// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef SHADER_UTILS_H #define SHADER_UTILS_H #include "Utils.h" #include static HRESULT CompileShaderFromFile(const char* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut) { HRESULT hr = S_OK; ID3DBlob* pErrorBlob = NULL; WCHAR wFileName[MAX_PATH]; MultiByteToWideChar(CP_ACP, 0, szFileName, -1, wFileName, MAX_PATH); wFileName[MAX_PATH - 1] = 0; hr = D3DCompileFromFile(wFileName, NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, szEntryPoint, szShaderModel, D3D10_SHADER_ENABLE_STRICTNESS, 0, ppBlobOut, &pErrorBlob); if(FAILED(hr)) { OutputDebugStringA((char*)pErrorBlob->GetBufferPointer()); SAFE_RELEASE(pErrorBlob); return hr; } SAFE_RELEASE(pErrorBlob); return S_OK; } static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11VertexShader** ppShd, bool) { return pDev->CreateVertexShader(pData, len, nullptr, ppShd); } static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11GeometryShader** ppShd, bool forceFast) { PX_UNUSED(forceFast); return pDev->CreateGeometryShader(pData, len, nullptr, ppShd); } static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11PixelShader** ppShd, bool) { return pDev->CreatePixelShader(pData, len, nullptr, ppShd); } static const char* shaderModel(ID3D11VertexShader**) { return "vs_5_0"; } static const char* shaderModel(ID3D11GeometryShader**) { return "gs_5_0"; } static const char* shaderModel(ID3D11PixelShader**) { return "ps_5_0"; } // Give back the shader buffer blob for use in CreateVertexLayout. Caller must release the blob. template static HRESULT createShaderFromFile(ID3D11Device* pDev, const char* szFileName, LPCSTR szEntryPoint, S** ppShd, ID3DBlob*& pShaderBuffer, bool forceFast = false) { HRESULT hr = CompileShaderFromFile(szFileName, szEntryPoint, shaderModel(ppShd), &pShaderBuffer); if(SUCCEEDED(hr) && pShaderBuffer) { const void* shaderBufferData = pShaderBuffer->GetBufferPointer(); const UINT shaderBufferSize = pShaderBuffer->GetBufferSize(); createShader(pDev, shaderBufferData, shaderBufferSize, ppShd, forceFast); } return hr; } // Overloaded, same as above but don't give back the shader buffer blob. template static HRESULT createShaderFromFile(ID3D11Device* pDev, const char* szFileName, LPCSTR szEntryPoint, S** ppShd, bool forceFast = false) { ID3DBlob* pShaderBuffer = NULL; HRESULT hr = createShaderFromFile(pDev, szFileName, szEntryPoint, ppShd, pShaderBuffer, forceFast); SAFE_RELEASE(pShaderBuffer); return hr; } #endif //SHADER_UTILS_H