text: /*     Copyright 2019 Diligent Graphics LLC
   *  
   *  Licensed under the Apache License, Version 2.0 (the "License");
   *  you may not use this file except in compliance with the License.
   *  You may obtain a copy of the License at
   * 
   *     http://www.apache.org/licenses/LICENSE-2.0
   * 
   *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   *  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
   *
   *  In no event and under no legal theory, whether in tort (including negligence), 
   *  contract, or otherwise, unless required by applicable law (such as deliberate 
   *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
   *  liable for any damages, including any direct, indirect, special, incidental, 
   *  or consequential damages of any character arising as a result of this License or 
   *  out of the use or inability to use the software (including but not limited to damages 
   *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
   *  all other commercial damages or losses), even if such Contributor has been advised 
   *  of the possibility of such damages.
   */
  
  #pragma once
  
  /// \file
  /// Declaration of Diligent::ShaderD3D11Impl class
  
  #include "ShaderD3D11.h"
  #include "RenderDeviceD3D11.h"
  #include "ShaderBase.h"
  #include "ShaderD3DBase.h"
  #include "ShaderResourceLayoutD3D11.h"
  #include "ShaderResourceCacheD3D11.h"
  #include "EngineD3D11Defines.h"
  #include "ShaderResourcesD3D11.h"
  #include "RenderDeviceD3D11Impl.h"
  
  namespace Diligent
  {
  
  class FixedBlockMemoryAllocator;
  class ResourceMapping;
  
  /// Implementation of the Diligent::IShaderD3D11 interface
  class ShaderD3D11Impl final : public ShaderBase<IShaderD3D11, RenderDeviceD3D11Impl>, public ShaderD3DBase
  {
  public:
      using TShaderBase = ShaderBase<IShaderD3D11, RenderDeviceD3D11Impl>;
  
      ShaderD3D11Impl(IReferenceCounters*          pRefCounters,
                      class RenderDeviceD3D11Impl* pRenderDeviceD3D11,
                      const ShaderCreateInfo&      ShaderCI);
      ~ShaderD3D11Impl();
      
      virtual void QueryInterface(const INTERFACE_ID& IID, IObject** ppInterface)override final;
  
      virtual Uint32 GetResourceCount()const override final
      {
          return m_pShaderResources->GetTotalResources();
      }
  
      virtual ShaderResourceDesc GetResource(Uint32 Index)const override final
      {
          return GetHLSLResource(Index);
      }
  
      virtual HLSLShaderResourceDesc GetHLSLResource(Uint32 Index)const override final
      {
          return m_pShaderResources->GetHLSLShaderResourceDesc(Index);
      }
  
      virtual ID3D11DeviceChild* GetD3D11Shader()override final
      {
          return m_pShader;
      }
  
      ID3DBlob* GetBytecode(){return m_pShaderByteCode;}
  
      const std::shared_ptr<const ShaderResourcesD3D11>& GetD3D11Resources()const{return m_pShaderResources;}
  
  private:
      /// D3D11 shader
      CComPtr<ID3D11DeviceChild> m_pShader;
      
      // ShaderResources class instance must be referenced through the shared pointer, because 
      // it is referenced by ShaderResourceLayoutD3D11 class instances
      std::shared_ptr<const ShaderResourcesD3D11> m_pShaderResources;
  };
  
  }
  