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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
/// Definition of the Diligent::IRenderDevice interface and related data structures
#include "../../../Primitives/interface/Object.h"
#include "EngineFactory.h"
#include "GraphicsTypes.h"
#include "Constants.h"
#include "Buffer.h"
#include "InputLayout.h"
#include "Shader.h"
#include "Texture.h"
#include "Sampler.h"
#include "ResourceMapping.h"
#include "TextureView.h"
#include "BufferView.h"
#include "PipelineState.h"
#include "Fence.h"
#include "Query.h"
#include "RenderPass.h"
#include "Framebuffer.h"
#include "BottomLevelAS.h"
#include "TopLevelAS.h"
#include "ShaderBindingTable.h"
#include "PipelineResourceSignature.h"
#include "DepthStencilState.h"
#include "RasterizerState.h"
#include "BlendState.h"
DILIGENT_BEGIN_NAMESPACE(Diligent)
// {F0E9B607-AE33-4B2B-B1AF-A8B2C3104022}
static const INTERFACE_ID IID_RenderDevice =
{0xf0e9b607, 0xae33, 0x4b2b, {0xb1, 0xaf, 0xa8, 0xb2, 0xc3, 0x10, 0x40, 0x22}};
#define DILIGENT_INTERFACE_NAME IRenderDevice
#include "../../../Primitives/interface/DefineInterfaceHelperMacros.h"
#define IRenderDeviceInclusiveMethods \
IObjectInclusiveMethods; \
IRenderDeviceMethods RenderDevice
// clang-format off
/// Render device interface
DILIGENT_BEGIN_INTERFACE(IRenderDevice, IObject)
{
/// Creates a new buffer object
/// \param [in] BuffDesc - Buffer description, see Diligent::BufferDesc for details.
/// \param [in] pBuffData - Pointer to Diligent::BufferData structure that describes
/// initial buffer data or nullptr if no data is provided.
/// Immutable buffers (USAGE_IMMUTABLE) must be initialized at creation time.
/// \param [out] ppBuffer - Address of the memory location where the pointer to the
/// buffer interface will be stored. The function calls AddRef(),
/// so that the new buffer will have one reference and must be
/// released by a call to Release().
///
/// \remarks
/// Size of a uniform buffer (BIND_UNIFORM_BUFFER) must be multiple of 16.\n
/// Stride of a formatted buffer will be computed automatically from the format if
/// ElementByteStride member of buffer description is set to default value (0).
VIRTUAL void METHOD(CreateBuffer)(THIS_
const BufferDesc REF BuffDesc,
const BufferData* pBuffData,
IBuffer** ppBuffer) PURE;
/// Creates a new shader object
/// \param [in] ShaderCI - Shader create info, see Diligent::ShaderCreateInfo for details.
/// \param [out] ppShader - Address of the memory location where the pointer to the
/// shader interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateShader)(THIS_
const ShaderCreateInfo REF ShaderCI,
IShader** ppShader) PURE;
/// Creates a new texture object
/// \param [in] TexDesc - Texture description, see Diligent::TextureDesc for details.
/// \param [in] pData - Pointer to Diligent::TextureData structure that describes
/// initial texture data or nullptr if no data is provided.
/// Immutable textures (USAGE_IMMUTABLE) must be initialized at creation time.
///
/// \param [out] ppTexture - Address of the memory location where the pointer to the
/// texture interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
/// \remarks
/// To create all mip levels, set the TexDesc.MipLevels to zero.\n
/// Multisampled resources cannot be initialzed with data when they are created. \n
/// If initial data is provided, number of subresources must exactly match the number
/// of subresources in the texture (which is the number of mip levels times the number of array slices.
/// For a 3D texture, this is just the number of mip levels).
/// For example, for a 15 x 6 x 2 2D texture array, the following array of subresources should be
/// provided: \n
/// 15x6, 7x3, 3x1, 1x1, 15x6, 7x3, 3x1, 1x1.\n
/// For a 15 x 6 x 4 3D texture, the following array of subresources should be provided:\n
/// 15x6x4, 7x3x2, 3x1x1, 1x1x1
VIRTUAL void METHOD(CreateTexture)(THIS_
const TextureDesc REF TexDesc,
const TextureData* pData,
ITexture** ppTexture) PURE;
/// Creates a new sampler object
/// \param [in] SamDesc - Sampler description, see Diligent::SamplerDesc for details.
/// \param [out] ppSampler - Address of the memory location where the pointer to the
/// sampler interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
/// \remark If an application attempts to create a sampler interface with the same attributes
/// as an existing interface, the same interface will be returned.
/// \note In D3D11, 4096 unique sampler state objects can be created on a device at a time.
VIRTUAL void METHOD(CreateSampler)(THIS_
const SamplerDesc REF SamDesc,
ISampler** ppSampler) PURE;
/// Creates a new resource mapping
/// \param [in] MappingDesc - Resource mapping description, see Diligent::ResourceMappingDesc for details.
