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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::ShaderVariableManagerD3D12 and Diligent::ShaderVariableD3D12Impl classes
//
// * ShaderVariableManagerD3D12 keeps the list of variables of specific types
// * Every ShaderVariableD3D12Impl references ResourceAttribs by index from PipelineResourceSignatureD3D12Impl
// * ShaderVariableManagerD3D12 keeps reference to ShaderResourceCacheD3D12
// * ShaderVariableManagerD3D12 is used by PipelineResourceSignatureD3D12Impl to manage static resources and by
// ShaderResourceBindingD3D12Impl to manage mutable and dynamic resources
//
// _____________________________ ________________________________________________________________________________
// | | | | | |
// .----| ShaderVariableManagerD3D12 |---------------->| ShaderVariableD3D12Impl[0] | ShaderVariableD3D12Impl[1] | ... |
// | |_____________________________| |______________________________|_______________________________|_________________|
// | | | |
// | m_pSignature m_ResIndex m_ResIndex
// | | | |
// | _____________V____________________ __________V_______________________________V_________________________________
// | | | m_pResourceAttribs | | | | |
// | |PipelineResourceSignatureD3D12Impl|------------------->| Resource[0] | Resource[1] | ... | Resource[s+m+d-1] |
// | |__________________________________| |__________________|__________________|_____________|________________________|
// | | |
// m_ResourceCache | |
// | | (RootTable, Offset) / (RootTable, Offset)
// | \ /
// | __________________________ _______________V________________________________________________V_______
// | | | | |
// '--->| ShaderResourceCacheD3D12 |---------------->| Resources |
// |__________________________| |________________________________________________________________________|
//
#include "ShaderResourceVariableD3D.h"
#include "ShaderResourceVariableBase.hpp"
#include "PipelineResourceAttribsD3D12.hpp"
namespace Diligent
{
class ShaderVariableD3D12Impl;
class ShaderResourceCacheD3D12;
class PipelineResourceSignatureD3D12Impl;
// sizeof(ShaderVariableManagerD3D12) == 40 (x64, msvc, Release)
class ShaderVariableManagerD3D12
{
public:
ShaderVariableManagerD3D12(IObject& Owner,
ShaderResourceCacheD3D12& ResourceCache) noexcept :
m_Owner{Owner},
m_ResourceCache{ResourceCache}
{}
// clang-format off
ShaderVariableManagerD3D12 (const ShaderVariableManagerD3D12&) = delete;
ShaderVariableManagerD3D12 ( ShaderVariableManagerD3D12&&) = delete;
ShaderVariableManagerD3D12& operator= (const ShaderVariableManagerD3D12&) = delete;
ShaderVariableManagerD3D12& operator= ( ShaderVariableManagerD3D12&&) = delete;
// clang-format on
void Initialize(const PipelineResourceSignatureD3D12Impl& Signature,
IMemoryAllocator& Allocator,
const SHADER_RESOURCE_VARIABLE_TYPE* AllowedVarTypes,
Uint32 NumAllowedTypes,
SHADER_TYPE ShaderStages);
~ShaderVariableManagerD3D12();
void Destroy(IMemoryAllocator& Allocator);
ShaderVariableD3D12Impl* GetVariable(const Char* Name) const;
ShaderVariableD3D12Impl* GetVariable(Uint32 Index) const;
// Binds object pObj to resource with index ResIndex and array index ArrayIndex.
