mirror of
https://github.com/EduApps-CDG/OpenDX
synced 2024-12-30 09:45:37 +01:00
125 lines
2.9 KiB
C++
125 lines
2.9 KiB
C++
#pragma once
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#include <vector>
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#include "dxvk_include.h"
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#include "dxvk_pipelayout.h"
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#include "../spirv/spirv_code_buffer.h"
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namespace dxvk {
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/**
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* \brief Resource slot
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*
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* Describes the type of a single resource
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* binding that a shader can access.
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*/
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struct DxvkResourceSlot {
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uint32_t slot;
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VkDescriptorType type;
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};
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/**
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* \brief Shader module object
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*
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* Manages a Vulkan shader module. This will not
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* perform any shader compilation. Instead, the
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* context will create pipeline objects on the
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* fly when executing draw calls.
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*/
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class DxvkShaderModule : public RcObject {
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public:
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DxvkShaderModule(
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const Rc<vk::DeviceFn>& vkd,
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VkShaderStageFlagBits stage,
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const SpirvCodeBuffer& code);
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~DxvkShaderModule();
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VkShaderModule handle() const {
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return m_module;
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}
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VkPipelineShaderStageCreateInfo stageInfo() const;
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private:
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Rc<vk::DeviceFn> m_vkd;
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VkShaderStageFlagBits m_stage;
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VkShaderModule m_module;
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};
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/**
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* \brief Shader object
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*
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* Stores a SPIR-V shader and information on the
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* bindings that the shader uses. In order to use
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* the shader with a pipeline, a shader module
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* needs to be created from he shader object.
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*/
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class DxvkShader : public RcObject {
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public:
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DxvkShader(
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VkShaderStageFlagBits stage,
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uint32_t slotCount,
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const DxvkResourceSlot* slotInfos,
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const SpirvCodeBuffer& code);
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~DxvkShader();
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/**
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* \brief Adds resource slots definitions to a mapping
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*
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* Used to generate the exact descriptor set layout when
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* compiling a graphics or compute pipeline. Slot indices
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* have to be mapped to actual binding numbers.
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*/
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void defineResourceSlots(
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DxvkDescriptorSlotMapping& mapping) const;
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/**
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* \brief Creates a shader module
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*
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* Maps the binding slot numbers
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* \param [in] vkd Vulkan device functions
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* \param [in] mapping Resource slot mapping
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* \returns The shader module
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*/
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Rc<DxvkShaderModule> createShaderModule(
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const Rc<vk::DeviceFn>& vkd,
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const DxvkDescriptorSlotMapping& mapping) const;
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/**
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* \brief Dumps SPIR-V shader
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*
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* Can be used to store the SPIR-V code in a file.
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* \param [in] outputStream Stream to write to
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*/
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void dump(std::ostream&& outputStream) const;
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/**
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* \brief Reads SPIR-V shader
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*
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* Can be used to replace the compiled SPIR-V code.
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* \param [in] inputStream Stream to read from
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*/
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void read(std::istream&& inputStream);
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private:
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VkShaderStageFlagBits m_stage;
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SpirvCodeBuffer m_code;
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std::vector<DxvkResourceSlot> m_slots;
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};
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} |