/* * 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 #include #include "EngineGLImplTraits.hpp" #include "PipelineStateBase.hpp" #include "PipelineResourceSignatureGLImpl.hpp" // Requiured by PipelineStateBase #include "ShaderGLImpl.hpp" #include "GLObjectWrapper.hpp" #include "GLContext.hpp" namespace Diligent { /// Pipeline state object implementation in OpenGL backend. class PipelineStateGLImpl final : public PipelineStateBase { public: using TPipelineStateBase = PipelineStateBase; PipelineStateGLImpl(IReferenceCounters* pRefCounters, RenderDeviceGLImpl* pDeviceGL, const GraphicsPipelineStateCreateInfo& CreateInfo, bool IsDeviceInternal = false); PipelineStateGLImpl(IReferenceCounters* pRefCounters, RenderDeviceGLImpl* pDeviceGL, const ComputePipelineStateCreateInfo& CreateInfo, bool IsDeviceInternal = false); ~PipelineStateGLImpl(); /// Queries the specific interface, see IObject::QueryInterface() for details virtual void DILIGENT_CALL_TYPE QueryInterface(const INTERFACE_ID& IID, IObject** ppInterface) override; void CommitProgram(GLContextState& State); #ifdef DILIGENT_DEVELOPMENT using TBindings = PipelineResourceSignatureGLImpl::TBindings; void DvpVerifySRBResources(class ShaderResourceBindingGLImpl* pSRBs[], const TBindings BaseBindings[], Uint32 NumSRBs) const; #endif private: using TShaderStages = std::vector; GLObjectWrappers::GLPipelineObj& GetGLProgramPipeline(GLContext::NativeGLContextType Context); template void InitInternalObjects(const PSOCreateInfoType& CreateInfo, const TShaderStages& ShaderStages); void InitResourceLayout(const PipelineStateCreateInfo& CreateInfo, const TShaderStages& ShaderStages, SHADER_TYPE ActiveStages); RefCntAutoPtr CreateDefaultSignature( const PipelineStateCreateInfo& CreateInfo, const TShaderStages& ShaderStages, SHADER_TYPE ActiveStages); void Destruct(); SHADER_TYPE GetShaderStageType(Uint32 Index) const; Uint32 GetNumShaderStages() const { return m_NumPrograms; } void ValidateShaderResources(std::shared_ptr pShaderResources, const char* ShaderName, SHADER_TYPE ShaderStages); private: // Linked GL programs for every shader stage. Every pipeline needs to have its own programs // because resource bindings assigned by PipelineResourceSignatureGLImpl::ApplyBindings depend on other // shader stages. using GLProgramObj = GLObjectWrappers::GLProgramObj; GLProgramObj* m_GLPrograms = nullptr; // [m_NumPrograms] ThreadingTools::LockFlag m_ProgPipelineLockFlag; std::vector> m_GLProgPipelines; Uint8 m_NumPrograms = 0; bool m_IsProgramPipelineSupported = false; SHADER_TYPE* m_ShaderTypes = nullptr; // [m_NumPrograms] #ifdef DILIGENT_DEVELOPMENT // Shader resources for all shaders in all shader stages in the pipeline. std::vector> m_ShaderResources; std::vector m_ShaderNames; // Shader resource attributions for every resource in m_ShaderResources, in the same order. std::vector m_ResourceAttibutions; #endif }; __forceinline SHADER_TYPE GetShaderStageType(const ShaderGLImpl* pShader) { return pShader->GetDesc().ShaderType; } } // namespace Diligent