Torque3D/Engine/source/gfx/D3D11/gfxD3D11Shader.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

229 lines
8.2 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GFXD3D11SHADER_H_
#define _GFXD3D11SHADER_H_
#include <d3dcompiler.h>
#include "core/util/path.h"
#include "core/util/tDictionary.h"
#include "gfx/gfxShader.h"
#include "gfx/gfxResource.h"
#include "gfx/D3D11/gfxD3D11Device.h"
class GFXD3D11Shader;
typedef CompoundKey<U32, U32> BufferKey;
struct BufferRange
{
U32 mBufMin = U32_MAX;
U32 mBufMax = 0;
inline void addSlot(U32 slot)
{
mBufMin = getMin(mBufMin, slot);
mBufMax = getMax(mBufMax, slot);
}
inline bool isValid() const { return mBufMin <= mBufMax; }
};
struct ConstantBuffer
{
U8* data;
U32 size;
bool isDirty;
};
class GFXD3D11ShaderConstHandle : public GFXShaderConstHandle
{
friend class GFXD3D11Shader;
public:
typedef Map<GFXShaderStage, GFXShaderConstDesc> DescMap;
GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader);
GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader,
const GFXShaderConstDesc& desc);
virtual ~GFXD3D11ShaderConstHandle();
void addDesc(GFXShaderStage stage, const GFXShaderConstDesc& desc);
const GFXShaderConstDesc getDesc(GFXShaderStage stage);
const String& getName() const override { return mDesc.name; }
GFXShaderConstType getType() const override { return mDesc.constType; }
U32 getArraySize() const override { return mDesc.arraySize; }
U32 getSize() const { return mDesc.size; }
void setValid(bool valid) { mValid = valid; }
/// @warning This will always return the value assigned when the shader was
/// initialized. If the value is later changed this method won't reflect that.
S32 getSamplerRegister() const override { return (!isSampler() || !mValid) ? -1 : mDesc.samplerReg; }
// Returns true if this is a handle to a sampler register.
bool isSampler() const
{
return (getType() >= GFXSCT_Sampler);
}
/// Restore to uninitialized state.
void clear()
{
mShader = NULL;
mInstancingConstant = false;
mValid = false;
}
GFXShaderConstDesc mDesc;
GFXD3D11Shader* mShader;
DescMap mDescMap;
U32 mStageFlags;
bool mInstancingConstant;
};
/// The D3D11 implementation of a shader constant buffer.
class GFXD3D11ShaderConstBuffer : public GFXShaderConstBuffer
{
// Cache device context
ID3D11DeviceContext* mDeviceContext;
public:
typedef Map<BufferKey, ConstantBuffer> BufferMap;
GFXD3D11ShaderConstBuffer(GFXD3D11Shader* shader);
virtual ~GFXD3D11ShaderConstBuffer();
/// Called by GFXD3D11Device to activate this buffer.
/// @param mPrevShaderBuffer The previously active buffer
void activate(GFXD3D11ShaderConstBuffer *prevShaderBuffer);
void addBuffer(const GFXShaderConstDesc desc);
/// Called from GFXD3D11Shader when constants have changed and need
/// to be the shader this buffer references is reloaded.
void onShaderReload(GFXD3D11Shader *shader);
// GFXShaderConstBuffer
GFXShader* getShader() override;
void set(GFXShaderConstHandle* handle, const F32 fv) override;
void set(GFXShaderConstHandle* handle, const Point2F& fv) override;
void set(GFXShaderConstHandle* handle, const Point3F& fv) override;
void set(GFXShaderConstHandle* handle, const Point4F& fv) override;
void set(GFXShaderConstHandle* handle, const PlaneF& fv) override;
void set(GFXShaderConstHandle* handle, const LinearColorF& fv) override;
void set(GFXShaderConstHandle* handle, const S32 f) override;
void set(GFXShaderConstHandle* handle, const Point2I& fv) override;
void set(GFXShaderConstHandle* handle, const Point3I& fv) override;
void set(GFXShaderConstHandle* handle, const Point4I& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv) override;
void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4) override;
void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
// GFXResource
const String describeSelf() const override;
void zombify() override {}
void resurrect() override {}
protected:
friend class GFXD3D11Shader;
/// We keep a weak reference to the shader
/// because it will often be deleted.
WeakRefPtr<GFXD3D11Shader> mShader;
BufferMap mBufferMap;
void setMatrix(const GFXShaderConstDesc& handle, const U32 inSize, const void* data, U8* basePointer);
void internalSet(GFXShaderConstHandle* handle, const U32 inSize, const void* data);
ID3D11Buffer* mBoundBuffers[6][16];
};
class gfxD3D11Include;
typedef StrongRefPtr<gfxD3D11Include> gfxD3DIncludeRef;
/////////////////// GFXShader implementation /////////////////////////////
class GFXD3D11Shader : public GFXShader
{
friend class GFXD3D11Device;
friend class GFXD3D11ShaderConstBuffer;
public:
typedef Map<String, GFXD3D11ShaderConstHandle*> HandleMap;
typedef Map<String, GFXShaderConstDesc> BufferMap;
GFXD3D11Shader();
virtual ~GFXD3D11Shader();
// GFXShader
GFXShaderConstBufferRef allocConstBuffer() override;
const Vector<GFXShaderConstDesc>& getShaderConstDesc() const override;
GFXShaderConstHandle* getShaderConstHandle(const String& name) override;
GFXShaderConstHandle* findShaderConstHandle(const String& name) override;
U32 getAlignmentValue(const GFXShaderConstType constType) const override;
// GFXResource
void zombify() override;
void resurrect() override;
protected:
bool _init() override;
ID3D11VertexShader *mVertShader;
ID3D11PixelShader *mPixShader;
ID3D11GeometryShader *mGeoShader;
static gfxD3DIncludeRef smD3DInclude;
HandleMap mHandles;
BufferMap mBuffers;
/// Vector of descriptions (consolidated for the getShaderConstDesc call)
Vector<GFXShaderConstDesc> mShaderConsts;
Vector<GFXShaderConstDesc> mSamplerDescriptions;
// These two functions are used when compiling shaders from hlsl
virtual bool _compileShader( const Torque::Path &filePath,
GFXShaderStage shaderStage,
const D3D_SHADER_MACRO *defines);
void _getShaderConstants( ID3D11ShaderReflection* refTable,
GFXShaderStage shaderStage);
// This is used in both cases
virtual void _buildShaderConstantHandles();
void _buildInstancingShaderConstantHandles();
GFXShaderConstType convertConstType(D3D11_SHADER_TYPE_DESC typeDesc);
};
#endif