mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 08:21:03 +00:00
c424594625
- changed the main OPENSUBDIV_INCLUDE_DIR to exclude ./opensubdiv - updated CMakeLists.txt files in non-examples to use only this path - updated CMakeLists.txt files in examples to append ./opensubdiv to path - updated source in regression/common to use #include <opensubdiv/...> - updated source in examples/common to use #include <opensubdiv/...> - deferred source in examples to be updated on a case-by-case basis
187 lines
6.5 KiB
C++
187 lines
6.5 KiB
C++
//
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// Copyright 2015 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "d3d11ShaderCache.h"
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#include <D3D11.h>
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#include <D3Dcompiler.h>
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#include <opensubdiv/far/error.h>
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D3D11DrawConfig::D3D11DrawConfig()
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: _vertexShader(NULL), _hullShader(NULL), _domainShader(NULL),
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_geometryShader(NULL), _pixelShader(NULL) {
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}
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D3D11DrawConfig::~D3D11DrawConfig() {
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if (_vertexShader) _vertexShader->Release();
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if (_hullShader) _hullShader->Release();
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if (_domainShader) _domainShader->Release();
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if (_geometryShader) _geometryShader->Release();
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if (_pixelShader) _pixelShader->Release();
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}
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static ID3DBlob *
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_CompileShader(std::string const &target,
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std::string const &entry,
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std::string const &shaderSource) {
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DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
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#ifdef _DEBUG
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dwShaderFlags |= D3DCOMPILE_DEBUG;
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#endif
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ID3DBlob* pBlob = NULL;
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ID3DBlob* pBlobError = NULL;
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HRESULT hr = D3DCompile(shaderSource.c_str(), shaderSource.size(),
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NULL, NULL, NULL,
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entry.c_str(), target.c_str(),
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dwShaderFlags, 0, &pBlob, &pBlobError);
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if (FAILED(hr)) {
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if ( pBlobError != NULL ) {
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OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_ERROR,
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"Error compiling HLSL shader: %s\n",
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(CHAR*)pBlobError->GetBufferPointer());
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pBlobError->Release();
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return NULL;
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}
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}
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return pBlob;
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}
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bool
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D3D11DrawConfig::CompileVertexShader(const std::string &target,
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const std::string &entry,
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const std::string &source,
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ID3D11InputLayout ** ppInputLayout,
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D3D11_INPUT_ELEMENT_DESC const * pInputElementDescs,
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int numInputElements,
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ID3D11Device * pd3dDevice) {
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ID3DBlob * pBlob = NULL;
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pBlob = _CompileShader(target, entry, source);
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HRESULT hr = pd3dDevice->CreateVertexShader(pBlob->GetBufferPointer(),
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pBlob->GetBufferSize(),
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NULL,
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&_vertexShader);
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if (FAILED(hr)) {
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return false;
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}
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if (ppInputLayout && !*ppInputLayout) {
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hr = pd3dDevice->CreateInputLayout(
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pInputElementDescs, numInputElements,
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pBlob->GetBufferPointer(),
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pBlob->GetBufferSize(), ppInputLayout);
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if (FAILED(hr)) {
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return false;
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}
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}
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if (pBlob) pBlob->Release();
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return true;
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}
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bool
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D3D11DrawConfig::CompileHullShader(const std::string &target,
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const std::string &entry,
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const std::string &source,
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ID3D11Device * pd3dDevice) {
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ID3DBlob * pBlob = NULL;
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pBlob = _CompileShader(target, entry, source);
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HRESULT hr = pd3dDevice->CreateHullShader(pBlob->GetBufferPointer(),
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pBlob->GetBufferSize(),
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NULL,
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&_hullShader);
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if (FAILED(hr)) {
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return false;
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}
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if (pBlob) pBlob->Release();
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return true;
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}
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bool
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D3D11DrawConfig::CompileDomainShader(const std::string &target,
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const std::string &entry,
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const std::string &source,
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ID3D11Device * pd3dDevice) {
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ID3DBlob * pBlob = NULL;
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pBlob = _CompileShader(target, entry, source);
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HRESULT hr = pd3dDevice->CreateDomainShader(pBlob->GetBufferPointer(),
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pBlob->GetBufferSize(),
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NULL,
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&_domainShader);
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if (FAILED(hr)) {
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return false;
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}
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if (pBlob) pBlob->Release();
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return true;
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}
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bool
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D3D11DrawConfig::CompileGeometryShader(const std::string &target,
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const std::string &entry,
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const std::string &source,
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ID3D11Device * pd3dDevice) {
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ID3DBlob * pBlob = NULL;
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pBlob = _CompileShader(target, entry, source);
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HRESULT hr = pd3dDevice->CreateGeometryShader(pBlob->GetBufferPointer(),
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pBlob->GetBufferSize(),
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NULL,
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&_geometryShader);
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if (FAILED(hr)) {
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return false;
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}
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if (pBlob) pBlob->Release();
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return true;
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}
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bool
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D3D11DrawConfig::CompilePixelShader(const std::string &target,
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const std::string &entry,
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const std::string &source,
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ID3D11Device * pd3dDevice) {
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ID3DBlob * pBlob = NULL;
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pBlob = _CompileShader(target, entry, source);
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HRESULT hr = pd3dDevice->CreatePixelShader(pBlob->GetBufferPointer(),
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pBlob->GetBufferSize(),
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NULL,
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&_pixelShader);
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if (FAILED(hr)) {
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return false;
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}
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if (pBlob) pBlob->Release();
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return true;
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}
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