// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#if GRAPHICS_API_DIRECTX11
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "GPUDeviceDX11.h"
///
/// Constant Buffer for DirectX 11 backend.
///
class GPUConstantBufferDX11 : public GPUResourceDX11
{
private:
ID3D11Buffer* _resource;
public:
GPUConstantBufferDX11(GPUDeviceDX11* device, uint32 size, uint32 memorySize, ID3D11Buffer* buffer, const StringView& name) noexcept
: GPUResourceDX11(device, name)
, _resource(buffer)
{
_size = size;
_memoryUsage = memorySize;
}
///
/// Finalizes an instance of the class.
///
~GPUConstantBufferDX11()
{
DX_SAFE_RELEASE_CHECK(_resource, 0);
_memoryUsage = 0;
}
public:
///
/// Gets the constant buffer object.
///
/// The DirectX buffer object.
FORCE_INLINE ID3D11Buffer* GetBuffer() const
{
return _resource;
}
public:
// [GPUResourceDX11]
ID3D11Resource* GetResource() override
{
return _resource;
}
public:
// [GPUResourceDX11]
void OnReleaseGPU() final override
{
DX_SAFE_RELEASE_CHECK(_resource, 0);
}
};
///
/// Shader for DirectX 11 backend.
///
class GPUShaderDX11 : public GPUResourceDX11
{
private:
Array> _cbs;
public:
///
/// Initializes a new instance of the class.
///
/// The device.
/// The resource name.
GPUShaderDX11(GPUDeviceDX11* device, const StringView& name)
: GPUResourceDX11(device, name)
{
}
protected:
// [GPUShader]
GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, byte* cacheBytes, uint32 cacheSize, MemoryReadStream& stream) override;
void OnReleaseGPU() override;
public:
// [GPUResourceDX11]
ID3D11Resource* GetResource() final override
{
return nullptr;
}
};
#endif