- Added File utilities * 'FileManager' * 'BasicFileHandle' * 'ImageFileHandle' - Moved 'ResourceManager' from 'GraphicsContext' to 'Application' - Added static 'Quit' function to 'Application'
48 lines
No EOL
1.7 KiB
C++
48 lines
No EOL
1.7 KiB
C++
#include "ltpch.h"
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#include "dxShader.h"
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#include "dxSharedContext.h"
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#include <d3dcompiler.h>
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namespace Light {
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dxShader::dxShader(BasicFileHandle vertexFile, BasicFileHandle pixelFile, Ref<dxSharedContext> sharedContext)
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: m_Context(sharedContext),
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m_VertexShader(nullptr),
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m_PixelShader(nullptr),
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m_VertexBlob(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 without logging the vsErr/psErr
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D3DCompile(vertexFile.GetData(), vertexFile.GetSize(), NULL, nullptr, nullptr, "main", "vs_4_0", NULL, NULL, &m_VertexBlob, &vsErr);
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D3DCompile(pixelFile.GetData(), pixelFile.GetSize(), NULL, nullptr, nullptr, "main", "ps_4_0", NULL, NULL, &ps, &psErr);
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// check
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LT_ENGINE_ASSERT(!vsErr.Get(), "dxShader::dxShader: vertex shader compile error: {}", (char*)vsErr->GetBufferPointer());
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LT_ENGINE_ASSERT(!psErr.Get(), "dxShader::dxShader: 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(m_VertexBlob->GetBufferPointer(), m_VertexBlob->GetBufferSize(), NULL, &m_VertexShader));
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DXC(m_Context->GetDevice()->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), NULL, &m_PixelShader));
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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_VertexShader.Get(), nullptr, 0u);
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m_Context->GetDeviceContext()->PSSetShader(m_PixelShader.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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} |