/// \param [out] ppMapping - Address of the memory location where the pointer to the
/// resource mapping interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateResourceMapping)(THIS_
const ResourceMappingDesc REF MappingDesc,
IResourceMapping** ppMapping) PURE;
/// Creates a new graphics pipeline state object
/// \param [in] PSOCreateInfo - Graphics pipeline state create info, see Diligent::GraphicsPipelineStateCreateInfo for details.
/// \param [out] ppPipelineState - Address of the memory location where the pointer to the
/// pipeline state interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateGraphicsPipelineState)(THIS_
const GraphicsPipelineStateCreateInfo REF PSOCreateInfo,
IPipelineState** ppPipelineState) PURE;
/// Creates a new compute pipeline state object
/// \param [in] PSOCreateInfo - Compute pipeline state create info, see Diligent::ComputePipelineStateCreateInfo for details.
/// \param [out] ppPipelineState - Address of the memory location where the pointer to the
/// pipeline state interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateComputePipelineState)(THIS_
const ComputePipelineStateCreateInfo REF PSOCreateInfo,
IPipelineState** ppPipelineState) PURE;
/// Creates a new ray tracing pipeline state object
/// \param [in] PSOCreateInfo - Ray tracing pipeline state create info, see Diligent::RayTracingPipelineStateCreateInfo for details.
/// \param [out] ppPipelineState - Address of the memory location where the pointer to the
/// pipeline state interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateRayTracingPipelineState)(THIS_
const RayTracingPipelineStateCreateInfo REF PSOCreateInfo,
IPipelineState** ppPipelineState) PURE;
/// Creates a new fence object
/// \param [in] Desc - Fence description, see Diligent::FenceDesc for details.
/// \param [out] ppFence - Address of the memory location where the pointer to the
/// fence interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateFence)(THIS_
const FenceDesc REF Desc,
IFence** ppFence) PURE;
/// Creates a new query object
/// \param [in] Desc - Query description, see Diligent::QueryDesc for details.
/// \param [out] ppQuery - Address of the memory location where the pointer to the
/// query interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateQuery)(THIS_
const QueryDesc REF Desc,
IQuery** ppQuery) PURE;
/// Creates a render pass object
/// \param [in] Desc - Render pass description, see Diligent::RenderPassDesc for details.
/// \param [out] ppRenderPass - Address of the memory location where the pointer to the
/// render pass interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateRenderPass)(THIS_
const RenderPassDesc REF Desc,
IRenderPass** ppRenderPass) PURE;
/// Creates a framebuffer object
/// \param [in] Desc - Framebuffer description, see Diligent::FramebufferDesc for details.
/// \param [out] ppFramebuffer - Address of the memory location where the pointer to the
/// framebuffer interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateFramebuffer)(THIS_
const FramebufferDesc REF Desc,
IFramebuffer** ppFramebuffer) PURE;
/// Creates a bottom-level acceleration structure object (BLAS).
/// \param [in] Desc - BLAS description, see Diligent::BottomLevelASDesc for details.
/// \param [out] ppBLAS - Address of the memory location where the pointer to the
/// BLAS interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateBLAS)(THIS_
const BottomLevelASDesc REF Desc,
IBottomLevelAS** ppBLAS) PURE;
/// Creates a top-level acceleration structure object (TLAS).
/// \param [in] Desc - TLAS description, see Diligent::TopLevelASDesc for details.
/// \param [out] ppTLAS - Address of the memory location where the pointer to the
/// TLAS interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateTLAS)(THIS_
const TopLevelASDesc REF Desc,
ITopLevelAS** ppTLAS) PURE;
/// Creates a shader resource binding table object (SBT).
/// \param [in] Desc - SBT description, see Diligent::ShaderBindingTableDesc for details.
/// \param [out] ppSBT - Address of the memory location where the pointer to the
/// SBT interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreateSBT)(THIS_
const ShaderBindingTableDesc REF Desc,
IShaderBindingTable** ppSBT) PURE;
/// Creates a pipeline resource signature object.
/// \param [in] Desc - Resource signature description, see Diligent::PipelineResourceSignatureDesc for details.
/// \param [out] ppSignature - Address of the memory location where the pointer to the
/// pipeline resource signature interface will be stored.
/// The function calls AddRef(), so that the new object will have
/// one reference.
VIRTUAL void METHOD(CreatePipelineResourceSignature)(THIS_
const PipelineResourceSignatureDesc REF Desc,
IPipelineResourceSignature** ppSignature) PURE;
/// Gets the device capabilities, see Diligent::DeviceCaps for details
VIRTUAL const DeviceCaps REF METHOD(GetDeviceCaps)(THIS) CONST PURE;
/// Gets the device properties, see Diligent::DeviceProperties for details
VIRTUAL const DeviceProperties REF METHOD(GetDeviceProperties)(THIS) CONST PURE;
/// Returns the basic texture format information.
/// See Diligent::TextureFormatInfo for details on the provided information.
