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- #include "Shader.h"
- #include "Text.h"
- #include "Datei.h"
- #include "DXBuffer.h"
- #include <d3d11.h>
- #include <d3d12.h>
- #include <iostream>
- using namespace Framework;
- Shader::Shader()
- {
- type = UNBEKANNT;
- constBuffers = new RCArray< DXBuffer >();
- ref = 1;
- }
- Shader::~Shader()
- {
- constBuffers->release();
- }
- bool Shader::removeConstBuffer( int index )
- {
- if( index < 0 )
- return 0;
- bool ok = 1;
- constBuffers->set( 0, index );
- return 1;
- }
- bool Shader::füllConstBuffer( char *data, int index, int len )
- {
- if( index < 0 )
- return 0;
- DXBuffer * zB = constBuffers->z( index );
- if( !zB )
- return 0;
- if( len < 0 )
- len = zB->getElementAnzahl() * zB->getElementLength();
- zB->setData( data );
- zB->copieren( len );
- return 1;
- }
- int Shader::getConstBufferLänge( int index ) const
- {
- if( index < 0 )
- return 0;
- DXBuffer * zB = constBuffers->z( index );
- if( !zB )
- return 0;
- return zB->getElementAnzahl() * zB->getElementLength();
- }
- ShaderType Shader::getType() const
- {
- return type;
- }
- Shader *Shader::getThis()
- {
- ref++;
- return this;
- }
- Shader *Shader::release()
- {
- ref--;
- if( !ref )
- delete this;
- return 0;
- }
- DX11Shader::DX11Shader( ID3D11Device * device, ID3D11DeviceContext * context )
- : Shader()
- {
- this->device = device;
- this->context = context;
- }
- DX11Shader::~DX11Shader()
- {}
- bool DX11Shader::erstelleConstBuffer( int größe, int index )
- {
- if( index < 0 || index >= 14 )
- return 0;
- bool ok = 1;
- while( ( größe / 16 ) * 16 != größe )
- größe++;
- constBuffers->set( new DX11Buffer( 1, device, context, D3D11_BIND_CONSTANT_BUFFER ), index );
- constBuffers->z( index )->setLength( größe );
- return 1;
- }
- DX11PixelShader::DX11PixelShader( ID3D11Device * device, ID3D11DeviceContext * context )
- : DX11Shader( device, context )
- {
- pixelShader = 0;
- }
- DX11PixelShader::~DX11PixelShader()
- {
- if( pixelShader )
- pixelShader->Release();
- }
- bool DX11PixelShader::setCompiledByteArray( unsigned char *bytes, int length )
- {
- HRESULT result = device->CreatePixelShader( bytes, length, 0, &pixelShader );
- return result == S_OK;
- }
- void DX11PixelShader::benutzeShader()
- {
- int maxI = constBuffers->getLastIndex();
- for( int i = 0; i <= maxI; i++ )
- {
- if( !constBuffers->z( i ) )
- continue;
- if( !( (DX11Buffer *)constBuffers->z( i ) )->zBuffer() )
- constBuffers->z( i )->copieren();
- ID3D11Buffer * buf = ( (DX11Buffer *)constBuffers->z( i ) )->zBuffer();
- context->PSSetConstantBuffers( i, 1, &buf );
- }
- if( pixelShader )
- context->PSSetShader( pixelShader, 0, 0 );
- }
- DX11VertexShader::DX11VertexShader( ID3D11Device * device, ID3D11DeviceContext * context )
- : DX11Shader( device, context )
- {
- vertexShader = 0;
- inputLayout = 0;
- shaderByteBuffer = 0;
- byteBufferSize = 0;
- }
- DX11VertexShader::~DX11VertexShader()
- {
- if( vertexShader )
- vertexShader->Release();
- if( inputLayout )
- inputLayout->Release();
- }
- bool DX11VertexShader::setCompiledByteArray( unsigned char *bytes, int length )
- {
- shaderByteBuffer = (unsigned char *)bytes;
- byteBufferSize = length;
- HRESULT result = device->CreateVertexShader( bytes, length, 0, &vertexShader );
- return result == S_OK;
- }
