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forked from 0ad/0ad
0ad/source/graphics/ShaderTechnique.cpp
vladislavbelov e3f46bb809 Adds compute shaders support and scaling with FSR.
Fixes #6842

Comments By: phosit, Stan
Differential Revision: https://code.wildfiregames.com/D5218
This was SVN commit r28010.
2024-01-17 19:40:27 +00:00

98 lines
2.5 KiB
C++

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