Ejemplo n.º 1
0
void Graphics::FreeScratchBuffer(void* buffer)
{
    if (!buffer)
        return;

    for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
    {
        if (i->reserved_ && i->data_.Get() == buffer)
        {
            i->reserved_ = false;
            return;
        }
    }

    URHO3D_LOGWARNING("Reserved scratch buffer " + ToStringHex((unsigned)(size_t)buffer) + " not found");
}
Ejemplo n.º 2
0
void Graphics::FreeScratchBuffer(void* buffer)
{
    if (!buffer)
        return;

    for (ScratchBuffer & elem : scratchBuffers_)
    {
        if (elem.reserved_ && elem.data_.get() == buffer)
        {
            elem.reserved_ = false;
            return;
        }
    }

    URHO3D_LOGWARNING("Reserved scratch buffer " + ToStringHex((unsigned)(size_t)buffer) + " not found");
}
Ejemplo n.º 3
0
String ToString(void* value)
{
    return ToStringHex((unsigned)(size_t)value);
}
bool ShaderVariation::Create()
{
    Release();

    if (!graphics_)
        return false;

    if (!owner_)
    {
        compilerOutput_ = "Owner shader has expired";
        return false;
    }

    // Check for up-to-date bytecode on disk
    String path, name, extension;
    SplitPath(owner_->GetName(), path, name, extension);
    extension = type_ == VS ? ".vs3" : ".ps3";

    String binaryShaderName = graphics_->GetShaderCacheDir() + name + "_" + StringHash(defines_).ToString() + extension;

    if (!LoadByteCode(binaryShaderName))
    {
        // Compile shader if don't have valid bytecode
        if (!Compile())
            return false;
        // Save the bytecode after successful compile, but not if the source is from a package
        if (owner_->GetTimeStamp())
            SaveByteCode(binaryShaderName);
    }

    // Then create shader from the bytecode
    IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
    if (type_ == VS)
    {
        HRESULT hr = device->CreateVertexShader(
            (const DWORD*)&byteCode_[0],
            (IDirect3DVertexShader9**)&object_.ptr_);
        if (FAILED(hr))
        {
            ATOMIC_SAFE_RELEASE(object_.ptr_);
            compilerOutput_ = "Could not create vertex shader (HRESULT " + ToStringHex((unsigned)hr) + ")";
        }
    }
    else
    {
        HRESULT hr = device->CreatePixelShader(
            (const DWORD*)&byteCode_[0],
            (IDirect3DPixelShader9**)&object_.ptr_);
        if (FAILED(hr))
        {
            ATOMIC_SAFE_RELEASE(object_.ptr_);
            compilerOutput_ = "Could not create pixel shader (HRESULT " + ToStringHex((unsigned)hr) + ")";
        }
    }

    // The bytecode is not needed on Direct3D9 after creation, so delete it to save memory
    byteCode_.Clear();
    byteCode_.Reserve(0);

    return object_.ptr_ != 0;
}