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60 bool bIsDeviceInternal =
false);
68 return m_pResourceAttribs[ResIndex];
87 return m_ImmutableSamplers[SampIndex];
94 Bindings[r] += m_ResourceCounters[r];
104 #ifdef DILIGENT_DEVELOPMENT
109 const char* ShaderName,
110 const char* PSOName)
const;
121 ImmutableSamplerAttribs* m_ImmutableSamplers =
nullptr;
bool IsEmpty() const
Definition: PipelineResourceAttribsD3D11.hpp:76
Base interface for a reference counter object that stores the number of strong and weak references an...
Definition: ReferenceCounters.h:44
Definition: PipelineResourceAttribsD3D11.hpp:275
Pipeline resource signature description.
Definition: PipelineResourceSignature.h:166
SHADER_TYPE
Describes the shader type.
Definition: GraphicsTypes.h:65
@ D3D11_RESOURCE_RANGE_COUNT
Definition: PipelineResourceAttribsD3D11.hpp:49
const ImmutableSamplerAttribs & GetImmutableSamplerAttribs(Uint32 SampIndex) const
Definition: PipelineResourceSignatureD3D11Impl.hpp:84
PipelineResourceSignatureDesc m_Desc
Object description.
Definition: DeviceObjectBase.hpp:182
void InitSRBResourceCache(ShaderResourceCacheD3D11 &ResourceCache)
Definition: PipelineResourceSignatureD3D11Impl.cpp:356
Uint32 NumResources
The number of resources in Resources array.
Definition: PipelineResourceSignature.h:172
RefCntAutoPtr< SamplerD3D11Impl > pSampler
Definition: PipelineResourceSignatureD3D11Impl.hpp:75
Uint32 NumImmutableSamplers
The number of immutable samplers in ImmutableSamplers array.
Definition: PipelineResourceSignature.h:178
std::unordered_map< HashMapStringKey, BindInfo, HashMapStringKey::Hasher > TMap
A mapping from the resource name to the binding (shader register, space, array size).
Definition: ResourceBindingMap.hpp:67
const ResourceAttribs & GetResourceAttribs(Uint32 ResIndex) const
Definition: PipelineResourceSignatureD3D11Impl.hpp:65
std::array< D3D11ResourceRangeCounters, D3D11_RESOURCE_RANGE_COUNT > D3D11ShaderResourceCounters
Resource counters for all shader stages and all resource types.
Definition: PipelineResourceAttribsD3D11.hpp:271
PipelineResourceSignatureD3D11Impl(IReferenceCounters *pRefCounters, RenderDeviceD3D11Impl *pDevice, const PipelineResourceSignatureDesc &Desc, bool bIsDeviceInternal=false)
Definition: PipelineResourceSignatureD3D11Impl.cpp:83
D3D11ResourceBindPoints BindPoints
Definition: PipelineResourceSignatureD3D11Impl.hpp:77
PipelineResourceAttribsD3D11 ResourceAttribs
Definition: PipelineResourceSignatureD3D11Impl.hpp:63
Template class that implements reference counting.
Definition: RefCntAutoPtr.hpp:73
ImmutableSamplerAttribs() noexcept
Definition: PipelineResourceSignatureD3D11Impl.hpp:79
uint32_t Uint32
32-bit unsigned integer
Definition: BasicTypes.h:51
Resource binding points in all shader stages.
Definition: PipelineResourceAttribsD3D11.hpp:56
Definition: PipelineResourceSignatureD3D11Impl.hpp:72
The class implements a cache that holds resources bound to all shader stages.
Definition: ShaderResourceCacheD3D11.hpp:58
Uint32 ArraySize
Definition: PipelineResourceSignatureD3D11Impl.hpp:76
Definition: ShaderResources.hpp:80
Implementation of the Diligent::PipelineResourceSignatureD3D11Impl class.
Definition: PipelineResourceSignatureD3D11Impl.hpp:52
void CopyStaticResources(ShaderResourceCacheD3D11 &ResourceCache) const
Definition: PipelineResourceSignatureD3D11Impl.cpp:288
bool IsAllocated() const
Definition: PipelineResourceSignatureD3D11Impl.hpp:81
#define VERIFY_EXPR(...)
Definition: DebugUtilities.hpp:79
Render device implementation in Direct3D11 backend.
Definition: RenderDeviceD3D11Impl.hpp:40
__forceinline void ShiftBindings(D3D11ShaderResourceCounters &Bindings) const
Definition: PipelineResourceSignatureD3D11Impl.hpp:91
Template class implementing base functionality of the pipeline resource signature object.
Definition: PipelineResourceSignatureBase.hpp:78
~PipelineResourceSignatureD3D11Impl()
Definition: PipelineResourceSignatureD3D11Impl.cpp:268
void UpdateShaderResourceBindingMap(ResourceBinding::TMap &ResourceMap, SHADER_TYPE ShaderStage, const D3D11ShaderResourceCounters &BaseBindings) const
Definition: PipelineResourceSignatureD3D11Impl.cpp:375
The library uses Direct3D-style math:
Definition: AdvancedMath.hpp:37