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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
#include <vector>
#include "EngineGLImplTraits.hpp"
#include "PipelineStateBase.hpp"
#include "PipelineResourceSignatureGLImpl.hpp" // Requiured by PipelineStateBase
#include "ShaderGLImpl.hpp"
#include "GLObjectWrapper.hpp"
#include "GLContext.hpp"
namespace Diligent
{
/// Pipeline state object implementation in OpenGL backend.
class PipelineStateGLImpl final : public PipelineStateBase<EngineGLImplTraits>
{
public:
using TPipelineStateBase = PipelineStateBase<EngineGLImplTraits>;
PipelineStateGLImpl(IReferenceCounters* pRefCounters,
RenderDeviceGLImpl* pDeviceGL,
const GraphicsPipelineStateCreateInfo& CreateInfo,
bool IsDeviceInternal = false);
PipelineStateGLImpl(IReferenceCounters* pRefCounters,
RenderDeviceGLImpl* pDeviceGL,
const ComputePipelineStateCreateInfo& CreateInfo,
bool IsDeviceInternal = false);
~PipelineStateGLImpl();
/// Queries the specific interface, see IObject::QueryInterface() for details
virtual void DILIGENT_CALL_TYPE QueryInterface(const INTERFACE_ID& IID, IObject** ppInterface) override;
void CommitProgram(GLContextState& State);
#ifdef DILIGENT_DEVELOPMENT
using TBindings = PipelineResourceSignatureGLImpl::TBindings;
void DvpVerifySRBResources(class ShaderResourceBindingGLImpl* pSRBs[], const TBindings BaseBindings[], Uint32 NumSRBs) const;
#endif
private:
using TShaderStages = std::vector<ShaderGLImpl*>;
GLObjectWrappers::GLPipelineObj& GetGLProgramPipeline(GLContext::NativeGLContextType Context);
template <typename PSOCreateInfoType>
void InitInternalObjects(const PSOCreateInfoType& CreateInfo, const TShaderStages& ShaderStages);
void InitResourceLayout(const PipelineStateCreateInfo& CreateInfo,
const TShaderStages& ShaderStages,
SHADER_TYPE ActiveStages);
RefCntAutoPtr<PipelineResourceSignatureGLImpl> CreateDefaultSignature(
const PipelineStateCreateInfo& CreateInfo,
const TShaderStages& ShaderStages,
SHADER_TYPE ActiveStages);
void Destruct();
SHADER_TYPE GetShaderStageType(Uint32 Index) const;
Uint32 GetNumShaderStages() const { return m_NumPrograms; }
void ValidateShaderResources(std::shared_ptr<const ShaderResourcesGL> pShaderResources, const char* ShaderName, SHADER_TYPE ShaderStages);
private:
// Linked GL programs for every shader stage. Every pipeline needs to have its own programs
// because resource bindings assigned by PipelineResourceSignatureGLImpl::ApplyBindings depend on other
// shader stages.
using GLProgramObj = GLObjectWrappers::GLProgramObj;
GLProgramObj* m_GLPrograms = nullptr; // [m_NumPrograms]
ThreadingTools::LockFlag m_ProgPipelineLockFlag;
std::vector<std::pair<GLContext::NativeGLContextType, GLObjectWrappers::GLPipelineObj>> m_GLProgPipelines;
Uint8 m_NumPrograms = 0;
bool m_IsProgramPipelineSupported = false;
SHADER_TYPE* m_ShaderTypes = nullptr; // [m_NumPrograms]
#ifdef DILIGENT_DEVELOPMENT
// Shader resources for all shaders in all shader stages in the pipeline.
std::vector<std::shared_ptr<const ShaderResourcesGL>> m_ShaderResources;
std::vector<String> m_ShaderNames;
// Shader resource attributions for every resource in m_ShaderResources, in the same order.
std::vector<ResourceAttribution> m_ResourceAttibutions;
#endif
};
__forceinline SHADER_TYPE GetShaderStageType(const ShaderGLImpl* pShader)
{
return pShader->GetDesc().ShaderType;
}
} // namespace Diligent
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