light/Engine/src/Platform/GraphicsAPI/DirectX/dxShader.cpp
Light 33b28acd7b FileManager
- Added File utilities
     * 'FileManager'
     * 'BasicFileHandle'
     * 'ImageFileHandle'
- Moved 'ResourceManager' from 'GraphicsContext' to  'Application'
- Added static 'Quit' function to 'Application'
2021-10-02 08:51:54 +03:30

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1.7 KiB
C++

#include "ltpch.h"
#include "dxShader.h"
#include "dxSharedContext.h"
#include <d3dcompiler.h>
namespace Light {
dxShader::dxShader(BasicFileHandle vertexFile, BasicFileHandle pixelFile, Ref<dxSharedContext> sharedContext)
: m_Context(sharedContext),
m_VertexShader(nullptr),
m_PixelShader(nullptr),
m_VertexBlob(nullptr)
{
Microsoft::WRL::ComPtr<ID3DBlob> 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_VertexBlob, &vsErr);
D3DCompile(pixelFile.GetData(), pixelFile.GetSize(), NULL, nullptr, nullptr, "main", "ps_4_0", NULL, NULL, &ps, &psErr);
// check
LT_ENGINE_ASSERT(!vsErr.Get(), "dxShader::dxShader: vertex shader compile error: {}", (char*)vsErr->GetBufferPointer());
LT_ENGINE_ASSERT(!psErr.Get(), "dxShader::dxShader: pixels shader compile error: {}", (char*)psErr->GetBufferPointer());
// create shaders
HRESULT hr;
DXC(m_Context->GetDevice()->CreateVertexShader(m_VertexBlob->GetBufferPointer(), m_VertexBlob->GetBufferSize(), NULL, &m_VertexShader));
DXC(m_Context->GetDevice()->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), NULL, &m_PixelShader));
}
dxShader::~dxShader()
{
UnBind();
}
void dxShader::Bind()
{
m_Context->GetDeviceContext()->VSSetShader(m_VertexShader.Get(), nullptr, 0u);
m_Context->GetDeviceContext()->PSSetShader(m_PixelShader.Get(), nullptr, 0u);
}
void dxShader::UnBind()
{
m_Context->GetDeviceContext()->VSSetShader(nullptr, nullptr, 0u);
m_Context->GetDeviceContext()->PSSetShader(nullptr, nullptr, 0u);
}
}