/* * 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::IShaderResourceVariable interface and related data structures #include "../../../Primitives/interface/BasicTypes.h" #include "../../../Primitives/interface/Object.h" #include "DeviceObject.h" #include "Shader.h" DILIGENT_BEGIN_NAMESPACE(Diligent) // {0D57DF3F-977D-4C8F-B64C-6675814BC80C} static const INTERFACE_ID IID_ShaderResourceVariable = {0xd57df3f, 0x977d, 0x4c8f, {0xb6, 0x4c, 0x66, 0x75, 0x81, 0x4b, 0xc8, 0xc}}; // clang-format off /// Describes the type of the shader resource variable DILIGENT_TYPED_ENUM(SHADER_RESOURCE_VARIABLE_TYPE, Uint8) { /// Shader resource bound to the variable is the same for all SRB instances. /// It must be set *once* directly through Pipeline State object. SHADER_RESOURCE_VARIABLE_TYPE_STATIC = 0, /// Shader resource bound to the variable is specific to the shader resource binding /// instance (see Diligent::IShaderResourceBinding). It must be set *once* through /// Diligent::IShaderResourceBinding interface. It cannot be set through Diligent::IPipelineState /// interface and cannot be change once bound. SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE, /// Shader variable binding is dynamic. It can be set multiple times for every instance of shader resource /// binding (see Diligent::IShaderResourceBinding). It cannot be set through Diligent::IPipelineState interface. SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC, /// Total number of shader variable types SHADER_RESOURCE_VARIABLE_TYPE_NUM_TYPES }; #ifdef __cplusplus static_assert(SHADER_RESOURCE_VARIABLE_TYPE_STATIC == 0 && SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE == 1 && SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC == 2 && SHADER_RESOURCE_VARIABLE_TYPE_NUM_TYPES == 3, "BIND_SHADER_RESOURCES_UPDATE_* flags rely on shader variable SHADER_RESOURCE_VARIABLE_TYPE_* values being 0,1,2"); #endif /// Shader resource binding flags DILIGENT_TYPED_ENUM(BIND_SHADER_RESOURCES_FLAGS, Uint32) { /// Indicates that static shader variable bindings are to be updated. BIND_SHADER_RESOURCES_UPDATE_STATIC = (0x01 << SHADER_RESOURCE_VARIABLE_TYPE_STATIC), /// Indicates that mutable shader variable bindings are to be updated. BIND_SHADER_RESOURCES_UPDATE_MUTABLE = (0x01 << SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE), /// Indicates that dynamic shader variable bindings are to be updated. BIND_SHADER_RESOURCES_UPDATE_DYNAMIC = (0x01 << SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC), /// Indicates that all shader variable types (static, mutable and dynamic) are to be updated. /// \note If none of BIND_SHADER_RESOURCES_UPDATE_STATIC, BIND_SHADER_RESOURCES_UPDATE_MUTABLE, /// and BIND_SHADER_RESOURCES_UPDATE_DYNAMIC flags are set, all variable types are updated /// as if BIND_SHADER_RESOURCES_UPDATE_ALL was specified. BIND_SHADER_RESOURCES_UPDATE_ALL = (BIND_SHADER_RESOURCES_UPDATE_STATIC | BIND_SHADER_RESOURCES_UPDATE_MUTABLE | BIND_SHADER_RESOURCES_UPDATE_DYNAMIC), /// If this flag is specified, all existing bindings will be preserved and /// only unresolved ones will be updated. /// If this flag is not specified, every shader variable will be /// updated if the mapping contains corresponding resource. BIND_SHADER_RESOURCES_KEEP_EXISTING = 0x08, /// If this flag is specified, all shader bindings are expected /// to be resolved after the call. If this is not the case, debug message /// will be displayed. /// \note Only these variables are verified that are being updated by setting /// BIND_SHADER_RESOURCES_UPDATE_STATIC, BIND_SHADER_RESOURCES_UPDATE_MUTABLE, and /// BIND_SHADER_RESOURCES_UPDATE_DYNAMIC flags. BIND_SHADER_RESOURCES_VERIFY_ALL_RESOLVED = 0x10 }; // clang-format on #define DILIGENT_INTERFACE_NAME IShaderResourceVariable #include "../../../Primitives/interface/DefineInterfaceHelperMacros.h" #define IShaderResourceVariableInclusiveMethods \ IObjectInclusiveMethods; \ IShaderResourceVariableMethods ShaderResourceVariable // clang-format off /// Shader resource variable DILIGENT_BEGIN_INTERFACE(IShaderResourceVariable, IObject) { /// Binds resource to the variable /// \remark The method performs run-time correctness checks. /// For instance, shader resource view cannot /// be assigned to a constant buffer variable. VIRTUAL void METHOD(Set)(THIS_ IDeviceObject* pObject) PURE; /// Binds resource array to the variable /// \param [in] ppObjects - pointer to the array of objects /// \param [in] FirstElement - first array element to set /// \param [in] NumElements - number of objects in ppObjects array /// /// \remark The method performs run-time correctness checks. /// For instance, shader resource view cannot /// be assigned to a constant buffer variable. VIRTUAL void METHOD(SetArray)(THIS_ IDeviceObject* const* ppObjects, Uint32 FirstElement, Uint32 NumElements) PURE; /// Returns the shader resource variable type VIRTUAL SHADER_RESOURCE_VARIABLE_TYPE METHOD(GetType)(THIS) CONST PURE; /// Returns shader resource description. See Diligent::ShaderResourceDesc. VIRTUAL void METHOD(GetResourceDesc)(THIS_ ShaderResourceDesc REF ResourceDesc) CONST PURE; /// Returns the variable index that can be used to access the variable. VIRTUAL Uint32 METHOD(GetIndex)(THIS) CONST PURE; /// Returns true if non-null resource is bound to this variable. /// \param [in] ArrayIndex - Resource array index. Must be 0 for /// non-array variables. VIRTUAL bool METHOD(IsBound)(THIS_ Uint32 ArrayIndex) CONST PURE; }; DILIGENT_END_INTERFACE #include "../../../Primitives/interface/UndefInterfaceHelperMacros.h" #if DILIGENT_C_INTERFACE // clang-format off # define IShaderResourceVariable_Set(This, ...) CALL_IFACE_METHOD(ShaderResourceVariable, Set, This, __VA_ARGS__) # define IShaderResourceVariable_SetArray(This, ...) CALL_IFACE_METHOD(ShaderResourceVariable, SetArray, This, __VA_ARGS__) # define IShaderResourceVariable_GetType(This) CALL_IFACE_METHOD(ShaderResourceVariable, GetType, This) # define IShaderResourceVariable_GetResourceDesc(This, ...) CALL_IFACE_METHOD(ShaderResourceVariable, GetResourceDesc, This, __VA_ARGS__) # define IShaderResourceVariable_GetIndex(This) CALL_IFACE_METHOD(ShaderResourceVariable, GetIndex, This) # define IShaderResourceVariable_IsBound(This, ...) CALL_IFACE_METHOD(ShaderResourceVariable, IsBound, This, __VA_ARGS__) // clang-format on #endif DILIGENT_END_NAMESPACE // namespace Diligent