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- // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Resource/Common.h>
- #include <AnKi/Gr/ShaderProgram.h>
- #include <AnKi/Util/HashMap.h>
- #include <AnKi/Util/StringList.h>
- #include <AnKi/ShaderCompiler/ShaderProgramBinary.h>
- namespace anki {
- /// @addtogroup resource
- /// @{
- /// This is a ray tracing library. Essentially a shader program with some functionality on how to get group indices.
- class ShaderProgramRaytracingLibrary
- {
- friend class ShaderProgramResourceSystem;
- public:
- ~ShaderProgramRaytracingLibrary()
- {
- m_libraryName.destroy(m_alloc);
- m_resourceHashToShaderGroupHandleIndex.destroy(m_alloc);
- }
- CString getLibraryName() const
- {
- return m_libraryName;
- }
- U32 getRayTypeCount() const
- {
- ANKI_ASSERT(m_rayTypeCount < MAX_U32);
- return m_rayTypeCount;
- }
- const ShaderProgramPtr& getShaderProgram() const
- {
- return m_program;
- }
- /// Given the filename of a program (that contains ray tracing shaders) and a specific mutation get the shader
- /// handle index.
- U32 getShaderGroupHandleIndex(CString resourceFilename, U64 mutationHash) const
- {
- return getIndex(generateShaderGroupGroupHash(resourceFilename, mutationHash, m_alloc));
- }
- private:
- GenericMemoryPoolAllocator<U8> m_alloc;
- String m_libraryName;
- U32 m_rayTypeCount = MAX_U32;
- ShaderProgramPtr m_program;
- HashMap<U64, U32> m_resourceHashToShaderGroupHandleIndex;
- /// Given the filename of a program (that contains ray tracing shaders) and a specific mutation get a hash back.
- static U64 generateShaderGroupGroupHash(CString resourceFilename, U64 mutationHash,
- GenericMemoryPoolAllocator<U8> alloc);
- /// The hash generated by generateShaderGroupGroupHash() can be used to retrieve the group position in the
- /// m_program.
- U32 getIndex(U64 groupHash) const
- {
- auto it = m_resourceHashToShaderGroupHandleIndex.find(groupHash);
- ANKI_ASSERT(it != m_resourceHashToShaderGroupHandleIndex.getEnd());
- return *it;
- }
- };
- /// A system that does some work on shader programs before resources start loading.
- class ShaderProgramResourceSystem
- {
- public:
- ShaderProgramResourceSystem(CString cacheDir, GrManager* gr, ResourceFilesystem* fs,
- const GenericMemoryPoolAllocator<U8>& alloc)
- : m_alloc(alloc)
- , m_gr(gr)
- , m_fs(fs)
- {
- m_cacheDir.create(alloc, cacheDir);
- }
- ~ShaderProgramResourceSystem();
- ANKI_USE_RESULT Error init();
- ConstWeakArray<ShaderProgramRaytracingLibrary> getRayTracingLibraries() const
- {
- return m_rtLibraries;
- }
- private:
- GenericMemoryPoolAllocator<U8> m_alloc;
- String m_cacheDir;
- GrManager* m_gr;
- ResourceFilesystem* m_fs;
- DynamicArray<ShaderProgramRaytracingLibrary> m_rtLibraries;
- /// Iterate all programs in the filesystem and compile them to AnKi's binary format.
- static Error compileAllShaders(CString cacheDir, GrManager& gr, ResourceFilesystem& fs,
- GenericMemoryPoolAllocator<U8>& alloc, StringListAuto& rtProgramFilenames);
- static Error createRayTracingPrograms(CString cacheDir, const StringListAuto& rtProgramFilenames, GrManager& gr,
- GenericMemoryPoolAllocator<U8>& alloc,
- DynamicArray<ShaderProgramRaytracingLibrary>& libs);
- };
- /// @}
- } // end namespace anki
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