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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.
*/
#include "pch.h"
#include "ShaderResourcesD3D11.hpp"
#include <d3dcompiler.h>
#include "RenderDeviceD3D11Impl.hpp"
namespace Diligent
{
ShaderResourcesD3D11::ShaderResourcesD3D11(RenderDeviceD3D11Impl* pDeviceD3D11Impl,
ID3DBlob* pShaderBytecode,
const ShaderDesc& ShdrDesc,
const char* CombinedSamplerSuffix) :
ShaderResources{ShdrDesc.ShaderType}
{
class NewResourceHandler
{
public:
NewResourceHandler(RenderDeviceD3D11Impl* const _pDeviceD3D11Impl,
const ShaderDesc& _ShdrDesc,
const char* _CombinedSamplerSuffix,
ShaderResourcesD3D11& _Resources) :
// clang-format off
pDeviceD3D11Impl {_pDeviceD3D11Impl },
ShdrDesc {_ShdrDesc },
CombinedSamplerSuffix{_CombinedSamplerSuffix},
Resources {_Resources }
// clang-format on
{}
void OnNewCB(const D3DShaderResourceAttribs& CBAttribs)
{
VERIFY(CBAttribs.BindPoint + CBAttribs.BindCount - 1 <= MaxAllowedBindPoint, "CB bind point exceeds supported range");
Resources.m_MaxCBBindPoint = std::max(Resources.m_MaxCBBindPoint, static_cast<MaxBindPointType>(CBAttribs.BindPoint + CBAttribs.BindCount - 1));
}
void OnNewTexUAV(const D3DShaderResourceAttribs& TexUAV)
{
VERIFY(TexUAV.BindPoint + TexUAV.BindCount - 1 <= MaxAllowedBindPoint, "Tex UAV bind point exceeds supported range");
Resources.m_MaxUAVBindPoint = std::max(Resources.m_MaxUAVBindPoint, static_cast<MaxBindPointType>(TexUAV.BindPoint + TexUAV.BindCount - 1));
}
void OnNewBuffUAV(const D3DShaderResourceAttribs& BuffUAV)
{
VERIFY(BuffUAV.BindPoint + BuffUAV.BindCount - 1 <= MaxAllowedBindPoint, "Buff UAV bind point exceeds supported range");
Resources.m_MaxUAVBindPoint = std::max(Resources.m_MaxUAVBindPoint, static_cast<MaxBindPointType>(BuffUAV.BindPoint + BuffUAV.BindCount - 1));
}
void OnNewBuffSRV(const D3DShaderResourceAttribs& BuffSRV)
{
VERIFY(BuffSRV.BindPoint + BuffSRV.BindCount - 1 <= MaxAllowedBindPoint, "Buff SRV bind point exceeds supported range");
Resources.m_MaxSRVBindPoint = std::max(Resources.m_MaxSRVBindPoint, static_cast<MaxBindPointType>(BuffSRV.BindPoint + BuffSRV.BindCount - 1));
}
void OnNewSampler(const D3DShaderResourceAttribs& SamplerAttribs)
{
VERIFY(SamplerAttribs.BindPoint + SamplerAttribs.BindCount - 1 <= MaxAllowedBindPoint, "Sampler bind point exceeds supported range");
Resources.m_MaxSamplerBindPoint = std::max(Resources.m_MaxSamplerBindPoint, static_cast<MaxBindPointType>(SamplerAttribs.BindPoint + SamplerAttribs.BindCount - 1));
}
void OnNewTexSRV(const D3DShaderResourceAttribs& TexAttribs)
{
VERIFY(TexAttribs.BindPoint + TexAttribs.BindCount - 1 <= MaxAllowedBindPoint, "Tex SRV bind point exceeds supported range");
Resources.m_MaxSRVBindPoint = std::max(Resources.m_MaxSRVBindPoint, static_cast<MaxBindPointType>(TexAttribs.BindPoint + TexAttribs.BindCount - 1));
}
void OnNewAccelStruct(const D3DShaderResourceAttribs& ASAttribs)
{
UNEXPECTED("Acceleration structure is not supported in DirectX 11");
}
~NewResourceHandler()
{
}
private:
RenderDeviceD3D11Impl* const pDeviceD3D11Impl;
const ShaderDesc& ShdrDesc;
const char* CombinedSamplerSuffix;
ShaderResourcesD3D11& Resources;
};
CComPtr<ID3D11ShaderReflection> pShaderReflection;
HRESULT hr = D3DReflect(pShaderBytecode->GetBufferPointer(), pShaderBytecode->GetBufferSize(), __uuidof(pShaderReflection), reinterpret_cast<void**>(&pShaderReflection));
CHECK_D3D_RESULT_THROW(hr, "Failed to get the shader reflection");
Initialize<D3D11_SHADER_DESC, D3D11_SHADER_INPUT_BIND_DESC>(
static_cast<ID3D11ShaderReflection*>(pShaderReflection),
NewResourceHandler{pDeviceD3D11Impl, ShdrDesc, CombinedSamplerSuffix, *this},
ShdrDesc.Name,
CombinedSamplerSuffix);
}
ShaderResourcesD3D11::~ShaderResourcesD3D11()
{
}
} // namespace Diligent
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