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