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UnrealEngine/Engine/Source/ThirdParty/MaterialX/MaterialX-1.38.10/source/MaterialXGenGlsl/GlslResourceBindingContext.h
2025-05-18 13:04:45 +08:00

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2.6 KiB
C++

//
// Copyright Contributors to the MaterialX Project
// SPDX-License-Identifier: Apache-2.0
//
#ifndef MATERIALX_GLSLRESOURCEBINDING_H
#define MATERIALX_GLSLRESOURCEBINDING_H
/// @file
/// GLSL resource binding context
#include <MaterialXGenGlsl/Export.h>
#include <MaterialXGenShader/HwShaderGenerator.h>
MATERIALX_NAMESPACE_BEGIN
/// Shared pointer to a GlslResourceBindingContext
using GlslResourceBindingContextPtr = shared_ptr<class GlslResourceBindingContext>;
/// @class GlslResourceBindingContext
/// Class representing a resource binding for Glsl shader resources.
class MX_GENGLSL_API GlslResourceBindingContext : public HwResourceBindingContext
{
public:
GlslResourceBindingContext(size_t uniformBindingLocation, size_t samplerBindingLocation);
static GlslResourceBindingContextPtr create(
size_t uniformBindingLocation = 0, size_t samplerBindingLocation = 0)
{
return std::make_shared<GlslResourceBindingContext>(
uniformBindingLocation, samplerBindingLocation);
}
// Initialize the context before generation starts.
void initialize() override;
// Emit directives for stage
void emitDirectives(GenContext& context, ShaderStage& stage) override;
// Emit uniforms with binding information
void emitResourceBindings(GenContext& context, const VariableBlock& uniforms, ShaderStage& stage) override;
// Emit structured uniforms with binding information and align members where possible
void emitStructuredResourceBindings(GenContext& context, const VariableBlock& uniforms,
ShaderStage& stage, const std::string& structInstanceName,
const std::string& arraySuffix) override;
// Emit separate binding locations for sampler and uniform table
void enableSeparateBindingLocations(bool separateBindingLocation) { _separateBindingLocation = separateBindingLocation; };
protected:
// List of required extensions
StringSet _requiredExtensions;
// Binding location for uniform blocks
size_t _hwUniformBindLocation = 0;
// Initial value of uniform binding location
size_t _hwInitUniformBindLocation = 0;
// Binding location for sampler blocks
size_t _hwSamplerBindLocation = 0;
// Initial value of sampler binding location
size_t _hwInitSamplerBindLocation = 0;
// Separate binding locations flag
// Indicates whether to use a shared binding counter for samplers and uniforms or separate ones.
// By default a shader counter is used.
bool _separateBindingLocation = false;
};
MATERIALX_NAMESPACE_END
#endif