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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
/// Declaration of Diligent::PipelineResourceSignatureD3D11Impl class
#include <array>
#include "EngineD3D11ImplTraits.hpp"
#include "PipelineResourceSignatureBase.hpp"
#include "PipelineResourceAttribsD3D11.hpp"
// ShaderVariableManagerD3D11, ShaderResourceCacheD3D11, and ShaderResourceBindingD3D11Impl
// are required by PipelineResourceSignatureBase
#include "ShaderResourceCacheD3D11.hpp"
#include "ShaderVariableManagerD3D11.hpp"
#include "ShaderResourceBindingD3D11Impl.hpp"
#include "SamplerD3D11Impl.hpp"
#include "ResourceBindingMap.hpp"
namespace Diligent
{
/// Implementation of the Diligent::PipelineResourceSignatureD3D11Impl class
class PipelineResourceSignatureD3D11Impl final : public PipelineResourceSignatureBase<EngineD3D11ImplTraits>
{
public:
using TPipelineResourceSignatureBase = PipelineResourceSignatureBase<EngineD3D11ImplTraits>;
PipelineResourceSignatureD3D11Impl(IReferenceCounters* pRefCounters,
RenderDeviceD3D11Impl* pDevice,
const PipelineResourceSignatureDesc& Desc,
bool bIsDeviceInternal = false);
~PipelineResourceSignatureD3D11Impl();
using ResourceAttribs = PipelineResourceAttribsD3D11;
const ResourceAttribs& GetResourceAttribs(Uint32 ResIndex) const
{
VERIFY_EXPR(ResIndex < m_Desc.NumResources);
return m_pResourceAttribs[ResIndex];
}
// sizeof(ImmutableSamplerAttribs) == 24, x64
struct ImmutableSamplerAttribs
{
public:
RefCntAutoPtr<SamplerD3D11Impl> pSampler;
Uint32 ArraySize = 1;
D3D11ResourceBindPoints BindPoints;
ImmutableSamplerAttribs() noexcept {}
bool IsAllocated() const { return !BindPoints.IsEmpty(); }
};
const ImmutableSamplerAttribs& GetImmutableSamplerAttribs(Uint32 SampIndex) const
{
VERIFY_EXPR(SampIndex < m_Desc.NumImmutableSamplers);
return m_ImmutableSamplers[SampIndex];
}
__forceinline void ShiftBindings(D3D11ShaderResourceCounters& Bindings) const
{
for (Uint32 r = 0; r < D3D11_RESOURCE_RANGE_COUNT; ++r)
Bindings[r] += m_ResourceCounters[r];
}
void InitSRBResourceCache(ShaderResourceCacheD3D11& ResourceCache);
void UpdateShaderResourceBindingMap(ResourceBinding::TMap& ResourceMap, SHADER_TYPE ShaderStage, const D3D11ShaderResourceCounters& BaseBindings) const;
// Copies static resources from the static resource cache to the destination cache
void CopyStaticResources(ShaderResourceCacheD3D11& ResourceCache) const;
#ifdef DILIGENT_DEVELOPMENT
/// Verifies committed resource using the D3D resource attributes from the PSO.
bool DvpValidateCommittedResource(const D3DShaderResourceAttribs& D3DAttribs,
Uint32 ResIndex,
const ShaderResourceCacheD3D11& ResourceCache,
const char* ShaderName,
const char* PSOName) const;
#endif
private:
void CreateLayout();
void Destruct();
private:
D3D11ShaderResourceCounters m_ResourceCounters = {};
ResourceAttribs* m_pResourceAttribs = nullptr; // [m_Desc.NumResources]
ImmutableSamplerAttribs* m_ImmutableSamplers = nullptr; // [m_Desc.NumImmutableSamplers]
};
} // namespace Diligent
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