/* * 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 /// Declaration of Diligent::PipelineResourceSignatureD3D11Impl class #include #include "EngineD3D11ImplTraits.hpp" #include "PipelineResourceSignatureBase.hpp" #include "PipelineResourceAttribsD3D11.hpp" // ShaderVariableManagerD3D11, ShaderResourceCacheD3D11, and ShaderResourceBindingD3D11Impl // are required by PipelineResourceSignatureBase #include "ShaderResourceCacheD3D11.hpp" #include "ShaderVariableManagerD3D11.hpp" #include "ShaderResourceBindingD3D11Impl.hpp" #include "SamplerD3D11Impl.hpp" #include "ResourceBindingMap.hpp" namespace Diligent { /// Implementation of the Diligent::PipelineResourceSignatureD3D11Impl class class PipelineResourceSignatureD3D11Impl final : public PipelineResourceSignatureBase { public: using TPipelineResourceSignatureBase = PipelineResourceSignatureBase; PipelineResourceSignatureD3D11Impl(IReferenceCounters* pRefCounters, RenderDeviceD3D11Impl* pDevice, const PipelineResourceSignatureDesc& Desc, bool bIsDeviceInternal = false); ~PipelineResourceSignatureD3D11Impl(); using ResourceAttribs = PipelineResourceAttribsD3D11; const ResourceAttribs& GetResourceAttribs(Uint32 ResIndex) const { VERIFY_EXPR(ResIndex < m_Desc.NumResources); return m_pResourceAttribs[ResIndex]; } // sizeof(ImmutableSamplerAttribs) == 24, x64 struct ImmutableSamplerAttribs { public: RefCntAutoPtr pSampler; Uint32 ArraySize = 1; D3D11ResourceBindPoints BindPoints; ImmutableSamplerAttribs() noexcept {} bool IsAllocated() const { return !BindPoints.IsEmpty(); } }; const ImmutableSamplerAttribs& GetImmutableSamplerAttribs(Uint32 SampIndex) const { VERIFY_EXPR(SampIndex < m_Desc.NumImmutableSamplers); return m_ImmutableSamplers[SampIndex]; } __forceinline void ShiftBindings(D3D11ShaderResourceCounters& Bindings) const { for (Uint32 r = 0; r < D3D11_RESOURCE_RANGE_COUNT; ++r) Bindings[r] += m_ResourceCounters[r]; } void InitSRBResourceCache(ShaderResourceCacheD3D11& ResourceCache); void UpdateShaderResourceBindingMap(ResourceBinding::TMap& ResourceMap, SHADER_TYPE ShaderStage, const D3D11ShaderResourceCounters& BaseBindings) const; // Copies static resources from the static resource cache to the destination cache void CopyStaticResources(ShaderResourceCacheD3D11& ResourceCache) const; #ifdef DILIGENT_DEVELOPMENT /// Verifies committed resource using the D3D resource attributes from the PSO. bool DvpValidateCommittedResource(const D3DShaderResourceAttribs& D3DAttribs, Uint32 ResIndex, const ShaderResourceCacheD3D11& ResourceCache, const char* ShaderName, const char* PSOName) const; #endif private: void CreateLayout(); void Destruct(); private: D3D11ShaderResourceCounters m_ResourceCounters = {}; ResourceAttribs* m_pResourceAttribs = nullptr; // [m_Desc.NumResources] ImmutableSamplerAttribs* m_ImmutableSamplers = nullptr; // [m_Desc.NumImmutableSamplers] }; } // namespace Diligent