void BindResource(IDeviceObject* pObj,
Uint32 ArrayIndex,
Uint32 ResIndex);
bool IsBound(Uint32 ArrayIndex,
Uint32 ResIndex) const;
void BindResources(IResourceMapping* pResourceMapping, Uint32 Flags);
static size_t GetRequiredMemorySize(const PipelineResourceSignatureD3D12Impl& Signature,
const SHADER_RESOURCE_VARIABLE_TYPE* AllowedVarTypes,
Uint32 NumAllowedTypes,
SHADER_TYPE ShaderStages,
Uint32& NumVariables);
Uint32 GetVariableCount() const { return m_NumVariables; }
IObject& GetOwner() { return m_Owner; }
private:
friend ShaderVariableD3D12Impl;
friend ShaderVariableBase<ShaderVariableD3D12Impl, ShaderVariableManagerD3D12, IShaderResourceVariableD3D>;
using ResourceAttribs = PipelineResourceAttribsD3D12;
Uint32 GetVariableIndex(const ShaderVariableD3D12Impl& Variable);
// These methods can't be defined in the header due to dependency on PipelineResourceSignatureD3D12Impl
const PipelineResourceDesc& GetResourceDesc(Uint32 Index) const;
const ResourceAttribs& GetResourceAttribs(Uint32 Index) const;
private:
PipelineResourceSignatureD3D12Impl const* m_pSignature = nullptr;
IObject& m_Owner;
// Variable manager is owned by either Pipeline Resource Signature (in which case m_ResourceCache references
// static resource cache owned by the same signature object), or by SRB object (in which case
// m_ResourceCache references the cache in the SRB). Thus the cache and the signature
// (which the variables reference) are guaranteed to be alive while the manager is alive.
ShaderResourceCacheD3D12& m_ResourceCache;
// Memory is allocated through the allocator provided by the pipeline resource signature. If allocation
// granularity > 1, fixed block memory allocator is used. This ensures that all resources from different
// shader resource bindings reside in continuous memory. If allocation granularity == 1, raw allocator is used.
ShaderVariableD3D12Impl* m_pVariables = nullptr;
Uint32 m_NumVariables = 0;
#ifdef DILIGENT_DEBUG
IMemoryAllocator* m_pDbgAllocator = nullptr;
#endif
};
// sizeof(ShaderVariableD3D12Impl) == 24 (x64)
class ShaderVariableD3D12Impl final : public ShaderVariableBase<ShaderVariableD3D12Impl, ShaderVariableManagerD3D12, IShaderResourceVariableD3D>
{
public:
using TBase = ShaderVariableBase<ShaderVariableD3D12Impl, ShaderVariableManagerD3D12, IShaderResourceVariableD3D>;
ShaderVariableD3D12Impl(ShaderVariableManagerD3D12& ParentManager,
Uint32 ResIndex) :
TBase{ParentManager, ResIndex}
{}
// clang-format off
ShaderVariableD3D12Impl (const ShaderVariableD3D12Impl&) = delete;
ShaderVariableD3D12Impl ( ShaderVariableD3D12Impl&&) = delete;
ShaderVariableD3D12Impl& operator= (const ShaderVariableD3D12Impl&) = delete;
ShaderVariableD3D12Impl& operator= ( ShaderVariableD3D12Impl&&) = delete;
// clang-format on
virtual void DILIGENT_CALL_TYPE QueryInterface(const INTERFACE_ID& IID, IObject** ppInterface) override final
{
if (ppInterface == nullptr)
return;
*ppInterface = nullptr;
if (IID == IID_ShaderResourceVariableD3D || IID == IID_ShaderResourceVariable || IID == IID_Unknown)
{
*ppInterface = this;
(*ppInterface)->AddRef();
}
}
virtual bool DILIGENT_CALL_TYPE IsBound(Uint32 ArrayIndex) const override final
{
return m_ParentManager.IsBound(ArrayIndex, m_ResIndex);
}
virtual void DILIGENT_CALL_TYPE GetHLSLResourceDesc(HLSLShaderResourceDesc& HLSLResDesc) const override final
{
GetResourceDesc(HLSLResDesc);
HLSLResDesc.ShaderRegister = GetAttribs().Register;
}
const PipelineResourceDesc& GetDesc() const
{
return m_ParentManager.GetResourceDesc(m_ResIndex);
}
void BindResource(IDeviceObject* pObj, Uint32 ArrayIndex) const
{
m_ParentManager.BindResource(pObj, ArrayIndex, m_ResIndex);
}
private:
using ResourceAttribs = PipelineResourceAttribsD3D12;
const ResourceAttribs& GetAttribs() const
{
return m_ParentManager.GetResourceAttribs(m_ResIndex);
}
};
} // namespace Diligent
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