OpenSubdiv/examples/common/d3d11ShaderCache.cpp
Takahito Tejima 4a4322983f Osd drawing API refactoring.
Remove DrawRegistry from osd layer and put a simple shader caching
utility into examples/common. osd layer only provides patch shader
snippet and let client configure and compile the code. Clients also
maintain the lifetime of shader object, which is preferable for the
actual application integration.

update all examples to use the new scheme.
2015-05-13 17:35:46 -07:00

187 lines
6.5 KiB
C++

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