ShaderProgramImpl.h 3.0 KB

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  1. // Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Gr/ShaderProgram.h>
  7. #include <AnKi/Gr/Vulkan/PipelineLayout.h>
  8. namespace anki {
  9. // Forward
  10. class PipelineFactory;
  11. /// @addtogroup vulkan
  12. /// @{
  13. class ShaderProgramReflectionInfo
  14. {
  15. public:
  16. BitSet<kMaxColorRenderTargets, U8> m_colorAttachmentWritemask = {false};
  17. BitSet<kMaxVertexAttributes, U8> m_attributeMask = {false};
  18. BitSet<kMaxDescriptorSets, U8> m_descriptorSetMask = {false};
  19. Array<BitSet<kMaxBindingsPerDescriptorSet, U8>, kMaxDescriptorSets> m_activeBindingMask = {{{false}, {false}, {false}}};
  20. U32 m_pushConstantsSize = 0;
  21. };
  22. /// Shader program implementation.
  23. class ShaderProgramImpl final : public ShaderProgram
  24. {
  25. public:
  26. ShaderProgramImpl(CString name)
  27. : ShaderProgram(name)
  28. {
  29. }
  30. ~ShaderProgramImpl();
  31. Error init(const ShaderProgramInitInfo& inf);
  32. Bool isGraphics() const
  33. {
  34. return !!(m_stages & ShaderTypeBit::kAllGraphics);
  35. }
  36. const VkPipelineShaderStageCreateInfo* getShaderCreateInfos(U32& count) const
  37. {
  38. ANKI_ASSERT(isGraphics());
  39. count = m_graphics.m_shaderCreateInfoCount;
  40. return &m_graphics.m_shaderCreateInfos[0];
  41. }
  42. const PipelineLayout& getPipelineLayout() const
  43. {
  44. return m_pplineLayout;
  45. }
  46. const DescriptorSetLayout& getDescriptorSetLayout(U32 set) const
  47. {
  48. ANKI_ASSERT(m_descriptorSetLayouts[set].isCreated());
  49. return m_descriptorSetLayouts[set];
  50. }
  51. const ShaderProgramReflectionInfo& getReflectionInfo() const
  52. {
  53. return m_refl;
  54. }
  55. /// Only for graphics programs.
  56. PipelineFactory& getPipelineFactory()
  57. {
  58. ANKI_ASSERT(m_graphics.m_pplineFactory);
  59. return *m_graphics.m_pplineFactory;
  60. }
  61. VkPipeline getComputePipelineHandle() const
  62. {
  63. ANKI_ASSERT(m_compute.m_ppline);
  64. return m_compute.m_ppline;
  65. }
  66. VkPipeline getRayTracingPipelineHandle() const
  67. {
  68. ANKI_ASSERT(m_rt.m_ppline);
  69. return m_rt.m_ppline;
  70. }
  71. ShaderTypeBit getStages() const
  72. {
  73. ANKI_ASSERT(!!m_stages);
  74. return m_stages;
  75. }
  76. U32 getMissShaderCount() const
  77. {
  78. ANKI_ASSERT(m_rt.m_missShaderCount > 0);
  79. return m_rt.m_missShaderCount;
  80. }
  81. ConstWeakArray<U8> getShaderGroupHandles() const
  82. {
  83. ANKI_ASSERT(m_rt.m_allHandles.getSize() > 0);
  84. return m_rt.m_allHandles;
  85. }
  86. private:
  87. GrDynamicArray<ShaderPtr> m_shaders;
  88. ShaderTypeBit m_stages = ShaderTypeBit::kNone;
  89. PipelineLayout m_pplineLayout = {};
  90. Array<DescriptorSetLayout, kMaxDescriptorSets> m_descriptorSetLayouts;
  91. ShaderProgramReflectionInfo m_refl;
  92. class
  93. {
  94. public:
  95. Array<VkPipelineShaderStageCreateInfo, U32(ShaderType::kFragment - ShaderType::kVertex) + 1> m_shaderCreateInfos;
  96. U32 m_shaderCreateInfoCount = 0;
  97. PipelineFactory* m_pplineFactory = nullptr;
  98. } m_graphics;
  99. class
  100. {
  101. public:
  102. VkPipeline m_ppline = VK_NULL_HANDLE;
  103. } m_compute;
  104. class
  105. {
  106. public:
  107. VkPipeline m_ppline = VK_NULL_HANDLE;
  108. GrDynamicArray<U8> m_allHandles;
  109. U32 m_missShaderCount = 0;
  110. } m_rt;
  111. };
  112. /// @}
  113. } // end namespace anki