/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #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) { 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