149 lines
3.9 KiB
C++
149 lines
3.9 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#if GRAPHICS_API_DIRECTX12
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#include "GPUDeviceDX12.h"
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#include "Engine/Core/Types/DataContainer.h"
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#include "Engine/Graphics/Shaders/GPUShaderProgram.h"
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#include "Types.h"
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#include "../IncludeDirectXHeaders.h"
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/// <summary>
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/// Shaders base class for DirectX 12 backend.
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/// </summary>
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template<typename BaseType>
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class GPUShaderProgramDX12 : public BaseType
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{
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public:
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GPUShaderProgramDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode)
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: Header(*header)
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{
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BaseType::Init(initializer);
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Bytecode.Copy(bytecode);
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}
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public:
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BytesContainer Bytecode;
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DxShaderHeader Header;
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public:
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// [BaseType]
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void* GetBufferHandle() const override
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{
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return (void*)Bytecode.Get();
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}
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uint32 GetBufferSize() const override
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{
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return Bytecode.Length();
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}
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};
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/// <summary>
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/// Vertex Shader for DirectX 12 backend.
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/// </summary>
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class GPUShaderProgramVSDX12 : public GPUShaderProgramDX12<GPUShaderProgramVS>
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{
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public:
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GPUShaderProgramVSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode, GPUVertexLayout* inputLayout, GPUVertexLayout* vertexLayout)
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: GPUShaderProgramDX12(initializer, header, bytecode)
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{
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InputLayout = inputLayout;
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Layout = vertexLayout;
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}
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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 12 backend.
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/// </summary>
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class GPUShaderProgramHSDX12 : public GPUShaderProgramDX12<GPUShaderProgramHS>
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{
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public:
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GPUShaderProgramHSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode, int32 controlPointsCount)
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: GPUShaderProgramDX12(initializer, header, bytecode)
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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 12 backend.
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/// </summary>
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class GPUShaderProgramDSDX12 : public GPUShaderProgramDX12<GPUShaderProgramDS>
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{
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public:
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GPUShaderProgramDSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode)
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: GPUShaderProgramDX12(initializer, header, bytecode)
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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 12 backend.
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/// </summary>
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class GPUShaderProgramGSDX12 : public GPUShaderProgramDX12<GPUShaderProgramGS>
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{
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public:
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GPUShaderProgramGSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode)
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: GPUShaderProgramDX12(initializer, header, bytecode)
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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 12 backend.
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/// </summary>
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class GPUShaderProgramPSDX12 : public GPUShaderProgramDX12<GPUShaderProgramPS>
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{
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public:
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GPUShaderProgramPSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode)
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: GPUShaderProgramDX12(initializer, header, bytecode)
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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 12 backend.
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/// </summary>
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class GPUShaderProgramCSDX12 : public GPUShaderProgramDX12<GPUShaderProgramCS>
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{
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private:
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GPUDeviceDX12* _device;
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Array<byte> _data;
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ID3D12PipelineState* _state;
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public:
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GPUShaderProgramCSDX12(GPUDeviceDX12* device, const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode)
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: GPUShaderProgramDX12(initializer, header, bytecode)
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, _device(device)
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, _state(nullptr)
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{
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}
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~GPUShaderProgramCSDX12()
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{
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_device->AddResourceToLateRelease(_state);
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}
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public:
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/// <summary>
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/// Gets DirectX 12 compute pipeline state object
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/// </summary>
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FORCE_INLINE ID3D12PipelineState* GetState() const
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{
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return _state;
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}
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/// <summary>
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/// Gets or creates compute pipeline state for that compute shader.
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/// </summary>
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ID3D12PipelineState* GetOrCreateState();
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};
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#endif
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