- bool DX11VertexShader::erstelleInputLayout( D3D11_INPUT_ELEMENT_DESC * descArray, int anz )
- {
- if( !shaderByteBuffer )
- return 0;
- if( inputLayout )
- inputLayout->Release();
- inputLayout = 0;
- HRESULT res = device->CreateInputLayout( descArray, anz, shaderByteBuffer, byteBufferSize, &inputLayout );
- if( res == S_OK )
- {
- shaderByteBuffer = 0;
- byteBufferSize = 0;
- }
- return res == S_OK;
- }
- void DX11VertexShader::benutzeShader()
- {
- int maxI = constBuffers->getLastIndex();
- for( int i = 0; i <= maxI; i++ )
- {
- if( !constBuffers->z( i ) )
- continue;
- if( !( (DX11Buffer *)constBuffers->z( i ) )->zBuffer() )
- constBuffers->z( i )->copieren();
- ID3D11Buffer * buf = ( (DX11Buffer *)constBuffers->z( i ) )->zBuffer();
- context->VSSetConstantBuffers( i, 1, &buf );
- }
- if( inputLayout )
- context->IASetInputLayout( inputLayout );
- if( vertexShader )
- context->VSSetShader( vertexShader, 0, 0 );
- }
- DX12Shader::DX12Shader( ID3D12Device2 * device, DX12CopyCommandQueue *copy, DX12DirectCommandQueue *direct )
- : Shader()
- {
- shaderByteBuffer = 0;
- byteBufferSize = 0;
- this->device = device;
- this->copy = copy;
- this->direct = direct;
- }
- DX12Shader::~DX12Shader()
- {
- delete[] shaderByteBuffer;
- }
- bool DX12Shader::erstelleConstBuffer( int size, int index )
- {
- if( index < 0 || index >= 14 )
- return 0;
- while( ( size / 256 ) * 256 != size )
- size++;
- constBuffers->set( new DX12VertexBuffer( 1, device, copy, direct ), index );
- constBuffers->z( index )->setLength( size );
- constBuffers->z( index )->copieren();
- return 1;
- }
- bool DX12Shader::setCompiledByteArray( unsigned char *bytes, int length )
- {
- delete[] shaderByteBuffer;
- shaderByteBuffer = new unsigned char[ length ];
- memcpy( shaderByteBuffer, bytes, length );
- byteBufferSize = length;
- return 1;
- }
- void DX12Shader::benutzeShader()
- {
-
- }
- unsigned char *DX12Shader::getCompiledShader() const
- {
- return shaderByteBuffer;
- }
- int DX12Shader::getCompiledLength() const
- {
- return byteBufferSize;
- }
- void DX12Shader::getViewDesc( int index, D3D12_CONSTANT_BUFFER_VIEW_DESC &view )
- {
- DX12Buffer *zB = (DX12Buffer *)constBuffers->z( index );
- if( !zB )
- return;
- view.SizeInBytes = zB->getElementAnzahl() * zB->getElementLength();
- view.BufferLocation = zB->zBuffer()->GetGPUVirtualAddress();
- }
- DX12PixelShader::DX12PixelShader( ID3D12Device2 * device, DX12CopyCommandQueue *copy, DX12DirectCommandQueue *direct )
- : DX12Shader( device, copy, direct )
- {}
- DX12VertexShader::DX12VertexShader( ID3D12Device2 * device, DX12CopyCommandQueue *copy, DX12DirectCommandQueue *direct )
- : DX12Shader( device, copy, direct )
- {
- inputLayout = 0;
- inputLayoutSize = 0;
- }
- DX12VertexShader::~DX12VertexShader()
- {
- delete[] inputLayout;
- }
- bool DX12VertexShader::erstelleInputLayout( D3D12_INPUT_ELEMENT_DESC * descArray, int anz )
- {
- delete[] inputLayout;
- inputLayout = new D3D12_INPUT_ELEMENT_DESC[ anz ];
- memcpy( inputLayout, descArray, anz * sizeof( D3D12_INPUT_ELEMENT_DESC ) );
- inputLayoutSize = anz;
- return 1;
- }
- int DX12VertexShader::getInputLayoutSize() const
- {
- return inputLayoutSize;
- }
- D3D12_INPUT_ELEMENT_DESC *DX12VertexShader::zInputLayout() const
- {
- return inputLayout;
- }
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