예제 #1
0
파일: Shader.cpp 프로젝트: Clever-Boy/XLE
    GeometryShader::GeometryShader(const CompiledShaderByteCode& compiledShader, const StreamOutputInitializers& soInitializers)
    {
        if (compiledShader.GetStage() != ShaderStage::Null) {
            assert(compiledShader.GetStage() == ShaderStage::Geometry);

            auto byteCode = compiledShader.GetByteCode();

            intrusive_ptr<ID3D::GeometryShader> underlying;
            if (soInitializers._outputBufferCount == 0) {

                underlying = ObjectFactory().CreateGeometryShader(byteCode.first, byteCode.second);

            } else {

                assert(soInitializers._outputBufferCount <= D3D11_SO_BUFFER_SLOT_COUNT);
                D3D11_SO_DECLARATION_ENTRY nativeDeclaration[D3D11_SO_STREAM_COUNT * D3D11_SO_OUTPUT_COMPONENT_COUNT];
                auto delcCount = BuildNativeDeclaration(nativeDeclaration, dimof(nativeDeclaration), soInitializers);

                ObjectFactory objFactory;
                auto featureLevel = objFactory.GetUnderlying()->GetFeatureLevel();
                underlying = objFactory.CreateGeometryShaderWithStreamOutput( 
                    byteCode.first, byteCode.second,
                    nativeDeclaration, delcCount,
                    soInitializers._outputBufferStrides, soInitializers._outputBufferCount,
                        //      Note --     "NO_RASTERIZED_STREAM" is only supported on feature level 11. For other feature levels
                        //                  we must disable the rasterization step some other way
                    (featureLevel>=D3D_FEATURE_LEVEL_11_0)?D3D11_SO_NO_RASTERIZED_STREAM:0);

            }

            _underlying = std::move(underlying);
        }
    }
예제 #2
0
파일: Shader.cpp 프로젝트: Clever-Boy/XLE
    GeometryShader::GeometryShader( const ResChar initializer[],
                                    const StreamOutputInitializers& soInitializers)
    {
            //
            //      We have to append the shader model to the resource name
            //      (if it's not already there)
            //
        ResChar temp[MaxPath];
        if (!XlFindStringI(initializer, "gs_")) {
            StringMeldInPlace(temp) << initializer << ":" GS_DefShaderModel;
            initializer = temp;
        }

        intrusive_ptr<ID3D::GeometryShader> underlying;

        if (soInitializers._outputBufferCount == 0) {

			const auto& compiledShader = ::Assets::GetAssetComp<CompiledShaderByteCode>(initializer);
            assert(compiledShader.GetStage() == ShaderStage::Geometry);
            auto byteCode = compiledShader.GetByteCode();
            underlying = ObjectFactory().CreateGeometryShader(byteCode.first, byteCode.second);

        } else {

            assert(soInitializers._outputBufferCount < D3D11_SO_BUFFER_SLOT_COUNT);
            D3D11_SO_DECLARATION_ENTRY nativeDeclaration[D3D11_SO_STREAM_COUNT * D3D11_SO_OUTPUT_COMPONENT_COUNT];
            auto delcCount = BuildNativeDeclaration(nativeDeclaration, dimof(nativeDeclaration), soInitializers);

            ObjectFactory objFactory;
            auto featureLevel = objFactory.GetUnderlying()->GetFeatureLevel();

			const auto& compiledShader = ::Assets::GetAssetComp<CompiledShaderByteCode>(initializer);
            assert(compiledShader.GetStage() == ShaderStage::Geometry);
            auto byteCode = compiledShader.GetByteCode();
            underlying = objFactory.CreateGeometryShaderWithStreamOutput( 
                byteCode.first, byteCode.second,
                nativeDeclaration, delcCount,
                soInitializers._outputBufferStrides, soInitializers._outputBufferCount,
                    //      Note --     "NO_RASTERIZED_STREAM" is only supported on feature level 11. For other feature levels
                    //                  we must disable the rasterization step some other way
                (featureLevel>=D3D_FEATURE_LEVEL_11_0)?D3D11_SO_NO_RASTERIZED_STREAM:0);

        }

            //  (creation successful; we can commit to member now)
        _underlying = std::move(underlying);
    }