Exemplo n.º 1
0
VertexShaderPtr CompileAndCreateVertexShader(const std::string& code, const D3D_SHADER_MACRO* pDefines, const char* pEntry)
{
	D3DBlob blob;
	if (CompileShader(DX11::D3D::ShaderType::Vertex, code, blob, pDefines, pEntry))
	{
		return CreateVertexShaderFromByteCode(blob);
	}
	return nullptr;
}
Exemplo n.º 2
0
ID3D11VertexShader* CompileAndCreateVertexShader(const std::string& code)
{
    D3DBlob* blob = nullptr;
    if (CompileVertexShader(code, &blob))
    {
        ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
        blob->Release();
        return v_shader;
    }
    return nullptr;
}
Exemplo n.º 3
0
ID3D11VertexShader* CompileAndCreateVertexShader(const char* code,
	unsigned int len)
{
	D3DBlob* blob = NULL;
	if (CompileVertexShader(code, len, &blob))
	{
		ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
		blob->Release();
		return v_shader;
	}
	return NULL;
}
Exemplo n.º 4
0
ID3D11VertexShader* CompileAndCreateVertexShader(const char* code,
	unsigned int len)
{
	D3DBlob* blob = NULL;
	if (CompileVertexShader(code, len, &blob))
	{
		ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
		blob->Release();
		return v_shader;
	}
	PanicAlert("Failed to compile and create vertex shader from %p (size %d) at %s %d\n", code, len, __FILE__, __LINE__);
	return NULL;
}