object that controls the lifetime of this shader. /// \param pDevice - Pointer to the device. /// \param ShdrDesc - Shader description. /// \param bIsDeviceInternal - Flag indicating if the shader is an internal device object and /// must not keep a strong reference to the device. ShaderBase(IReferenceCounters* pRefCounters, RenderDeviceImplType* pDevice, const ShaderDesc& ShdrDesc, bool bIsDeviceInternal = false) : TDeviceObjectBase{pRefCounters, pDevice, ShdrDesc, bIsDeviceInternal} { const auto& deviceFeatures = pDevice->GetDeviceCaps().Features; if (ShdrDesc.ShaderType == SHADER_TYPE_GEOMETRY && !deviceFeatures.GeometryShaders) LOG_ERROR_AND_THROW("Geometry shaders are not supported by this device."); if ((ShdrDesc.ShaderType == SHADER_TYPE_DOMAIN || ShdrDesc.ShaderType == SHADER_TYPE_HULL) && !deviceFeatures.Tessellation) LOG_ERROR_AND_THROW("Tessellation shaders are not supported by this device."); if (ShdrDesc.ShaderType == SHADER_TYPE_COMPUTE && !deviceFeatures.ComputeShaders) LOG_ERROR_AND_THROW("Compute shaders are not supported by this device."); if ((ShdrDesc.ShaderType == SHADER_TYPE_AMPLIFICATION || ShdrDesc.ShaderType == SHADER_TYPE_MESH) && !deviceFeatures.MeshShaders) LOG_ERROR_AND_THROW("Mesh shaders are not supported by this device."); if ((ShdrDesc.ShaderType >= SHADER_TYPE_RAY_GEN && ShdrDesc.ShaderType <= SHADER_TYPE_CALLABLE) && !deviceFeatures.RayTracing) LOG_ERROR_AND_THROW("Ray tracing shaders are not supported by this device."); } IMPLEMENT_QUERY_INTERFACE_IN_PLACE(IID_Shader, TDeviceObjectBase) }; } // namespace Diligent