vladislavbelov
e3f46bb809
Fixes #6842 Comments By: phosit, Stan Differential Revision: https://code.wildfiregames.com/D5218 This was SVN commit r28010.
98 lines
2.5 KiB
C++
98 lines
2.5 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ShaderTechnique.h"
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#include "graphics/ShaderProgram.h"
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#include "renderer/backend/IDevice.h"
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#include <utility>
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CShaderPass::CShaderPass(
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std::unique_ptr<Renderer::Backend::IGraphicsPipelineState> pipelineState,
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const CShaderProgramPtr& shader)
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: m_Shader(shader), m_PipelineState(std::move(pipelineState))
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{
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ENSURE(shader);
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}
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CShaderTechnique::CShaderTechnique(
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const VfsPath& path, const CShaderDefines& defines,
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const PipelineStateDescCallback& callback)
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: m_Path(path), m_Defines(defines), m_PipelineStateDescCallback(callback)
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{
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}
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void CShaderTechnique::SetPasses(std::vector<CShaderPass>&& passes)
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{
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ENSURE(!m_ComputePipelineState);
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m_Passes = std::move(passes);
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}
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void CShaderTechnique::SetComputePipelineState(
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std::unique_ptr<Renderer::Backend::IComputePipelineState> pipelineState,
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const CShaderProgramPtr& computeShader)
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{
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ENSURE(m_Passes.empty());
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m_ComputePipelineState = std::move(pipelineState);
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m_ComputeShader = computeShader;
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}
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int CShaderTechnique::GetNumPasses() const
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{
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return m_Passes.size();
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}
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Renderer::Backend::IShaderProgram* CShaderTechnique::GetShader(int pass) const
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{
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if (m_ComputeShader)
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{
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ENSURE(pass == 0);
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return m_ComputeShader->GetBackendShaderProgram();
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}
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else
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{
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ENSURE(0 <= pass && pass < (int)m_Passes.size());
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return m_Passes[pass].GetPipelineState()->GetShaderProgram();
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}
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}
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Renderer::Backend::IGraphicsPipelineState*
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CShaderTechnique::GetGraphicsPipelineState(int pass) const
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{
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ENSURE(0 <= pass && pass < static_cast<int>(m_Passes.size()));
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return m_Passes[pass].GetPipelineState();
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}
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Renderer::Backend::IComputePipelineState*
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CShaderTechnique::GetComputePipelineState() const
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{
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return m_ComputePipelineState.get();
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}
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bool CShaderTechnique::GetSortByDistance() const
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{
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return m_SortByDistance;
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}
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void CShaderTechnique::SetSortByDistance(bool enable)
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{
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m_SortByDistance = enable;
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}
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