/* * 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 /// Definition of the Diligent::IShaderResourceBinding interface and related data structures #include "../../../Primitives/interface/Object.h" #include "Shader.h" #include "ShaderResourceVariable.h" #include "ResourceMapping.h" DILIGENT_BEGIN_NAMESPACE(Diligent) struct IPipelineState; struct IPipelineResourceSignature; // {061F8774-9A09-48E8-8411-B5BD20560104} static const INTERFACE_ID IID_ShaderResourceBinding = {0x61f8774, 0x9a09, 0x48e8, {0x84, 0x11, 0xb5, 0xbd, 0x20, 0x56, 0x1, 0x4}}; #define DILIGENT_INTERFACE_NAME IShaderResourceBinding #include "../../../Primitives/interface/DefineInterfaceHelperMacros.h" #define IShaderResourceBindingInclusiveMethods \ IObjectInclusiveMethods; \ IShaderResourceBindingMethods ShaderResourceBinding // clang-format off /// Shader resource binding interface DILIGENT_BEGIN_INTERFACE(IShaderResourceBinding, IObject) { /// Returns pointer to the referenced PSO object. /// Deprecated: use GetPipelineResourceSignature() instead. /// The method calls AddRef() on the returned interface, /// so Release() must be called to avoid memory leaks. // VIRTUAL struct IPipelineState* METHOD(GetPipelineState)(THIS) PURE; /// Returns pointer to the referenced pipeline resource signature object. /// The method calls AddRef() on the returned interface, /// so Release() must be called to avoid memory leaks. VIRTUAL struct IPipelineResourceSignature* METHOD(GetPipelineResourceSignature)(THIS) CONST PURE; /// Binds mutable and dynamice resources using the resource mapping /// \param [in] ShaderFlags - Flags that specify shader stages, for which resources will be bound. /// Any combination of Diligent::SHADER_TYPE may be used. /// \param [in] pResMapping - Shader resource mapping, where required resources will be looked up /// \param [in] Flags - Additional flags. See Diligent::BIND_SHADER_RESOURCES_FLAGS. VIRTUAL void METHOD(BindResources)(THIS_ Uint32 ShaderFlags, IResourceMapping* pResMapping, Uint32 Flags) PURE; /// Returns variable /// \param [in] ShaderType - Type of the shader to look up the variable. /// Must be one of Diligent::SHADER_TYPE. /// \param [in] Name - Variable name /// /// \note This operation may potentially be expensive. If the variable will be used often, it is /// recommended to store and reuse the pointer as it never changes. VIRTUAL IShaderResourceVariable* METHOD(GetVariableByName)(THIS_ SHADER_TYPE ShaderType, const char* Name) PURE; /// Returns the total variable count for the specific shader stage. /// \param [in] ShaderType - Type of the shader. /// \remark The method only counts mutable and dynamic variables that can be accessed through /// the Shader Resource Binding object. Static variables are accessed through the Shader /// object. VIRTUAL Uint32 METHOD(GetVariableCount)(THIS_ SHADER_TYPE ShaderType) CONST PURE; /// Returns variable /// \param [in] ShaderType - Type of the shader to look up the variable. /// Must be one of Diligent::SHADER_TYPE. /// \param [in] Index - Variable index. The index must be between 0 and the total number /// of variables in this shader stage as returned by /// IShaderResourceBinding::GetVariableCount(). /// \remark Only mutable and dynamic variables can be accessed through this method. /// Static variables are accessed through the Shader object. /// /// \note This operation may potentially be expensive. If the variable will be used often, it is /// recommended to store and reuse the pointer as it never changes. VIRTUAL IShaderResourceVariable* METHOD(GetVariableByIndex)(THIS_ SHADER_TYPE ShaderType, Uint32 Index) PURE; /// Returns true if static resources have been initialized in this SRB. VIRTUAL bool METHOD(StaticResourcesInitialized)(THIS) CONST PURE; }; DILIGENT_END_INTERFACE #include "../../../Primitives/interface/UndefInterfaceHelperMacros.h" #if DILIGENT_C_INTERFACE // clang-format off # define IShaderResourceBinding_GetPipelineResourceSignature(This) CALL_IFACE_METHOD(ShaderResourceBinding, GetPipelineResourceSignature, This) # define IShaderResourceBinding_BindResources(This, ...) CALL_IFACE_METHOD(ShaderResourceBinding, BindResources, This, __VA_ARGS__) # define IShaderResourceBinding_GetVariableByName(This, ...) CALL_IFACE_METHOD(ShaderResourceBinding, GetVariableByName, This, __VA_ARGS__) # define IShaderResourceBinding_GetVariableCount(This, ...) CALL_IFACE_METHOD(ShaderResourceBinding, GetVariableCount, This, __VA_ARGS__) # define IShaderResourceBinding_GetVariableByIndex(This, ...) CALL_IFACE_METHOD(ShaderResourceBinding, GetVariableByIndex, This, __VA_ARGS__) # define IShaderResourceBinding_StaticResourcesInitialized(This) CALL_IFACE_METHOD(ShaderResourceBinding, StaticResourcesInitialized, This) // clang-format on #endif DILIGENT_END_NAMESPACE // namespace Diligent