/// \param [in] TexFormat - Texture format for which to provide the information
/// \return Const reference to the TextureFormatInfo structure containing the
/// texture format description.
VIRTUAL const TextureFormatInfo REF METHOD(GetTextureFormatInfo)(THIS_
TEXTURE_FORMAT TexFormat) PURE;
/// Returns the extended texture format information.
/// See Diligent::TextureFormatInfoExt for details on the provided information.
/// \param [in] TexFormat - Texture format for which to provide the information
/// \return Const reference to the TextureFormatInfoExt structure containing the
/// extended texture format description.
/// \remark The first time this method is called for a particular format, it may be
/// considerably slower than GetTextureFormatInfo(). If you do not require
/// extended information, call GetTextureFormatInfo() instead.
VIRTUAL const TextureFormatInfoExt REF METHOD(GetTextureFormatInfoExt)(THIS_
TEXTURE_FORMAT TexFormat) PURE;
/// Purges device release queues and releases all stale resources.
/// This method is automatically called by ISwapChain::Present() of the primary swap chain.
/// \param [in] ForceRelease - Forces release of all objects. Use this option with
/// great care only if you are sure the resources are not
/// in use by the GPU (such as when the device has just been idled).
VIRTUAL void METHOD(ReleaseStaleResources)(THIS_
bool ForceRelease DEFAULT_VALUE(false)) PURE;
/// Waits until all outstanding operations on the GPU are complete.
/// \note The method blocks the execution of the calling thread until the GPU is idle.
///
/// \remarks The method does not flush immediate contexts, so it will only wait for commands that
/// have been previously submitted for execution. An application should explicitly flush
/// the contexts using IDeviceContext::Flush() if it needs to make sure all recorded commands
/// are complete when the method returns.
VIRTUAL void METHOD(IdleGPU)(THIS) PURE;
/// Returns engine factory this device was created from.
/// \remark This method does not increment the reference counter of the returned interface,
/// so the application should not call Release().
VIRTUAL IEngineFactory* METHOD(GetEngineFactory)(THIS) CONST PURE;
};
DILIGENT_END_INTERFACE
#include "../../../Primitives/interface/UndefInterfaceHelperMacros.h"
#if DILIGENT_C_INTERFACE
// clang-format off
# define IRenderDevice_CreateBuffer(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateBuffer, This, __VA_ARGS__)
# define IRenderDevice_CreateShader(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateShader, This, __VA_ARGS__)
# define IRenderDevice_CreateTexture(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateTexture, This, __VA_ARGS__)
# define IRenderDevice_CreateSampler(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateSampler, This, __VA_ARGS__)
# define IRenderDevice_CreateResourceMapping(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateResourceMapping, This, __VA_ARGS__)
# define IRenderDevice_CreateGraphicsPipelineState(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateGraphicsPipelineState, This, __VA_ARGS__)
# define IRenderDevice_CreateComputePipelineState(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateComputePipelineState, This, __VA_ARGS__)
# define IRenderDevice_CreateRayTracingPipelineState(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateRayTracingPipelineState, This, __VA_ARGS__)
# define IRenderDevice_CreateFence(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateFence, This, __VA_ARGS__)
# define IRenderDevice_CreateQuery(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateQuery, This, __VA_ARGS__)
# define IRenderDevice_CreateRenderPass(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateRenderPass, This, __VA_ARGS__)
# define IRenderDevice_CreateFramebuffer(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateFramebuffer, This, __VA_ARGS__)
# define IRenderDevice_CreateBLAS(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateBLAS, This, __VA_ARGS__)
# define IRenderDevice_CreateTLAS(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateTLAS, This, __VA_ARGS__)
# define IRenderDevice_CreateSBT(This, ...) CALL_IFACE_METHOD(RenderDevice, CreateSBT, This, __VA_ARGS__)
# define IRenderDevice_CreatePipelineResourceSignature(This, ...) CALL_IFACE_METHOD(RenderDevice, CreatePipelineResourceSignature, This, __VA_ARGS__)
# define IRenderDevice_GetDeviceCaps(This) CALL_IFACE_METHOD(RenderDevice, GetDeviceCaps, This)
# define IRenderDevice_GetTextureFormatInfo(This, ...) CALL_IFACE_METHOD(RenderDevice, GetTextureFormatInfo, This, __VA_ARGS__)
# define IRenderDevice_GetTextureFormatInfoExt(This, ...) CALL_IFACE_METHOD(RenderDevice, GetTextureFormatInfoExt, This, __VA_ARGS__)
# define IRenderDevice_ReleaseStaleResources(This, ...) CALL_IFACE_METHOD(RenderDevice, ReleaseStaleResources, This, __VA_ARGS__)
# define IRenderDevice_IdleGPU(This) CALL_IFACE_METHOD(RenderDevice, IdleGPU, This)
# define IRenderDevice_GetEngineFactory(This) CALL_IFACE_METHOD(RenderDevice, GetEngineFactory, This)
// clang-format on
#endif
DILIGENT_END_NAMESPACE // namespace Diligent
|