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- #include "DX12Shader.h"
- #include "d3dx12.h"
- #include "DX12CommandQueue.h"
- using namespace Framework;
- DX12Shader::DX12Shader( ID3D12Device* 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++;
- while( !constBuffers->hat( index ) )
- constBuffers->add( 0 );
- 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( ID3D12Device* device, DX12CopyCommandQueue* copy, DX12DirectCommandQueue* direct )
- : DX12Shader( device, copy, direct )
- {}
- DX12VertexShader::DX12VertexShader( ID3D12Device* 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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