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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::PipelineStateD3D12Impl class
#include <vector>
#include "EngineD3D12ImplTraits.hpp"
#include "PipelineStateBase.hpp"
#include "PipelineResourceSignatureD3D12Impl.hpp" // Requiured by PipelineStateBase
#include "RootSignature.hpp"
namespace Diligent
{
class ShaderResourcesD3D12;
/// Pipeline state object implementation in Direct3D12 backend.
class PipelineStateD3D12Impl final : public PipelineStateBase<EngineD3D12ImplTraits>
{
public:
using TPipelineStateBase = PipelineStateBase<EngineD3D12ImplTraits>;
PipelineStateD3D12Impl(IReferenceCounters* pRefCounters, RenderDeviceD3D12Impl* pDeviceD3D12, const GraphicsPipelineStateCreateInfo& CreateInfo);
PipelineStateD3D12Impl(IReferenceCounters* pRefCounters, RenderDeviceD3D12Impl* pDeviceD3D12, const ComputePipelineStateCreateInfo& CreateInfo);
PipelineStateD3D12Impl(IReferenceCounters* pRefCounters, RenderDeviceD3D12Impl* pDeviceD3D12, const RayTracingPipelineStateCreateInfo& CreateInfo);
~PipelineStateD3D12Impl();
IMPLEMENT_QUERY_INTERFACE_IN_PLACE(IID_PipelineStateD3D12, TPipelineStateBase)
/// Implementation of IPipelineState::IsCompatibleWith() in Direct3D12 backend.
virtual bool DILIGENT_CALL_TYPE IsCompatibleWith(const IPipelineState* pPSO) const override final;
/// Implementation of IPipelineStateD3D12::GetD3D12PipelineState().
virtual ID3D12PipelineState* DILIGENT_CALL_TYPE GetD3D12PipelineState() const override final { return static_cast<ID3D12PipelineState*>(m_pd3d12PSO.p); }
/// Implementation of IPipelineStateD3D12::GetD3D12StateObject().
virtual ID3D12StateObject* DILIGENT_CALL_TYPE GetD3D12StateObject() const override final { return static_cast<ID3D12StateObject*>(m_pd3d12PSO.p); }
/// Implementation of IPipelineStateD3D12::GetD3D12RootSignature().
virtual ID3D12RootSignature* DILIGENT_CALL_TYPE GetD3D12RootSignature() const override final { return m_RootSig->GetD3D12RootSignature(); }
const RootSignatureD3D12& GetRootSignature() const { return *m_RootSig; }
#ifdef DILIGENT_DEVELOPMENT
void DvpVerifySRBResources(ShaderResourceBindingD3D12Impl* pSRBs[], Uint32 NumSRBs) const;
#endif
private:
struct ShaderStageInfo
{
ShaderStageInfo() {}
ShaderStageInfo(ShaderD3D12Impl* _pShader);
void Append(ShaderD3D12Impl* pShader);
size_t Count() const;
SHADER_TYPE Type = SHADER_TYPE_UNKNOWN;
std::vector<ShaderD3D12Impl*> Shaders;
std::vector<CComPtr<ID3DBlob>> ByteCodes;
friend SHADER_TYPE GetShaderStageType(const ShaderStageInfo& Stage) { return Stage.Type; }
};
using TShaderStages = std::vector<ShaderStageInfo>;
template <typename PSOCreateInfoType>
void InitInternalObjects(const PSOCreateInfoType& CreateInfo,
TShaderStages& ShaderStages,
LocalRootSignatureD3D12* pLocalRootSig = nullptr);
void InitRootSignature(const PipelineStateCreateInfo& CreateInfo,
TShaderStages& ShaderStages,
LocalRootSignatureD3D12* pLocalRootSig);
static RefCntAutoPtr<PipelineResourceSignatureD3D12Impl> CreateDefaultResourceSignature(
RenderDeviceD3D12Impl* pDevice,
const PipelineStateCreateInfo& CreateInfo,
TShaderStages& ShaderStages,
LocalRootSignatureD3D12* pLocalRootSig);
void Destruct();
void ValidateShaderResources(const ShaderD3D12Impl* pShader, const LocalRootSignatureD3D12* pLocalRootSig);
private:
CComPtr<ID3D12DeviceChild> m_pd3d12PSO;
RefCntAutoPtr<RootSignatureD3D12> m_RootSig;
// NB: Pipeline resource signatures used to create the PSO may NOT be the same as
// pipeline resource signatures in m_RootSig, because the latter may be used from the
// cache. While the two signatures may be compatible, they resource names may not be identical.
#ifdef DILIGENT_DEVELOPMENT
// Shader resources for all shaders in all shader stages in the pipeline.
std::vector<std::shared_ptr<const ShaderResourcesD3D12>> m_ShaderResources;
// Shader resource attributions for every resource in m_ShaderResources, in the same order.
std::vector<ResourceAttribution> m_ResourceAttibutions;
#endif
};
} // namespace Diligent
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