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/*
* 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
/// Implementation of the Diligent::ShaderBase template class
#include <vector>
#include "Shader.h"
#include "DeviceObjectBase.hpp"
#include "STDAllocator.hpp"
#include "PlatformMisc.hpp"
#include "EngineMemory.h"
#include "Align.hpp"
namespace Diligent
{
/// Template class implementing base functionality of the shader object
/// \tparam EngineImplTraits - Engine implementation type traits.
template <typename EngineImplTraits>
class ShaderBase : public DeviceObjectBase<typename EngineImplTraits::ShaderInterface, typename EngineImplTraits::RenderDeviceImplType, ShaderDesc>
{
public:
// Base interface this class inherits (IShaderD3D12, IShaderVk, etc.)
using BaseInterface = typename EngineImplTraits::ShaderInterface;
// Render device implementation type (RenderDeviceD3D12Impl, RenderDeviceVkImpl, etc.).
using RenderDeviceImplType = typename EngineImplTraits::RenderDeviceImplType;
using TDeviceObjectBase = DeviceObjectBase<BaseInterface, RenderDeviceImplType, ShaderDesc>;
/// \param pRefCounters - Reference counters object that controls the lifetime of this shader.
/// \param pDevice - Pointer to the device.
/// \param ShdrDesc - Shader description.
/// \param bIsDeviceInternal - Flag indicating if the shader is an internal device object and
/// must not keep a strong reference to the device.
ShaderBase(IReferenceCounters* pRefCounters,
RenderDeviceImplType* pDevice,
const ShaderDesc& ShdrDesc,
bool bIsDeviceInternal = false) :
TDeviceObjectBase{pRefCounters, pDevice, ShdrDesc, bIsDeviceInternal}
{
const auto& deviceFeatures = pDevice->GetDeviceCaps().Features;
if (ShdrDesc.ShaderType == SHADER_TYPE_GEOMETRY && !deviceFeatures.GeometryShaders)
LOG_ERROR_AND_THROW("Geometry shaders are not supported by this device.");
if ((ShdrDesc.ShaderType == SHADER_TYPE_DOMAIN || ShdrDesc.ShaderType == SHADER_TYPE_HULL) && !deviceFeatures.Tessellation)
LOG_ERROR_AND_THROW("Tessellation shaders are not supported by this device.");
if (ShdrDesc.ShaderType == SHADER_TYPE_COMPUTE && !deviceFeatures.ComputeShaders)
LOG_ERROR_AND_THROW("Compute shaders are not supported by this device.");
if ((ShdrDesc.ShaderType == SHADER_TYPE_AMPLIFICATION || ShdrDesc.ShaderType == SHADER_TYPE_MESH) && !deviceFeatures.MeshShaders)
LOG_ERROR_AND_THROW("Mesh shaders are not supported by this device.");
if ((ShdrDesc.ShaderType >= SHADER_TYPE_RAY_GEN && ShdrDesc.ShaderType <= SHADER_TYPE_CALLABLE) && !deviceFeatures.RayTracing)
LOG_ERROR_AND_THROW("Ray tracing shaders are not supported by this device.");
}
IMPLEMENT_QUERY_INTERFACE_IN_PLACE(IID_Shader, TDeviceObjectBase)
};
} // namespace Diligent
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