155 lines
4.6 KiB
C++
155 lines
4.6 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 "IncludeVulkanHeaders.h"
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#include "Types.h"
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#if GRAPHICS_API_VULKAN
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class GPUDeviceVulkan;
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class ComputePipelineStateVulkan;
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/// <summary>
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/// Shaders base class for Vulkan backend.
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/// </summary>
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template<typename BaseType>
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class GPUShaderProgramVulkan : public BaseType
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{
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protected:
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GPUDeviceVulkan* _device;
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public:
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GPUShaderProgramVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
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: _device(device)
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, ShaderModule(shaderModule)
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, DescriptorInfo(descriptorInfo)
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{
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BaseType::Init(initializer);
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}
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~GPUShaderProgramVulkan()
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{
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if (ShaderModule)
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{
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_device->DeferredDeletionQueue.EnqueueResource(DeferredDeletionQueueVulkan::ShaderModule, ShaderModule);
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}
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}
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public:
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/// <summary>
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/// The Vulkan shader module.
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/// </summary>
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VkShaderModule ShaderModule;
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/// <summary>
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/// The descriptor information container.
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/// </summary>
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SpirvShaderDescriptorInfo DescriptorInfo;
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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 (void*)ShaderModule;
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}
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};
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/// <summary>
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/// Vertex Shader for Vulkan backend.
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/// </summary>
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class GPUShaderProgramVSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramVS>
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{
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public:
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GPUShaderProgramVSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule, GPUVertexLayout* inputLayout, GPUVertexLayout* vertexLayout)
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: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
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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 Vulkan backend.
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/// </summary>
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class GPUShaderProgramHSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramHS>
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{
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public:
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GPUShaderProgramHSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule, int32 controlPointsCount)
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: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
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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 Vulkan backend.
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/// </summary>
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class GPUShaderProgramDSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramDS>
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{
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public:
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GPUShaderProgramDSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
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: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
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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 Vulkan backend.
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/// </summary>
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class GPUShaderProgramGSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramGS>
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{
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public:
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GPUShaderProgramGSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
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: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
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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 Vulkan backend.
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/// </summary>
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class GPUShaderProgramPSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramPS>
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{
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public:
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GPUShaderProgramPSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
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: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
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{
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}
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};
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/// <summary>
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/// Compute Shader for Vulkan backend.
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/// </summary>
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class GPUShaderProgramCSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramCS>
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{
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private:
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ComputePipelineStateVulkan* _pipelineState;
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public:
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GPUShaderProgramCSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
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: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
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, _pipelineState(nullptr)
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{
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}
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~GPUShaderProgramCSVulkan();
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public:
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/// <summary>
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/// Gets the state of the pipeline for the compute shader execution or creates a new one if missing.
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/// </summary>
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ComputePipelineStateVulkan* GetOrCreateState();
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};
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#endif
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