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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::PipelineResourceSignatureGLImpl class
#include <array>
#include "EngineGLImplTraits.hpp"
#include "PipelineResourceAttribsGL.hpp"
#include "PipelineResourceSignatureBase.hpp"
#include "ShaderResourcesGL.hpp"
// ShaderVariableManagerGL, ShaderResourceCacheGL, and ShaderResourceBindingGLImpl
// are required by PipelineResourceSignatureBase
#include "ShaderResourceCacheGL.hpp"
#include "ShaderVariableManagerGL.hpp"
#include "ShaderResourceBindingGLImpl.hpp"
namespace Diligent
{
enum BINDING_RANGE : Uint32
{
BINDING_RANGE_UNIFORM_BUFFER = 0,
BINDING_RANGE_TEXTURE,
BINDING_RANGE_IMAGE,
BINDING_RANGE_STORAGE_BUFFER,
BINDING_RANGE_COUNT,
BINDING_RANGE_UNKNOWN = ~0u
};
BINDING_RANGE PipelineResourceToBindingRange(const PipelineResourceDesc& Desc);
const char* GetBindingRangeName(BINDING_RANGE Range);
/// Implementation of the Diligent::PipelineResourceSignatureGLImpl class
class PipelineResourceSignatureGLImpl final : public PipelineResourceSignatureBase<EngineGLImplTraits>
{
public:
using TPipelineResourceSignatureBase = PipelineResourceSignatureBase<EngineGLImplTraits>;
PipelineResourceSignatureGLImpl(IReferenceCounters* pRefCounters,
RenderDeviceGLImpl* pDevice,
const PipelineResourceSignatureDesc& Desc,
bool bIsDeviceInternal = false);
~PipelineResourceSignatureGLImpl();
using ResourceAttribs = PipelineResourceAttribsGL;
const ResourceAttribs& GetResourceAttribs(Uint32 ResIndex) const
{
VERIFY_EXPR(ResIndex < m_Desc.NumResources);
return m_pResourceAttribs[ResIndex];
}
using TBindings = std::array<Uint32, BINDING_RANGE_COUNT>;
// Applies bindings for resources in this signature to GLProgram.
// The bindings are biased by BaseBindings.
void ApplyBindings(GLObjectWrappers::GLProgramObj& GLProgram,
class GLContextState& State,
SHADER_TYPE Stages,
const TBindings& BaseBindings) const;
__forceinline void ShiftBindings(TBindings& Bindings) const
{
for (Uint32 i = 0; i < Bindings.size(); ++i)
{
Bindings[i] += m_BindingCount[i];
}
}
void InitSRBResourceCache(ShaderResourceCacheGL& ResourceCache);
#ifdef DILIGENT_DEVELOPMENT
/// Verifies committed resource using the resource attributes from the PSO.
bool DvpValidateCommittedResource(const ShaderResourcesGL::GLResourceAttribs& GLAttribs,
RESOURCE_DIMENSION ResourceDim,
bool IsMultisample,
Uint32 ResIndex,
const ShaderResourceCacheGL& ResourceCache,
const char* ShaderName,
const char* PSOName) const;
#endif
// Copies static resources from the static resource cache to the destination cache
void CopyStaticResources(ShaderResourceCacheGL& ResourceCache) const;
Uint32 GetImmutableSamplerIdx(const ResourceAttribs& Res) const
{
auto ImtblSamIdx = InvalidImmutableSamplerIndex;
if (Res.IsImmutableSamplerAssigned())
ImtblSamIdx = Res.SamplerInd;
else if (Res.IsSamplerAssigned())
{
VERIFY_EXPR(GetResourceDesc(Res.SamplerInd).ResourceType == SHADER_RESOURCE_TYPE_SAMPLER);
const auto& SamAttribs = GetResourceAttribs(Res.SamplerInd);
if (SamAttribs.IsImmutableSamplerAssigned())
ImtblSamIdx = SamAttribs.SamplerInd;
}
VERIFY_EXPR(ImtblSamIdx == InvalidImmutableSamplerIndex || ImtblSamIdx < GetImmutableSamplerCount());
return ImtblSamIdx;
}
private:
void CreateLayout();
void Destruct();
private:
TBindings m_BindingCount = {};
ResourceAttribs* m_pResourceAttribs = nullptr; // [m_Desc.NumResources]
using SamplerPtr = RefCntAutoPtr<ISampler>;
SamplerPtr* m_ImmutableSamplers = nullptr; // [m_Desc.NumImmutableSamplers]
};
} // namespace Diligent
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