142 lines
3.7 KiB
C++
142 lines
3.7 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Graphics/Shaders/GPUShaderProgram.h"
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#include "Engine/Core/Types/DataContainer.h"
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#include "../IncludeDirectXHeaders.h"
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#if GRAPHICS_API_DIRECTX11
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/// <summary>
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/// Shaders base class for DirectX 11 backend.
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/// </summary>
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template<typename BaseType, typename BufferType>
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class GPUShaderProgramDX11 : public BaseType
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{
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protected:
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BufferType* _buffer;
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public:
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GPUShaderProgramDX11(const GPUShaderProgramInitializer& initializer, BufferType* buffer)
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: _buffer(buffer)
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{
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BaseType::Init(initializer);
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#if GPU_ENABLE_RESOURCE_NAMING
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SetDebugObjectName(buffer, initializer.Name.Get(), initializer.Name.Length());
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#endif
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}
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~GPUShaderProgramDX11()
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{
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DX_SAFE_RELEASE_CHECK(_buffer, 0);
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}
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FORCE_INLINE BufferType* GetBufferHandleDX11() const
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{
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return _buffer;
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}
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public:
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// [BaseType]
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uint32 GetBufferSize() const override
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{
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return 0;
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}
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void* GetBufferHandle() const override
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{
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return _buffer;
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}
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};
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/// <summary>
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/// Vertex Shader for DirectX 11 backend.
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/// </summary>
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class GPUShaderProgramVSDX11 : public GPUShaderProgramDX11<GPUShaderProgramVS, ID3D11VertexShader>
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{
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private:
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Dictionary<class GPUVertexLayoutDX11*, ID3D11InputLayout*> _cache;
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public:
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GPUShaderProgramVSDX11(const GPUShaderProgramInitializer& initializer, ID3D11VertexShader* buffer, GPUVertexLayout* inputLayout, GPUVertexLayout* vertexLayout, Span<byte> bytecode)
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: GPUShaderProgramDX11(initializer, buffer)
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{
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InputLayout = inputLayout;
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Layout = vertexLayout;
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Bytecode.Copy(bytecode);
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}
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~GPUShaderProgramVSDX11();
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BytesContainer Bytecode;
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ID3D11InputLayout* GetInputLayout(class GPUVertexLayoutDX11* vertexLayout);
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};
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#if GPU_ALLOW_TESSELLATION_SHADERS
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/// <summary>
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/// Hull Shader for DirectX 11 backend.
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/// </summary>
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class GPUShaderProgramHSDX11 : public GPUShaderProgramDX11<GPUShaderProgramHS, ID3D11HullShader>
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{
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public:
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GPUShaderProgramHSDX11(const GPUShaderProgramInitializer& initializer, ID3D11HullShader* buffer, int32 controlPointsCount)
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: GPUShaderProgramDX11(initializer, buffer)
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{
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_controlPointsCount = controlPointsCount;
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}
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};
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/// <summary>
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/// Domain Shader for DirectX 11 backend.
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/// </summary>
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class GPUShaderProgramDSDX11 : public GPUShaderProgramDX11<GPUShaderProgramDS, ID3D11DomainShader>
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{
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public:
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GPUShaderProgramDSDX11(const GPUShaderProgramInitializer& initializer, ID3D11DomainShader* buffer)
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: GPUShaderProgramDX11(initializer, buffer)
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{
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}
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};
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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/// <summary>
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/// Geometry Shader for DirectX 11 backend.
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/// </summary>
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class GPUShaderProgramGSDX11 : public GPUShaderProgramDX11<GPUShaderProgramGS, ID3D11GeometryShader>
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{
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public:
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GPUShaderProgramGSDX11(const GPUShaderProgramInitializer& initializer, ID3D11GeometryShader* buffer)
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: GPUShaderProgramDX11(initializer, buffer)
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{
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}
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};
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#endif
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/// <summary>
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/// Pixel Shader for DirectX 11 backend.
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/// </summary>
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class GPUShaderProgramPSDX11 : public GPUShaderProgramDX11<GPUShaderProgramPS, ID3D11PixelShader>
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{
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public:
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GPUShaderProgramPSDX11(const GPUShaderProgramInitializer& initializer, ID3D11PixelShader* buffer)
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: GPUShaderProgramDX11(initializer, buffer)
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{
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}
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};
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/// <summary>
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/// Compute Shader for DirectX 11 backend.
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/// </summary>
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class GPUShaderProgramCSDX11 : public GPUShaderProgramDX11<GPUShaderProgramCS, ID3D11ComputeShader>
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{
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public:
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GPUShaderProgramCSDX11(const GPUShaderProgramInitializer& initializer, ID3D11ComputeShader* buffer)
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: GPUShaderProgramDX11(initializer, buffer)
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{
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}
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};
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#endif
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