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- #include "CmD3D11HLSLProgram.h"
- #include "CmRenderSystemManager.h"
- #include "CmRenderSystem.h"
- #include "CmException.h"
- namespace CamelotEngine
- {
- D3D11HLSLProgram::D3D11HLSLProgram(const String& source, const String& entryPoint, const String& language,
- GpuProgramType gptype, GpuProgramProfile profile, bool isAdjacencyInfoRequired)
- : HighLevelGpuProgram(source, entryPoint, language, gptype, profile, isAdjacencyInfoRequired),
- mColumnMajorMatrices(true), mEnableBackwardsCompatibility(false)
- {
- }
- D3D11HLSLProgram::~D3D11HLSLProgram()
- {
- unloadHighLevel();
- }
- const String& D3D11HLSLProgram::getLanguage() const
- {
- static String name = "hlsl";
- return name;
- }
- bool D3D11HLSLProgram::isSupported() const
- {
- RenderSystem* rs = RenderSystemManager::getActive();
- return rs->getCapabilities_internal()->isShaderProfileSupported(getSyntaxCode()) && HighLevelGpuProgram::isSupported();
- }
- ID3DBlob* D3D11HLSLProgram::compileMicrocode()
- {
- // TODO - Preprocessor defines aren't supported
- UINT compileFlags = 0;
- #if defined(CM_DEBUG_MODE)
- compileFlags |= D3DCOMPILE_DEBUG;
- compileFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
- #endif
- if (mColumnMajorMatrices)
- compileFlags |= D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR;
- else
- compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
- if (mEnableBackwardsCompatibility)
- compileFlags |= D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY;
- ID3DBlob* microCode = nullptr;
- ID3DBlob* errors = nullptr;
- HRESULT hr = D3DCompile(
- mSource.c_str(), // [in] Pointer to the shader in memory.
- mSource.size(), // [in] Size of the shader in memory.
- nullptr, // [in] The name of the file that contains the shader code.
- nullptr, // [in] Optional. Pointer to a NULL-terminated array of macro definitions. See D3D_SHADER_MACRO. If not used, set this to NULL.
- nullptr, // [in] Optional. Pointer to an ID3DInclude Interface interface for handling include files. Setting this to NULL will cause a compile error if a shader contains a #include.
- mEntryPoint.c_str(),// [in] Name of the shader-entrypoint function where shader execution begins.
- mSyntaxCode.c_str(),// [in] A string that specifies the shader model; can be any profile in shader model 4 or higher.
- compileFlags, // [in] Effect compile flags - no D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY at the first try...
- 0, // [in] Effect compile flags
- µCode, // [out] A pointer to an ID3DBlob Interface which contains the compiled shader, as well as any embedded debug and symbol-table information.
- &errors // [out] A pointer to an ID3DBlob Interface which contains a listing of errors and warnings that occurred during compilation. These errors and warnings are identical to the the debug output from a debugger.
- );
- if (FAILED(hr))
- {
- String message = "Cannot assemble D3D11 high-level shader. Errors:\n" +
- String(static_cast<const char*>(errors->GetBufferPointer()));
- SAFE_RELEASE(errors);
- CM_EXCEPT(RenderingAPIException, message);
- }
- SAFE_RELEASE(errors);
- }
- }
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