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FlaxEngine/Source/Engine/GraphicsDevice/DirectX/DX11/GPUShaderProgramDX11.h
2022-01-14 13:31:12 +01:00

218 lines
6.2 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Graphics/Shaders/GPUShaderProgram.h"
#include "../IncludeDirectXHeaders.h"
#if GRAPHICS_API_DIRECTX11
/// <summary>
/// Shaders base class for DirectX 11 backend.
/// </summary>
template<typename BaseType, typename BufferType>
class GPUShaderProgramDX11 : public BaseType
{
protected:
BufferType* _buffer;
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
GPUShaderProgramDX11(const GPUShaderProgramInitializer& initializer, BufferType* buffer)
: _buffer(buffer)
{
BaseType::Init(initializer);
}
/// <summary>
/// Finalizes an instance of the <see cref="GPUShaderProgramDX11"/> class.
/// </summary>
~GPUShaderProgramDX11()
{
DX_SAFE_RELEASE_CHECK(_buffer, 0);
}
public:
/// <summary>
/// Gets DirectX 11 buffer handle.
/// </summary>
/// <returns>The DirectX 11 buffer.</returns>
FORCE_INLINE BufferType* GetBufferHandleDX11() const
{
return _buffer;
}
public:
// [BaseType]
uint32 GetBufferSize() const override
{
return 0;
}
void* GetBufferHandle() const override
{
return _buffer;
}
};
/// <summary>
/// Vertex Shader for DirectX 11 backend.
/// </summary>
class GPUShaderProgramVSDX11 : public GPUShaderProgramDX11<GPUShaderProgramVS, ID3D11VertexShader>
{
private:
byte _inputLayoutSize;
ID3D11InputLayout* _inputLayout;
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramVSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
/// <param name="inputLayout">The input layout.</param>
/// <param name="inputLayoutSize">Size of the input layout.</param>
GPUShaderProgramVSDX11(const GPUShaderProgramInitializer& initializer, ID3D11VertexShader* buffer, ID3D11InputLayout* inputLayout, byte inputLayoutSize)
: GPUShaderProgramDX11(initializer, buffer)
, _inputLayoutSize(inputLayoutSize)
, _inputLayout(inputLayout)
{
}
/// <summary>
/// Finalizes an instance of the <see cref="GPUShaderProgramVSDX11"/> class.
/// </summary>
~GPUShaderProgramVSDX11()
{
DX_SAFE_RELEASE_CHECK(_inputLayout, 0);
}
public:
/// <summary>
/// Gets the DirectX 11 input layout handle
/// </summary>
/// <returns>DirectX 11 input layout</returns>
FORCE_INLINE ID3D11InputLayout* GetInputLayoutDX11() const
{
return _inputLayout;
}
public:
// [GPUShaderProgramDX11]
void* GetInputLayout() const override
{
return (void*)_inputLayout;
}
byte GetInputLayoutSize() const override
{
return _inputLayoutSize;
}
};
/// <summary>
/// Hull Shader for DirectX 11 backend.
/// </summary>
class GPUShaderProgramHSDX11 : public GPUShaderProgramDX11<GPUShaderProgramHS, ID3D11HullShader>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramHSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
/// <param name="controlPointsCount">The control points used by the hull shader for processing.</param>
GPUShaderProgramHSDX11(const GPUShaderProgramInitializer& initializer, ID3D11HullShader* buffer, int32 controlPointsCount)
: GPUShaderProgramDX11(initializer, buffer)
{
_controlPointsCount = controlPointsCount;
}
};
/// <summary>
/// Domain Shader for DirectX 11 backend.
/// </summary>
class GPUShaderProgramDSDX11 : public GPUShaderProgramDX11<GPUShaderProgramDS, ID3D11DomainShader>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramDSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
GPUShaderProgramDSDX11(const GPUShaderProgramInitializer& initializer, ID3D11DomainShader* buffer)
: GPUShaderProgramDX11(initializer, buffer)
{
}
};
/// <summary>
/// Geometry Shader for DirectX 11 backend.
/// </summary>
class GPUShaderProgramGSDX11 : public GPUShaderProgramDX11<GPUShaderProgramGS, ID3D11GeometryShader>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramGSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
GPUShaderProgramGSDX11(const GPUShaderProgramInitializer& initializer, ID3D11GeometryShader* buffer)
: GPUShaderProgramDX11(initializer, buffer)
{
}
};
/// <summary>
/// Pixel Shader for DirectX 11 backend.
/// </summary>
class GPUShaderProgramPSDX11 : public GPUShaderProgramDX11<GPUShaderProgramPS, ID3D11PixelShader>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramPSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
GPUShaderProgramPSDX11(const GPUShaderProgramInitializer& initializer, ID3D11PixelShader* buffer)
: GPUShaderProgramDX11(initializer, buffer)
{
}
};
/// <summary>
/// Compute Shader for DirectX 11 backend.
/// </summary>
class GPUShaderProgramCSDX11 : public GPUShaderProgramDX11<GPUShaderProgramCS, ID3D11ComputeShader>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramCSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
GPUShaderProgramCSDX11(const GPUShaderProgramInitializer& initializer, ID3D11ComputeShader* buffer)
: GPUShaderProgramDX11(initializer, buffer)
{
}
};
#endif