147 lines
5.5 KiB
C++
147 lines
5.5 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "GPUShaderProgram.h"
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#include "Engine/Graphics/GPUResource.h"
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#include "Engine/Core/Collections/Dictionary.h"
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class GPUConstantBuffer;
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class GPUShaderProgram;
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/// <summary>
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/// The runtime version of the shaders cache supported by the all graphics back-ends. The same for all the shader cache formats (easier to sync and validate).
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/// </summary>
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#define GPU_SHADER_CACHE_VERSION 9
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/// <summary>
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/// The GPU resource with shader programs that can run on the GPU and are able to perform rendering calculation using textures, vertices and other resources.
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/// </summary>
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API_CLASS(Sealed, NoSpawn) class FLAXENGINE_API GPUShader : public GPUResource
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{
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(GPUShader);
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protected:
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Dictionary<uint32, GPUShaderProgram*> _shaders;
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GPUConstantBuffer* _constantBuffers[MAX_CONSTANT_BUFFER_SLOTS];
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GPUShader();
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public:
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/// <summary>
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/// Creates the shader resource and loads its data from the bytes.
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/// <param name="stream">The stream with compiled shader data.</param>
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/// <returns>True if cannot create state, otherwise false.</returns>
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virtual bool Create(class MemoryReadStream& stream);
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public:
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/// <summary>
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/// Gets the vertex shader.
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/// </summary>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramVS* GetVS(const StringAnsiView& name, int32 permutationIndex = 0) const
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{
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return static_cast<GPUShaderProgramVS*>(GetShader(ShaderStage::Vertex, name, permutationIndex));
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}
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/// <summary>
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/// Gets the hull shader.
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/// </summary>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramHS* GetHS(const StringAnsiView& name, int32 permutationIndex = 0) const
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{
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#if GPU_ALLOW_TESSELLATION_SHADERS
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return static_cast<GPUShaderProgramHS*>(GetShader(ShaderStage::Hull, name, permutationIndex));
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#else
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return nullptr;
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#endif
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}
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/// <summary>
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/// Gets domain shader.
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/// </summary>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramDS* GetDS(const StringAnsiView& name, int32 permutationIndex = 0) const
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{
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#if GPU_ALLOW_TESSELLATION_SHADERS
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return static_cast<GPUShaderProgramDS*>(GetShader(ShaderStage::Domain, name, permutationIndex));
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#else
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return nullptr;
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#endif
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}
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/// <summary>
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/// Gets the geometry shader.
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/// </summary>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramGS* GetGS(const StringAnsiView& name, int32 permutationIndex = 0) const
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{
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#if GPU_ALLOW_GEOMETRY_SHADERS
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return static_cast<GPUShaderProgramGS*>(GetShader(ShaderStage::Geometry, name, permutationIndex));
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#else
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return nullptr;
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#endif
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}
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/// <summary>
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/// Gets the pixel shader.
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/// </summary>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramPS* GetPS(const StringAnsiView& name, int32 permutationIndex = 0) const
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{
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return static_cast<GPUShaderProgramPS*>(GetShader(ShaderStage::Pixel, name, permutationIndex));
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}
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/// <summary>
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/// Gets the compute shader.
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/// </summary>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramCS* GetCS(const StringAnsiView& name, int32 permutationIndex = 0) const
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{
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return static_cast<GPUShaderProgramCS*>(GetShader(ShaderStage::Compute, name, permutationIndex));
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}
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/// <summary>
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/// Gets the constant buffer.
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/// </summary>
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/// <param name="slot">The buffer slot index.</param>
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/// <returns>The Constant Buffer object.</returns>
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API_FUNCTION() FORCE_INLINE GPUConstantBuffer* GetCB(int32 slot) const
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{
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ASSERT_LOW_LAYER(slot >= 0 && slot < ARRAY_COUNT(_constantBuffers));
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return _constantBuffers[slot];
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}
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/// <summary>
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/// Determines whether the specified shader program is in the shader.
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/// </summary>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns><c>true</c> if the shader is valid; otherwise, <c>false</c>.</returns>
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bool HasShader(const StringAnsiView& name, int32 permutationIndex = 0) const;
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protected:
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GPUShaderProgram* GetShader(ShaderStage stage, const StringAnsiView& name, int32 permutationIndex) const;
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virtual GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, byte* cacheBytes, uint32 cacheSize, MemoryReadStream& stream) = 0;
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public:
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// [GPUResource]
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GPUResourceType GetResourceType() const final override;
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protected:
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// [GPUResource]
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void OnReleaseGPU() override;
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};
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