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131 lines
4.8 KiB
C++
131 lines
4.8 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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// Description : Declaration of the DXGL wrappers for D3D11 shader
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// reflection interfaces
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#ifndef __CRYDXGLSHADERREFLECTION__
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#define __CRYDXGLSHADERREFLECTION__
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#include "CCryDXGLBase.hpp"
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////////////////////////////////////////////////////////////////////////////////
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// CCryDXGLShaderReflectionVariable
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////////////////////////////////////////////////////////////////////////////////
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class CCryDXGLShaderReflectionVariable
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: public CCryDXGLBase
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{
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public:
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DXGL_IMPLEMENT_INTERFACE(CCryDXGLShaderReflectionVariable, D3D11ShaderReflectionVariable)
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#if DXGL_FULL_EMULATION
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DXGL_IMPLEMENT_INTERFACE(CCryDXGLShaderReflectionVariable, D3D11ShaderReflectionType)
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#endif //DXGL_FULL_EMULATION
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CCryDXGLShaderReflectionVariable();
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virtual ~CCryDXGLShaderReflectionVariable();
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bool Initialize(void* pvData);
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// Implementation of ID3D11ShaderReflectionVariable
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HRESULT GetDesc(D3D11_SHADER_VARIABLE_DESC* pDesc);
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ID3D11ShaderReflectionType* GetType();
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ID3D11ShaderReflectionConstantBuffer* GetBuffer();
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UINT GetInterfaceSlot(UINT uArrayIndex);
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// Implementation of ID3D11ShaderReflectionType
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HRESULT GetDesc(D3D11_SHADER_TYPE_DESC* pDesc);
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ID3D11ShaderReflectionType* GetMemberTypeByIndex(UINT Index);
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ID3D11ShaderReflectionType* GetMemberTypeByName(LPCSTR Name);
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LPCSTR GetMemberTypeName(UINT Index);
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HRESULT IsEqual(ID3D11ShaderReflectionType* pType);
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ID3D11ShaderReflectionType* GetSubType();
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ID3D11ShaderReflectionType* GetBaseClass();
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UINT GetNumInterfaces();
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ID3D11ShaderReflectionType* GetInterfaceByIndex(UINT uIndex);
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HRESULT IsOfType(ID3D11ShaderReflectionType* pType);
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HRESULT ImplementsInterface(ID3D11ShaderReflectionType* pBase);
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struct Impl;
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Impl* m_pImpl;
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};
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////////////////////////////////////////////////////////////////////////////////
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// CCryDXGLShaderReflectionConstBuffer
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////////////////////////////////////////////////////////////////////////////////
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class CCryDXGLShaderReflectionConstBuffer
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: public CCryDXGLBase
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{
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public:
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DXGL_IMPLEMENT_INTERFACE(CCryDXGLShaderReflectionConstBuffer, D3D11ShaderReflectionConstantBuffer)
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CCryDXGLShaderReflectionConstBuffer();
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virtual ~CCryDXGLShaderReflectionConstBuffer();
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bool Initialize(void* pvData);
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// Implementation of ID3D11ShaderReflectionConstantBuffer
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HRESULT GetDesc(D3D11_SHADER_BUFFER_DESC* pDesc);
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ID3D11ShaderReflectionVariable* GetVariableByIndex(UINT Index);
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ID3D11ShaderReflectionVariable* GetVariableByName(LPCSTR Name);
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struct Impl;
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Impl* m_pImpl;
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};
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////////////////////////////////////////////////////////////////////////////////
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// CCryDXGLShaderReflection
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////////////////////////////////////////////////////////////////////////////////
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class CCryDXGLShaderReflection
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: public CCryDXGLBase
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{
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public:
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DXGL_IMPLEMENT_INTERFACE(CCryDXGLShaderReflection, D3D11ShaderReflection)
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CCryDXGLShaderReflection();
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virtual ~CCryDXGLShaderReflection();
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bool Initialize(const void* pvData);
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// Implementation of ID3D11ShaderReflection
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HRESULT GetDesc(D3D11_SHADER_DESC* pDesc);
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ID3D11ShaderReflectionConstantBuffer* GetConstantBufferByIndex(UINT Index);
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ID3D11ShaderReflectionConstantBuffer* GetConstantBufferByName(LPCSTR Name);
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HRESULT GetResourceBindingDesc(UINT ResourceIndex, D3D11_SHADER_INPUT_BIND_DESC* pDesc);
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HRESULT GetInputParameterDesc(UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC* pDesc);
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HRESULT GetOutputParameterDesc(UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC* pDesc);
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HRESULT GetPatchConstantParameterDesc(UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC* pDesc);
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ID3D11ShaderReflectionVariable* GetVariableByName(LPCSTR Name);
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HRESULT GetResourceBindingDescByName(LPCSTR Name, D3D11_SHADER_INPUT_BIND_DESC* pDesc);
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UINT GetMovInstructionCount();
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UINT GetMovcInstructionCount();
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UINT GetConversionInstructionCount();
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UINT GetBitwiseInstructionCount();
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D3D_PRIMITIVE GetGSInputPrimitive();
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BOOL IsSampleFrequencyShader();
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UINT GetNumInterfaceSlots();
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HRESULT GetMinFeatureLevel(enum D3D_FEATURE_LEVEL* pLevel);
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UINT GetThreadGroupSize(UINT* pSizeX, UINT* pSizeY, UINT* pSizeZ);
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struct Impl;
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Impl* m_pImpl;
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};
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#endif //__CRYDXGLSHADERREFLECTION__
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