verus/RendererDirect3D11/src/CGI/ShaderD3D11.h

108 lines
3.3 KiB
C++

// Copyright (C) 2021-2022, Dmitry Maluev (dmaluev@gmail.com). All rights reserved.
#pragma once
namespace verus
{
namespace CGI
{
struct ShaderInclude : public ID3DInclude
{
public:
virtual HRESULT STDMETHODCALLTYPE Open(
D3D_INCLUDE_TYPE IncludeType,
LPCSTR pFileName,
LPCVOID pParentData,
LPCVOID* ppData,
UINT* pBytes) override;
virtual HRESULT STDMETHODCALLTYPE Close(LPCVOID pData) override;
};
VERUS_TYPEDEFS(ShaderInclude);
struct ShaderResources
{
UINT _srvCount = 0;
UINT _uavCount = 0;
UINT _srvStartSlot = 0;
UINT _uavStartSlot = 0;
ID3D11ShaderResourceView* _srvs[VERUS_MAX_FB_ATTACH];
ID3D11UnorderedAccessView* _uavs[VERUS_MAX_FB_ATTACH];
ID3D11SamplerState* _samplers[VERUS_MAX_FB_ATTACH];
};
VERUS_TYPEDEFS(ShaderResources);
class ShaderD3D11 : public BaseShader
{
public:
struct Compiled
{
ComPtr<ID3DBlob> _pBlobs[+Stage::count];
String _entry;
int _stageCount = 0;
};
VERUS_TYPEDEFS(Compiled);
private:
typedef Map<String, Compiled> TMapCompiled;
struct DescriptorSetDesc
{
Vector<Sampler> _vSamplers;
ComPtr<ID3D11Buffer> _pConstantBuffer;
const void* _pSrc = nullptr;
int _size = 0;
int _alignedSize = 0;
int _capacity = 1;
int _capacityInBytes = 0;
UINT _srvCount = 0;
UINT _uavCount = 0;
UINT _srvStartSlot = 0;
UINT _uavStartSlot = 0;
ShaderStageFlags _stageFlags = ShaderStageFlags::vs_fs;
};
struct ComplexSet
{
Vector<TexturePtr> _vTextures;
Vector<ID3D11ShaderResourceView*> _vSRVs;
Vector<ID3D11UnorderedAccessView*> _vUAVs;
};
VERUS_TYPEDEFS(ComplexSet);
TMapCompiled _mapCompiled;
Vector<DescriptorSetDesc> _vDescriptorSetDesc;
Vector<ComplexSet> _vComplexSets;
bool _compute = false;
public:
ShaderD3D11();
virtual ~ShaderD3D11() override;
virtual void Init(CSZ source, CSZ sourceName, CSZ* branches) override;
virtual void Done() override;
virtual void CreateDescriptorSet(int setNumber, const void* pSrc, int size, int capacity, std::initializer_list<Sampler> il, ShaderStageFlags stageFlags) override;
virtual void CreatePipelineLayout() override;
virtual CSHandle BindDescriptorSetTextures(int setNumber, std::initializer_list<TexturePtr> il, const int* pMipLevels, const int* pArrayLayers) override;
virtual void FreeDescriptorSet(CSHandle& complexSetHandle) override;
virtual void BeginBindDescriptors() override;
virtual void EndBindDescriptors() override;
//
// D3D11
//
RcCompiled GetCompiled(CSZ branch) const { return _mapCompiled.at(branch); }
ID3D11Buffer* UpdateUniformBuffer(int setNumber, ShaderStageFlags& stageFlags);
void GetShaderResources(int setNumber, int complexSetHandle, RShaderResources shaderResources);
void GetSamplers(int setNumber, int complexSetHandle, RShaderResources shaderResources);
int GetDescriptorSetCount() const { return static_cast<int>(_vDescriptorSetDesc.size()); }
bool IsCompute() const { return _compute; }
void OnError(CSZ s);
};
VERUS_TYPEDEFS(ShaderD3D11);
}
}