Diligent Engine API Reference
ShaderResourceBinding.h
1 /* Copyright 2015-2018 Egor Yusov
2  *
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  * http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
10  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
11  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
12  *
13  * In no event and under no legal theory, whether in tort (including negligence),
14  * contract, or otherwise, unless required by applicable law (such as deliberate
15  * and grossly negligent acts) or agreed to in writing, shall any Contributor be
16  * liable for any damages, including any direct, indirect, special, incidental,
17  * or consequential damages of any character arising as a result of this License or
18  * out of the use or inability to use the software (including but not limited to damages
19  * for loss of goodwill, work stoppage, computer failure or malfunction, or any and
20  * all other commercial damages or losses), even if such Contributor has been advised
21  * of the possibility of such damages.
22  */
23 
24 #pragma once
25 
28 
29 #include "Object.h"
30 
31 namespace Diligent
32 {
33 
34 // {061F8774-9A09-48E8-8411-B5BD20560104}
35 static constexpr INTERFACE_ID IID_ShaderResourceBinding =
36 { 0x61f8774, 0x9a09, 0x48e8, { 0x84, 0x11, 0xb5, 0xbd, 0x20, 0x56, 0x1, 0x4 } };
37 
38 
40 class IShaderResourceBinding : public IObject
41 {
42 public:
44  virtual void QueryInterface( const INTERFACE_ID &IID, IObject **ppInterface ) = 0;
45 
47 
50  virtual class IPipelineState* GetPipelineState() = 0;
51 
53 
58  virtual void BindResources(Uint32 ShaderFlags, IResourceMapping *pResMapping, Uint32 Flags) = 0;
59 
61 
65  virtual IShaderVariable *GetVariable(SHADER_TYPE ShaderType, const char *Name) = 0;
66 };
67 
68 }
Shader resource variable.
Definition: Shader.h:265
SHADER_TYPE
Describes the shader type.
Definition: Shader.h:46
Namespace for the OpenGL implementation of the graphics engine.
Definition: BufferD3D11Impl.h:34
virtual IShaderVariable * GetVariable(SHADER_TYPE ShaderType, const char *Name)=0
Returns variable.
virtual void BindResources(Uint32 ShaderFlags, IResourceMapping *pResMapping, Uint32 Flags)=0
Binds all resource using the resource mapping.
Resouce mapping.
Definition: ResourceMapping.h:80
Shader resource binding interface.
Definition: ShaderResourceBinding.h:40
Definition: PipelineState.h:209
virtual void QueryInterface(const INTERFACE_ID &IID, IObject **ppInterface)=0
Queries the specific interface, see IObject::QueryInterface() for details.
virtual class IPipelineState * GetPipelineState()=0
Returns pointer to the referenced buffer object.