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ShaderProgram.cpp 2.1 KB

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  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Gr/ShaderProgram.h>
  6. namespace anki
  7. {
  8. Bool ShaderProgramInitInfo::isValid() const
  9. {
  10. ShaderTypeBit graphicsMask = ShaderTypeBit::NONE;
  11. for(ShaderType i = ShaderType::FIRST_GRAPHICS; i <= ShaderType::LAST_GRAPHICS; ++i)
  12. {
  13. if(m_graphicsShaders[i])
  14. {
  15. if(m_graphicsShaders[i]->getShaderType() != i)
  16. {
  17. return false;
  18. }
  19. graphicsMask |= ShaderTypeBit(1 << i);
  20. }
  21. }
  22. if(!!graphicsMask
  23. && (graphicsMask & (ShaderTypeBit::VERTEX | ShaderTypeBit::FRAGMENT))
  24. != (ShaderTypeBit::VERTEX | ShaderTypeBit::FRAGMENT))
  25. {
  26. return false;
  27. }
  28. Bool compute = false;
  29. if(m_computeShader)
  30. {
  31. if(m_computeShader->getShaderType() != ShaderType::COMPUTE)
  32. {
  33. return false;
  34. }
  35. compute = true;
  36. }
  37. if(compute && !!graphicsMask)
  38. {
  39. return false;
  40. }
  41. ShaderTypeBit rtMask = ShaderTypeBit::NONE;
  42. for(const ShaderPtr& s : m_rayTracingShaders.m_rayGenShaders)
  43. {
  44. if(s->getShaderType() != ShaderType::RAY_GEN)
  45. {
  46. return false;
  47. }
  48. rtMask |= ShaderTypeBit::RAY_GEN;
  49. }
  50. for(const ShaderPtr& s : m_rayTracingShaders.m_missShaders)
  51. {
  52. if(s->getShaderType() != ShaderType::MISS)
  53. {
  54. return false;
  55. }
  56. rtMask |= ShaderTypeBit::MISS;
  57. }
  58. for(const RayTracingHitGroup& group : m_rayTracingShaders.m_hitGroups)
  59. {
  60. ShaderTypeBit localRtMask = ShaderTypeBit::NONE;
  61. if(group.m_anyHitShader)
  62. {
  63. if(group.m_anyHitShader->getShaderType() != ShaderType::ANY_HIT)
  64. {
  65. return false;
  66. }
  67. localRtMask |= ShaderTypeBit::ANY_HIT;
  68. }
  69. if(group.m_closestHitShader)
  70. {
  71. if(group.m_closestHitShader->getShaderType() != ShaderType::CLOSEST_HIT)
  72. {
  73. return false;
  74. }
  75. localRtMask |= ShaderTypeBit::CLOSEST_HIT;
  76. }
  77. if(!localRtMask)
  78. {
  79. return false;
  80. }
  81. rtMask |= localRtMask;
  82. }
  83. if(!!rtMask && (!!graphicsMask || compute))
  84. {
  85. return false;
  86. }
  87. if(!graphicsMask && !compute && !rtMask)
  88. {
  89. return false;
  90. }
  91. if(!!rtMask && m_rayTracingShaders.m_maxRecursionDepth == 0)
  92. {
  93. return false;
  94. }
  95. return true;
  96. }
  97. } // end namespace anki