mirror of
https://github.com/EduApps-CDG/OpenDX
synced 2024-12-30 09:45:37 +01:00
94 lines
1.8 KiB
C++
94 lines
1.8 KiB
C++
#pragma once
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#include <vector>
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#include "dxvk_include.h"
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#include "./spirv/dxvk_spirv_code_buffer.h"
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namespace dxvk {
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/**
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* \brief Shader resource type
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*
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* Enumerates the types of resources
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* that can be accessed by shaders.
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*/
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enum class DxvkResourceType : uint32_t {
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UniformBuffer = 0x00,
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ImageSampler = 0x01,
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SampledImage = 0x02,
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StorageBuffer = 0x03,
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};
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/**
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* \brief Resource slot
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*/
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struct DxvkResourceSlot{
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DxvkResourceType type;
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uint32_t slot;
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};
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/**
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* \brief Shader interface
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*
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* Stores a list of resource bindings in the
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* order they are defined in the shader module.
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*/
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class DxvkShaderInterface {
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public:
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DxvkShaderInterface();
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~DxvkShaderInterface();
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auto size() const { return m_slots.size(); }
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auto data() const { return m_slots.data(); }
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void enableResourceSlot(
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const DxvkResourceSlot& slot);
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private:
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std::vector<DxvkResourceSlot> m_slots;
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};
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/**
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* \brief Shader module
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*
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* Manages a Vulkan shader module. This will not
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* perform any sort of shader compilation. Instead,
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* the 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 DxvkShader : public RcObject {
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public:
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DxvkShader(
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const Rc<vk::DeviceFn>& vkd,
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const DxvkShaderInterface& iface,
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const SpirvCodeBuffer& code);
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~DxvkShader();
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/**
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* \brief Shader module handle
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* \returns Shader module handle
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*/
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VkShaderModule handle() const {
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return m_shader;
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}
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private:
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Rc<vk::DeviceFn> m_vkd;
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DxvkShaderInterface m_iface;
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VkShaderModule m_shader;
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};
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} |