53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#if GRAPHICS_API_DIRECTX12
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
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#include "GPUDeviceDX12.h"
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/// <summary>
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/// Constant Buffer for DirectX 12 backend.
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/// </summary>
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class GPUConstantBufferDX12 : public GPUResourceDX12<GPUConstantBuffer>
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{
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public:
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GPUConstantBufferDX12(GPUDeviceDX12* device, uint32 size, const StringView& name) noexcept
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: GPUResourceDX12(device, name)
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, GPUAddress(0)
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{
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_size = size;
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}
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public:
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/// <summary>
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/// Last uploaded data address.
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/// </summary>
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D3D12_GPU_VIRTUAL_ADDRESS GPUAddress;
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};
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/// <summary>
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/// Shader for DirectX 12 backend.
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/// </summary>
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class GPUShaderDX12 : public GPUResourceDX12<GPUShader>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderDX12"/> class.
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/// </summary>
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/// <param name="device">The device.</param>
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/// <param name="name">The resource name.</param>
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GPUShaderDX12(GPUDeviceDX12* device, const StringView& name)
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: GPUResourceDX12<GPUShader>(device, name)
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{
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}
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protected:
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// [GPUShader]
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GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, byte* cacheBytes, uint32 cacheSize, MemoryReadStream& stream) override;
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};
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#endif
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