// // Copyright 2017 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #ifndef PXR_IMAGING_HD_ST_COMPUTE_SHADER_H #define PXR_IMAGING_HD_ST_COMPUTE_SHADER_H #include "pxr/pxr.h" #include "pxr/imaging/hdSt/api.h" #include "pxr/imaging/hd/version.h" #include "pxr/imaging/hdSt/shaderCode.h" #include "pxr/imaging/hd/bufferSource.h" #include "pxr/imaging/garch/gl.h" #include "pxr/usd/sdf/path.h" #include "pxr/base/vt/value.h" #include "pxr/base/tf/token.h" #include PXR_NAMESPACE_OPEN_SCOPE using HdStComputeShaderSharedPtr = std::shared_ptr; /// \class HdStComputeShader /// /// A scene-based ComputeShader object. /// /// When compute shaders are expressed in the scene graph, the HdSceneDelegate /// can use this object to express these compute shaders in Storm. /// In addition to the shader itself, a binding from the Computation Sprim /// to the ComputeShader must be expressed as well. class HdStComputeShader : public HdStShaderCode { public: HDST_API HdStComputeShader(); HDST_API virtual ~HdStComputeShader(); // ---------------------------------------------------------------------- // /// \name HdShader Virtual Interface // // ---------------------------------------------------------------------- // HDST_API virtual std::string GetSource(TfToken const &shaderStageKey) const; HDST_API virtual HdSt_MaterialParamVector const& GetParams() const; HDST_API virtual HdBufferArrayRangeSharedPtr const& GetShaderData() const; HDST_API virtual TextureDescriptorVector GetTextures() const; HDST_API virtual void BindResources(int program, HdSt_ResourceBinder const &binder, HdRenderPassState const &state) override; HDST_API virtual void UnbindResources(int program, HdSt_ResourceBinder const &binder, HdRenderPassState const &state) override; HDST_API virtual void AddBindings(HdBindingRequestVector *customBindings); HDST_API virtual ID ComputeHash() const; /// Setter method for prim HDST_API void SetComputeSource(const std::string &source); /// If the prim is based on asset, reload that asset. HDST_API virtual void Reload(); protected: HDST_API void _SetSource(TfToken const &shaderStageKey, std::string const &source); private: std::string _computeSource; // Shader Parameters HdSt_MaterialParamVector _params; HdBufferSpecVector _paramSpec; HdBufferArrayRangeSharedPtr _paramArray; TextureDescriptorVector _textureDescriptors; // No copying HdStComputeShader(const HdStComputeShader &) = delete; HdStComputeShader &operator =(const HdStComputeShader &) = delete; }; PXR_NAMESPACE_CLOSE_SCOPE #endif // PXR_IMAGING_HD_ST_COMPUTE_SHADER_H