/* * 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::ShaderResourcesD3D11 class #include "ShaderResources.hpp" namespace Diligent { /// Diligent::ShaderResourcesD3D11 class class ShaderResourcesD3D11 : public ShaderResources { public: // Loads shader resources from the compiled shader bytecode ShaderResourcesD3D11(class RenderDeviceD3D11Impl* pDeviceD3D11Impl, ID3DBlob* pShaderBytecode, const ShaderDesc& ShdrDesc, const char* CombinedSamplerSuffix); ~ShaderResourcesD3D11(); // clang-format off ShaderResourcesD3D11 (const ShaderResourcesD3D11&) = delete; ShaderResourcesD3D11 ( ShaderResourcesD3D11&&) = delete; ShaderResourcesD3D11& operator = (const ShaderResourcesD3D11&) = delete; ShaderResourcesD3D11& operator = ( ShaderResourcesD3D11&&) = delete; __forceinline Int32 GetMaxCBBindPoint() const { return m_MaxCBBindPoint; } __forceinline Int32 GetMaxSRVBindPoint() const { return m_MaxSRVBindPoint; } __forceinline Int32 GetMaxSamplerBindPoint()const { return m_MaxSamplerBindPoint; } __forceinline Int32 GetMaxUAVBindPoint() const { return m_MaxUAVBindPoint; } // clang-format on private: using MaxBindPointType = Int8; // clang-format off MaxBindPointType m_MaxCBBindPoint = -1; // Max == 13 MaxBindPointType m_MaxSRVBindPoint = -1; // Max == 127 MaxBindPointType m_MaxSamplerBindPoint = -1; // Max == 15 MaxBindPointType m_MaxUAVBindPoint = -1; // Max == 7 static constexpr UINT MaxAllowedBindPoint = std::numeric_limits::max(); static_assert(D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT-1 <= MaxAllowedBindPoint, "Not enough bits to represent max CB slot" ); static_assert(D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT-1 <= MaxAllowedBindPoint, "Not enough bits to represent max SRV slot"); static_assert(D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT-1 <= MaxAllowedBindPoint, "Not enough bits to represent max Sampler slot"); static_assert(D3D11_PS_CS_UAV_REGISTER_COUNT-1 <= MaxAllowedBindPoint, "Not enough bits to represent max UAV slot"); // clang-format on }; } // namespace Diligent