예제 #1
0
bool FShaderProgramInfo::Compile(ID3DBlob** CodeBlob) const
{
	TVector<D3D_SHADER_MACRO> NullTerminatedDefines;
	NullTerminatedDefines.Resize(ShaderDefines.Size() + 1);
	for (size_t i = 0; i < ShaderDefines.Size(); i++)
	{
		NullTerminatedDefines[i] = ShaderDefines[i];
	}
	size_t LastIndex = NullTerminatedDefines.Size() - 1;
	NullTerminatedDefines[LastIndex].Name = NullTerminatedDefines[LastIndex].Definition = nullptr;

	ID3DBlob* ErrorBlob = nullptr;

	HRESULT Result = D3DCompileFromFile(SourcePath.c_str(), NullTerminatedDefines.Data(), D3D_COMPILE_STANDARD_FILE_INCLUDE,
		EntryPoint.c_str(), ShaderTarget.c_str(), 0, 0, CodeBlob, &ErrorBlob);

	if (Result != S_OK)
	{
		OutputDebugString("ERROR COMPILING SHADER: ");
		if (ErrorBlob != nullptr)
		{
			OutputDebugString((LPCSTR)ErrorBlob->GetBufferPointer());
			ErrorBlob->Release();
		}
	}

	return Result == S_OK;
}
예제 #2
0
		TVector(TVector<T> & oth) {
                capacity = oth.capacity;        
                size = 0;
                buf = new T[capacity];
                for (int i = 0; i < oth.Size(); ++i)
					Push_back(oth[i]);
        }
예제 #3
0
HRESULT FMaterial::CreateInputLayoutDescFromVertexShaderSignature(ID3D11ShaderReflection* VertexShaderReflection, ID3DBlob* VertexShaderBlob, ID3D11Device* Device)
{
	// Get shader info
	D3D11_SHADER_DESC ShaderDescription;
	VertexShaderReflection->GetDesc(&ShaderDescription);

	// Read input layout description from shader info
	TVector<D3D11_INPUT_ELEMENT_DESC> InputLayoutDesc;
	for (size_t i = 0; i < ShaderDescription.InputParameters; i++)
	{
		D3D11_SIGNATURE_PARAMETER_DESC ParamDescription;
		VertexShaderReflection->GetInputParameterDesc(i, &ParamDescription);

		// fill out input element desc
		D3D11_INPUT_ELEMENT_DESC ElementDesc;
		ElementDesc.SemanticName = ParamDescription.SemanticName;
		ElementDesc.SemanticIndex = ParamDescription.SemanticIndex;
		ElementDesc.InputSlot = 0;
		ElementDesc.AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
		ElementDesc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		ElementDesc.InstanceDataStepRate = 0;

		// determine DXGI format
		if (ParamDescription.Mask == 1)
		{
			if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_UINT32) ElementDesc.Format = DXGI_FORMAT_R32_UINT;
			else if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_SINT32) ElementDesc.Format = DXGI_FORMAT_R32_SINT;
			else if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) ElementDesc.Format = DXGI_FORMAT_R32_FLOAT;
		}
		else if (ParamDescription.Mask <= 3)
		{
			if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_UINT32) ElementDesc.Format = DXGI_FORMAT_R32G32_UINT;
			else if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_SINT32) ElementDesc.Format = DXGI_FORMAT_R32G32_SINT;
			else if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) ElementDesc.Format = DXGI_FORMAT_R32G32_FLOAT;
		}
		else if (ParamDescription.Mask <= 7)
		{
			if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_UINT32) ElementDesc.Format = DXGI_FORMAT_R32G32B32_UINT;
			else if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_SINT32) ElementDesc.Format = DXGI_FORMAT_R32G32B32_SINT;
			else if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) ElementDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
		}
		else if (ParamDescription.Mask <= 15)
		{
			if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_UINT32) ElementDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
			else if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_SINT32) ElementDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
			else if (ParamDescription.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) ElementDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
		}

		if (strcmp(ParamDescription.SemanticName, "COLOR") == 0)
		{
			// Special case: colour is actually a r8b8g8a8_unorm.
			ElementDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		}

		//save element desc
		InputLayoutDesc.Add(ElementDesc);
	}

	// Special case here:
	// If we're using SV_VertexID only then we don't actually need an input layout.

	if (InputLayoutDesc.Size() == 1 && strcmp(InputLayoutDesc[0].SemanticName, "SV_VertexID") != -1)
	{
		return S_OK;
	}

	// Try to create Input Layout
	HRESULT hr = Device->CreateInputLayout(&InputLayoutDesc[0], InputLayoutDesc.Size(), VertexShaderBlob->GetBufferPointer(), VertexShaderBlob->GetBufferSize(), &InputLayout);

	return hr;

}