// // Copyright 2020 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_HGI_SHADERFUNCTION_H #define PXR_IMAGING_HGI_SHADERFUNCTION_H #include "pxr/pxr.h" #include "pxr/imaging/hgi/api.h" #include "pxr/imaging/hgi/enums.h" #include "pxr/imaging/hgi/handle.h" #include "pxr/imaging/hgi/types.h" #include #include PXR_NAMESPACE_OPEN_SCOPE /// \struct HgiShaderFunctionDesc /// /// Describes the properties needed to create a GPU shader function. /// /// /// struct HgiShaderFunctionDesc { HGI_API HgiShaderFunctionDesc(); std::string debugName; HgiShaderStage shaderStage; const char* shaderCode; }; HGI_API inline bool operator==( const HgiShaderFunctionDesc& lhs, const HgiShaderFunctionDesc& rhs); HGI_API inline bool operator!=( const HgiShaderFunctionDesc& lhs, const HgiShaderFunctionDesc& rhs); /// /// \class HgiShaderFunction /// /// Represents one shader stage function (code snippet). /// /// ShaderFunctions are usually passed to a ShaderProgram, however be careful /// not to destroy the ShaderFunction after giving it to the program. /// While this may be safe for OpenGL after the program is created, it does not /// apply to other graphics backends, such as Vulkan, where the shader functions /// are used during rendering. /// class HgiShaderFunction { public: HGI_API virtual ~HgiShaderFunction(); /// The descriptor describes the object. HGI_API HgiShaderFunctionDesc const& GetDescriptor() const; /// Returns false if any shader compile errors occured. HGI_API virtual bool IsValid() const = 0; /// Returns shader compile errors. HGI_API virtual std::string const& GetCompileErrors() = 0; /// Returns the byte size of the GPU shader function. /// This can be helpful if the application wishes to tally up memory usage. HGI_API virtual size_t GetByteSizeOfResource() const = 0; /// This function returns the handle to the Hgi backend's gpu resource, cast /// to a uint64_t. Clients should avoid using this function and instead /// use Hgi base classes so that client code works with any Hgi platform. /// For transitioning code to Hgi, it can however we useful to directly /// access a platform's internal resource handles. /// There is no safety provided in using this. If you by accident pass a /// HgiMetal resource into an OpenGL call, bad things may happen. /// In OpenGL this returns the GLuint resource name. /// In Metal this returns the id as uint64_t. /// In Vulkan this returns the VkShaderModule as uint64_t. /// In DX12 this returns the ID3D12Resource pointer as uint64_t. HGI_API virtual uint64_t GetRawResource() const = 0; protected: HGI_API HgiShaderFunction(HgiShaderFunctionDesc const& desc); HgiShaderFunctionDesc _descriptor; private: HgiShaderFunction() = delete; HgiShaderFunction & operator=(const HgiShaderFunction&) = delete; HgiShaderFunction(const HgiShaderFunction&) = delete; }; /// Explicitly instantiate and define ShaderFunction handle template class HgiHandle; using HgiShaderFunctionHandle = HgiHandle; using HgiShaderFunctionHandleVector = std::vector; PXR_NAMESPACE_CLOSE_SCOPE #endif