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// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef SHADER_UTILS_H
#define SHADER_UTILS_H
#include "Utils.h"
#include <d3dcompiler.h>
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 <class S>
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 <class S>
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
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