Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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vkShaderProgram.h
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1/*
2 Copyright (c) 2018 DIVIDE-Studio
3 Copyright (c) 2009 Ionut Cava
4
5 This file is part of DIVIDE Framework.
6
7 Permission is hereby granted, free of charge, to any person obtaining a copy
8 of this software
9 and associated documentation files (the "Software"), to deal in the Software
10 without restriction,
11 including without limitation the rights to use, copy, modify, merge, publish,
12 distribute, sublicense,
13 and/or sell copies of the Software, and to permit persons to whom the
14 Software is furnished to do so,
15 subject to the following conditions:
16
17 The above copyright notice and this permission notice shall be included in
18 all copies or substantial portions of the Software.
19
20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21 IMPLIED,
22 INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
23 PARTICULAR PURPOSE AND NONINFRINGEMENT.
24 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
25 DAMAGES OR OTHER LIABILITY,
26 WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
27 IN CONNECTION WITH THE SOFTWARE
28 OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29
30 */
31
32#pragma once
33#ifndef VK_SHADER_PROGRAM_H
34#define VK_SHADER_PROGRAM_H
35
38
39#include <vulkan/vulkan_core.h>
40
41namespace Divide {
42 class vkShader;
43
45 {
46 vkShader* _shader{ nullptr };
49 };
50
51 class vkShader final : public ShaderModule {
52 public:
53 explicit vkShader(GFXDevice& context, const std::string_view name, U32 generation);
54 ~vkShader() override;
55
56 [[nodiscard]] bool load(const ShaderProgram::LoadData& data);
57
59 [[nodiscard]] static vkShaderEntry LoadShader(GFXDevice& context,
61 U32 targetGeneration,
63
64 PROPERTY_R_IW(VkShaderStageFlagBits, stageMask, VK_SHADER_STAGE_FLAG_BITS_MAX_ENUM);
65 PROPERTY_R_IW(VkShaderModule, handle, VK_NULL_HANDLE);
66
67 private:
68 void reset();
69
70 private:
71 VkPipelineShaderStageCreateInfo _createInfo{};
73 };
74
75 class vkShaderProgram final : public ShaderProgram {
76 public:
77 using vkShaders = eastl::fixed_vector<vkShaderEntry, to_base( ShaderType::COUNT ), false>;
78 public:
80 ~vkShaderProgram() override;
81
82 [[nodiscard]] const vkShaders& shaderStages() const noexcept;
83 [[nodiscard]] VkShaderStageFlags stageMask() const noexcept;
84 [[nodiscard]] ShaderResult validatePreBind( const bool rebind ) override;
85
86 PROPERTY_RW( VkDescriptorSetLayout, descriptorSetLayout, VK_NULL_HANDLE);
87 PROPERTY_RW( DynamicBindings, dynamicBindings);
88
89 protected:
91 [[nodiscard]] bool unload() override;
93 [[nodiscard]] bool loadInternal(hashMap<U64, PerFileShaderData>& fileData, bool overwrite) override;
94
95 private:
97 };
98
99
100} //namespace Divide
101
102#endif // namespace VK_SHADER_PROGRAM_H
VkFlags VkShaderStageFlags
Definition: GLSLToSPIRV.h:37
#define PROPERTY_RW(...)
Convenience method to add a class member with public read access and write access.
Rough around the edges Adapter pattern abstracting the actual rendering API and access to the GPU.
Definition: GFXDevice.h:215
GFXDevice & context() const noexcept
const ShaderProgramDescriptor & descriptor() const noexcept
PROPERTY_R_IW(VkShaderModule, handle, VK_NULL_HANDLE)
PROPERTY_R_IW(VkShaderStageFlagBits, stageMask, VK_SHADER_STAGE_FLAG_BITS_MAX_ENUM)
VkPipelineShaderStageCreateInfo _createInfo
static vkShaderEntry LoadShader(GFXDevice &context, vkShaderProgram *parent, U32 targetGeneration, ShaderProgram::LoadData &data)
Add or refresh a shader from the cache.
ShaderProgram::LoadData _loadData
bool loadInternal(hashMap< U64, PerFileShaderData > &fileData, bool overwrite) override
Returns true if at least one shader linked successfully.
ShaderResult validatePreBind(const bool rebind) override
const vkShaders & shaderStages() const noexcept
VkShaderStageFlags stageMask() const noexcept
eastl::fixed_vector< vkShaderEntry, to_base(ShaderType::COUNT), false > vkShaders
bool unload() override
Make sure this program is ready for deletion.
Handle console commands that start with a forward slash.
Definition: AIProcessor.cpp:7
bool load() override
eastl::fixed_vector< DynamicBinding, MAX_BINDINGS_PER_DESCRIPTOR_SET, false > DynamicBindings
Definition: vkResources.h:145
hashAlg::unordered_map< K, V, HashFun, Predicate > hashMap
Definition: HashMap.h:55
Project & parent
Definition: DefaultScene.h:41
uint32_t U32
uint64_t U64
constexpr auto to_base(const Type value) -> Type
vkShader * _shader
U64 _fileHash
U32 _generation