Exemplo n.º 1
0
void ezInputManager::RetrieveAllKnownInputSlots(ezDynamicArray<const char*>& out_InputSlots)
{
  out_InputSlots.Clear();
  out_InputSlots.Reserve(GetInternals().s_InputSlots.GetCount());

  // just copy all slot names into the given array
  for (ezInputSlotsMap::Iterator it = GetInternals().s_InputSlots.GetIterator(); it.IsValid(); it.Next())
  {
    out_InputSlots.PushBack(it.Key().GetData());
  }
}
Exemplo n.º 2
0
  ezResult Decompress(ezArrayPtr<const ezUInt8> pCompressedData, ezCompressionMethod eMethod, ezDynamicArray<ezUInt8>& out_Data)
  {
    out_Data.Clear();

    if (pCompressedData.IsEmpty())
    {
      return EZ_SUCCESS;
    }

    switch (eMethod)
    {
      case ezCompressionMethod::ZStd:
#ifdef BUILDSYSTEM_ENABLE_ZSTD_SUPPORT
        return DecompressZStd(pCompressedData, out_Data);
#else
        ezLog::Error("ZStd compression disabled in build settings!");
        return EZ_FAILURE;
#endif
      default:
        ezLog::Error("Unsupported compression method {0}!", static_cast<ezUInt32>(eMethod));
        return EZ_FAILURE;
    }
  }
Exemplo n.º 3
0
ezResult CompileDXShader(const char* szFile, const char* szSource, bool bDebug, const char* szProfile, const char* szEntryPoint,
  ezDynamicArray<ezUInt8>& out_ByteCode)
{
  out_ByteCode.Clear();

  ID3DBlob* pResultBlob = nullptr;
  ID3DBlob* pErrorBlob = nullptr;

  const char* szCompileSource = szSource;
  ezStringBuilder sDebugSource;
  UINT flags1 = 0;
  if (bDebug)
  {
    flags1 = D3DCOMPILE_DEBUG | D3DCOMPILE_PREFER_FLOW_CONTROL | D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_ENABLE_STRICTNESS;
    // In debug mode we need to remove '#line' as any shader debugger won't work with them.
    sDebugSource = szSource;
    sDebugSource.ReplaceAll("#line ", "//ine ");
    szCompileSource = sDebugSource;
  }

  if (FAILED(D3DCompile(
        szCompileSource, strlen(szCompileSource), szFile, nullptr, nullptr, szEntryPoint, szProfile, flags1, 0, &pResultBlob, &pErrorBlob)))
  {
    if (bDebug)
    {
      // Try again with '#line' intact to get correct error messages with file and line info.
      pErrorBlob->Release();
      pErrorBlob = nullptr;
      EZ_VERIFY(FAILED(D3DCompile(
                  szSource, strlen(szSource), szFile, nullptr, nullptr, szEntryPoint, szProfile, flags1, 0, &pResultBlob, &pErrorBlob)),
        "Debug compilation with commented out '#line' failed but original version did not.");
    }

    const char* szError = static_cast<const char*>(pErrorBlob->GetBufferPointer());

    EZ_LOG_BLOCK("Shader Compilation Failed", szFile);

    ezLog::Error("Could not compile shader '{0}' for profile '{1}'", szFile, szProfile);
    ezLog::Error("{0}", szError);

    pErrorBlob->Release();
    return EZ_FAILURE;
  }

  if (pErrorBlob != nullptr)
  {
    const char* szError = static_cast<const char*>(pErrorBlob->GetBufferPointer());

    EZ_LOG_BLOCK("Shader Compilation Error Message", szFile);
    ezLog::Dev("{0}", szError);

    pErrorBlob->Release();
  }

  if (pResultBlob != nullptr)
  {
    out_ByteCode.SetCountUninitialized((ezUInt32)pResultBlob->GetBufferSize());
    ezMemoryUtils::Copy(out_ByteCode.GetData(), static_cast<ezUInt8*>(pResultBlob->GetBufferPointer()), out_ByteCode.GetCount());
    pResultBlob->Release();
  }

  return EZ_SUCCESS;
}