2025-07-05 13:28:41 +03:30
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#include <d3dcompiler.h>
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#include <engine/platform/graphics/directx/shader.hpp>
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#include <engine/platform/graphics/directx/shared_context.hpp>
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namespace Light {
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dxShader::dxShader(
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BasicFileHandle vertexFile,
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BasicFileHandle pixelFile,
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Ref<dxSharedContext> sharedContext
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)
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: m_context(sharedContext)
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, m_vertex_shader(nullptr)
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, m_pixel_shader(nullptr)
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, m_vertex_blob(nullptr)
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{
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Microsoft::WRL::ComPtr<ID3DBlob> ps = nullptr, vsErr = nullptr, psErr = nullptr;
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// compile shaders (we don't use DXC here because if D3DCompile fails it throws a dxException
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// without logging the vsErr/psErr
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D3DCompile(
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vertexFile.GetData(),
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vertexFile.GetSize(),
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NULL,
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nullptr,
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nullptr,
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"main",
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"vs_4_0",
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NULL,
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NULL,
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&m_vertex_blob,
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&vsErr
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);
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D3DCompile(
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pixelFile.GetData(),
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pixelFile.GetSize(),
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NULL,
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nullptr,
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nullptr,
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"main",
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"ps_4_0",
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NULL,
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NULL,
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&ps,
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&psErr
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);
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// check
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ASSERT(!vsErr.Get(), "Vertex shader compile error: {}", (char *)vsErr->GetBufferPointer());
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ASSERT(!psErr.Get(), "Pixels shader compile error: {}", (char *)psErr->GetBufferPointer());
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// create shaders
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HRESULT hr;
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DXC(m_context->GetDevice()->CreateVertexShader(
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m_vertex_blob->GetBufferPointer(),
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m_vertex_blob->GetBufferSize(),
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NULL,
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&m_vertex_shader
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));
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DXC(m_context->GetDevice()
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->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), NULL, &m_pixel_shader));
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}
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dxShader::~dxShader()
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{
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UnBind();
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}
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void dxShader::Bind()
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{
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m_context->GetDeviceContext()->VSSetShader(m_vertex_shader.Get(), nullptr, 0u);
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m_context->GetDeviceContext()->PSSetShader(m_pixel_shader.Get(), nullptr, 0u);
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}
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void dxShader::UnBind()
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{
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m_context->GetDeviceContext()->VSSetShader(nullptr, nullptr, 0u);
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m_context->GetDeviceContext()->PSSetShader(nullptr, nullptr, 0u);
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}
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} // namespace Light
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