CgDxEffect::CgDxEffect(D3D11GraphicDevice* device): mContext(0), mDevice(device) { mContext = cgCreateContext(); mist_assert(mContext); cgD3D11SetDevice(mContext, device->getD3DDevice()); }
CgDxEffect::CgDxEffect(D3D11GraphicDevice* device): mContext(0), mDevice(device) { mContext = cgCreateContext(); mist_assert(mContext); cgD3D11SetDevice(mContext, device->getD3DDevice()); cgD3D11SetManageTextureParameters(mContext, CG_TRUE); }
void _initCgRuntime(ID3D11Device *dev) { if(gCgContext == nullptr) { std::cout << "[CgRuntime] Initialize Cg-Runtime-Direct3D 11" << std::endl; //qDebug("[Cg] Initialize Cg"); // register the error handler cgSetErrorHandler( &_cgErrorHandler, NULL); // create a new Cg Context gCgContext = cgCreateContext(); HRESULT hr = cgD3D11SetDevice( gCgContext, dev); if( hr != S_OK ) return; // Register the default state assignment for OpenGL //cgD3D11RegisterStates(gCgContext); // This will allow the Cg runtime to manage texture binding //cgD3D11SetManageTextureParameters(gCgContext, CG_TRUE); gCgVertexShaderProfile = cgD3D11GetLatestVertexProfile(); if(gCgVertexShaderProfile == CG_PROFILE_UNKNOWN) { // ERROR std::cout << "[CgRuntime] Error: Could not get valid Vertex-Profile." << std::endl; return; } gCgGeometryShaderProfile = cgD3D11GetLatestGeometryProfile(); if(gCgGeometryShaderProfile == CG_PROFILE_UNKNOWN) { // WARNING std::cout << "[CgRuntime] Warning: Could not get valid Geometry-Profile." << std::endl; } gCgFragmentShaderProfile = cgD3D11GetLatestPixelProfile(); if(gCgFragmentShaderProfile == CG_PROFILE_UNKNOWN) { // ERROR std::cout << "[CgRuntime] Error: Could not get valid Fragment-Profile." << std::endl; return; } profileOpts = cgD3D11GetOptimalOptions(gCgVertexShaderProfile); } }
void DXWindow::initPipeline() { HRESULT hr; #ifdef USE_CG // INIT CG { std::cout << "Initialize Cg-Runtime-Direct3D 11" << std::endl; //qDebug("[Cg] Initialize Cg"); // register the error handler cgSetErrorHandler(&_cgErrorHandler, NULL); // create a new Cg Context mCgContext = cgCreateContext(); HRESULT hr = cgD3D11SetDevice(mCgContext, mDevice); if (hr != S_OK) return; // Register the default state assignment for OpenGL cgD3D11RegisterStates(mCgContext); // This will allow the Cg runtime to manage texture binding cgD3D11SetManageTextureParameters(mCgContext, CG_TRUE); } // LOAD SHADER Cg { std::string sourcePtr = read("vshader.cg"); int num = sizeof(CG_VERTEX_SHADER_PROFILES) / sizeof(CG_VERTEX_SHADER_PROFILES[0]); for (int i = 0; i < num; ++i) { auto optimal = cgD3D11GetOptimalOptions(CG_VERTEX_SHADER_PROFILES[i]); mVertexShaderId = cgCreateProgram(mCgContext, CG_SOURCE, sourcePtr.c_str(), CG_VERTEX_SHADER_PROFILES[i], "main", optimal); hr = cgD3D11LoadProgram(mVertexShaderId, NULL); if (SUCCEEDED(hr)) break; } if (SUCCEEDED(hr)) { std::cout << "Loaded vertex shader!\n"; } else { std::cout << "Could not load vertex shader!\n"; exit(-1); } sourcePtr = read("fshader.cg"); num = sizeof(CG_PIXEL_SHADER_PROFILES) / sizeof(CG_PIXEL_SHADER_PROFILES[0]); for (int i = 0; i < num; ++i) { auto optimal = cgD3D11GetOptimalOptions(CG_PIXEL_SHADER_PROFILES[i]); mFragmentShaderId = cgCreateProgram(mCgContext, CG_SOURCE, sourcePtr.c_str(), CG_PIXEL_SHADER_PROFILES[i], "main", optimal); hr = cgD3D11LoadProgram(mFragmentShaderId, NULL); if (SUCCEEDED(hr)) break; } if (SUCCEEDED(hr)) { std::cout << "Loaded pixel shader!\n"; } else { std::cout << "Could not load pixel shader!\n"; exit(-1); } // get a D3D shader resource from CG shader resource ID3D10Blob* VS = cgD3D11GetCompiledProgram(mVertexShaderId); // activate the shader objects cgD3D11BindProgram(mVertexShaderId); cgD3D11BindProgram(mFragmentShaderId); // create the input layout object D3D11_INPUT_ELEMENT_DESC ied[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; hr = mDevice->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &mLayout); if (SUCCEEDED(hr)) { std::cout << "Created vertex layout for shader!\n"; } else { std::cout << "Could not create vertex layout for shader!\n"; exit(-1); } mDeviceContext->IASetInputLayout(mLayout); } // Load Shader HLSL #else { //Compile Shaders from shader file hr = D3DX11CompileFromFile("shaders.shader", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0); hr = D3DX11CompileFromFile("shaders.shader", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0); //Create the Shader Objects hr = mDevice->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS); hr = mDevice->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS); //Set Vertex and Pixel Shaders mDeviceContext->VSSetShader(VS, 0, 0); mDeviceContext->PSSetShader(PS, 0, 0); // create the input layout object D3D11_INPUT_ELEMENT_DESC ied[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; hr = mDevice->CreateInputLayout(ied, 2, VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), &mLayout); if (SUCCEEDED(hr)) { std::cout << "Created vertex layout for shader!\n"; } else { std::cout << "Could not create vertex layout for shader!\n"; exit(-1); } mDeviceContext->IASetInputLayout(mLayout); } #endif }