bool ShaderManager::loadPipeline(const FileHandle &fileHandle, const char *id, vx::StackAllocator* scratchAllocator, std::string* error) { auto pipelineDir = m_dataDir + "shaders/"; const std::string programDir(m_dataDir + "shaders/programs/"); const std::string includeDir = m_dataDir + "shaders/include/"; return loadPipeline(fileHandle, id, pipelineDir, programDir, includeDir, scratchAllocator, error); }
void D3D12Render::v_init() { m_viewport.Width = getClientWidth(); m_viewport.Height = getClientHeight(); m_viewport.MaxDepth = 1.0f; m_scissorRect.right = static_cast<LONG>(getClientWidth()); m_scissorRect.bottom = static_cast<LONG>(getClientHeight()); loadPipeline(); m_triangle.init(m_pD3D12Device); loadAssets(); }
bool CResourceLoader::loadPipelinesFromFile(const std::string& name) { std::string fullpath; if (!mResourceGroupManager->getFullPath(name, fullpath)) { GF_PRINT_CONSOLE_INFO("The pipeline named %s doesn't exist.\n", name); return false; } std::vector<IResourceXmlParser::SPipelineCreateParams> createParamsArray; if (!mResourceXmlParser->parsePipelineFile(fullpath, createParamsArray)) return false; for (u32 i = 0; i < createParamsArray.size(); i++) { loadPipeline(fullpath, createParamsArray[i]); } return true; }
void onInit(HWND hWnd) { loadPipeline(hWnd); loadAssets(); }