/* * 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::PipelineStateD3D12Impl class #include #include "EngineD3D12ImplTraits.hpp" #include "PipelineStateBase.hpp" #include "PipelineResourceSignatureD3D12Impl.hpp" // Requiured by PipelineStateBase #include "RootSignature.hpp" namespace Diligent { class ShaderResourcesD3D12; /// Pipeline state object implementation in Direct3D12 backend. class PipelineStateD3D12Impl final : public PipelineStateBase { public: using TPipelineStateBase = PipelineStateBase; PipelineStateD3D12Impl(IReferenceCounters* pRefCounters, RenderDeviceD3D12Impl* pDeviceD3D12, const GraphicsPipelineStateCreateInfo& CreateInfo); PipelineStateD3D12Impl(IReferenceCounters* pRefCounters, RenderDeviceD3D12Impl* pDeviceD3D12, const ComputePipelineStateCreateInfo& CreateInfo); PipelineStateD3D12Impl(IReferenceCounters* pRefCounters, RenderDeviceD3D12Impl* pDeviceD3D12, const RayTracingPipelineStateCreateInfo& CreateInfo); ~PipelineStateD3D12Impl(); IMPLEMENT_QUERY_INTERFACE_IN_PLACE(IID_PipelineStateD3D12, TPipelineStateBase) /// Implementation of IPipelineState::IsCompatibleWith() in Direct3D12 backend. virtual bool DILIGENT_CALL_TYPE IsCompatibleWith(const IPipelineState* pPSO) const override final; /// Implementation of IPipelineStateD3D12::GetD3D12PipelineState(). virtual ID3D12PipelineState* DILIGENT_CALL_TYPE GetD3D12PipelineState() const override final { return static_cast(m_pd3d12PSO.p); } /// Implementation of IPipelineStateD3D12::GetD3D12StateObject(). virtual ID3D12StateObject* DILIGENT_CALL_TYPE GetD3D12StateObject() const override final { return static_cast(m_pd3d12PSO.p); } /// Implementation of IPipelineStateD3D12::GetD3D12RootSignature(). virtual ID3D12RootSignature* DILIGENT_CALL_TYPE GetD3D12RootSignature() const override final { return m_RootSig->GetD3D12RootSignature(); } const RootSignatureD3D12& GetRootSignature() const { return *m_RootSig; } #ifdef DILIGENT_DEVELOPMENT void DvpVerifySRBResources(ShaderResourceBindingD3D12Impl* pSRBs[], Uint32 NumSRBs) const; #endif private: struct ShaderStageInfo { ShaderStageInfo() {} ShaderStageInfo(ShaderD3D12Impl* _pShader); void Append(ShaderD3D12Impl* pShader); size_t Count() const; SHADER_TYPE Type = SHADER_TYPE_UNKNOWN; std::vector Shaders; std::vector> ByteCodes; friend SHADER_TYPE GetShaderStageType(const ShaderStageInfo& Stage) { return Stage.Type; } }; using TShaderStages = std::vector; template void InitInternalObjects(const PSOCreateInfoType& CreateInfo, TShaderStages& ShaderStages, LocalRootSignatureD3D12* pLocalRootSig = nullptr); void InitRootSignature(const PipelineStateCreateInfo& CreateInfo, TShaderStages& ShaderStages, LocalRootSignatureD3D12* pLocalRootSig); static RefCntAutoPtr CreateDefaultResourceSignature( RenderDeviceD3D12Impl* pDevice, const PipelineStateCreateInfo& CreateInfo, TShaderStages& ShaderStages, LocalRootSignatureD3D12* pLocalRootSig); void Destruct(); void ValidateShaderResources(const ShaderD3D12Impl* pShader, const LocalRootSignatureD3D12* pLocalRootSig); private: CComPtr m_pd3d12PSO; RefCntAutoPtr m_RootSig; // NB: Pipeline resource signatures used to create the PSO may NOT be the same as // pipeline resource signatures in m_RootSig, because the latter may be used from the // cache. While the two signatures may be compatible, they resource names may not be identical. #ifdef DILIGENT_DEVELOPMENT // Shader resources for all shaders in all shader stages in the pipeline. std::vector> m_ShaderResources; // Shader resource attributions for every resource in m_ShaderResources, in the same order. std::vector m_ResourceAttibutions; #endif }; } // namespace Diligent