Example #1
0
PixelShaderPtr CompileAndCreatePixelShader(const std::string& code, const D3D_SHADER_MACRO* pDefines, const char* pEntry)
{
	D3DBlob blob;
	if (CompileShader(DX11::D3D::ShaderType::Pixel, code, blob, pDefines, pEntry))
	{
		return CreatePixelShaderFromByteCode(blob);
	}
	return nullptr;
}
Example #2
0
ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code)
{
    D3DBlob* blob = nullptr;
    CompilePixelShader(code, &blob);
    if (blob)
    {
        ID3D11PixelShader* p_shader = CreatePixelShaderFromByteCode(blob);
        blob->Release();
        return p_shader;
    }
    return nullptr;
}
Example #3
0
ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
	unsigned int len)
{
	D3DBlob* blob = NULL;
	CompilePixelShader(code, len, &blob);
	if (blob)
	{
		ID3D11PixelShader* p_shader = CreatePixelShaderFromByteCode(blob);
		blob->Release();
		return p_shader;
	}
	return NULL;
}
Example #4
0
ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
	unsigned int len, const D3D_SHADER_MACRO* pDefines)
{
	D3DBlob* blob = NULL;
	CompilePixelShader(code, len, &blob, pDefines);
	if (blob)
	{
		ID3D11PixelShader* p_shader = CreatePixelShaderFromByteCode(blob);
		blob->Release();
		return p_shader;
	}
	PanicAlert("Failed to compile and create pixel shader, %s %d\n", __FILE__, __LINE__);
	return NULL;
}