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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::ShaderD3D11Impl class
#include <atlbase.h>
#include "EngineD3D11ImplTraits.hpp"
#include "ShaderBase.hpp"
#include "ShaderD3DBase.hpp"
#include "ShaderResourcesD3D11.hpp"
namespace Diligent
{
/// Shader implementation in Direct3D11 backend.
class ShaderD3D11Impl final : public ShaderBase<EngineD3D11ImplTraits>, public ShaderD3DBase
{
public:
using TShaderBase = ShaderBase<EngineD3D11ImplTraits>;
ShaderD3D11Impl(IReferenceCounters* pRefCounters,
class RenderDeviceD3D11Impl* pRenderDeviceD3D11,
const ShaderCreateInfo& ShaderCI);
~ShaderD3D11Impl();
virtual void DILIGENT_CALL_TYPE QueryInterface(const INTERFACE_ID& IID, IObject** ppInterface) override final;
/// Implementation of IShader::GetResourceCount() in Direct3D11 backend.
virtual Uint32 DILIGENT_CALL_TYPE GetResourceCount() const override final
{
return m_pShaderResources->GetTotalResources();
}
/// Implementation of IShader::GetResource() in Direct3D11 backend.
virtual void DILIGENT_CALL_TYPE GetResourceDesc(Uint32 Index, ShaderResourceDesc& ResourceDesc) const override final
{
ResourceDesc = m_pShaderResources->GetHLSLShaderResourceDesc(Index);
}
/// Implementation of IShaderD3D::GetHLSLResource() method.
virtual void DILIGENT_CALL_TYPE GetHLSLResource(Uint32 Index, HLSLShaderResourceDesc& ResourceDesc) const override final
{
ResourceDesc = m_pShaderResources->GetHLSLShaderResourceDesc(Index);
}
/// Implementation of IShaderD3D11::GetD3D11Shader() method.
virtual ID3D11DeviceChild* DILIGENT_CALL_TYPE GetD3D11Shader() override final
{
return m_pShader;
}
ID3DBlob* GetBytecode() { return m_pShaderByteCode; }
const std::shared_ptr<const ShaderResourcesD3D11>& GetShaderResources() const { return m_pShaderResources; }
private:
/// D3D11 shader
CComPtr<ID3D11DeviceChild> m_pShader;
// ShaderResources class instance must be referenced through the shared pointer, because
// it is referenced by ShaderResourceLayoutD3D11 class instances
std::shared_ptr<const ShaderResourcesD3D11> m_pShaderResources;
};
} // namespace Diligent
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