mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-08 13:30:04 +00:00
4a4322983f
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.
94 lines
3.7 KiB
C++
94 lines
3.7 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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#ifndef OPENSUBDIV_EXAMPLES_D3D11_SHADER_CACHE_H
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#define OPENSUBDIV_EXAMPLES_D3D11_SHADER_CACHE_H
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#include <string>
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#include "./shaderCache.h"
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struct ID3D11VertexShader;
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struct ID3D11HullShader;
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struct ID3D11DomainShader;
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struct ID3D11GeometryShader;
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struct ID3D11PixelShader;
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struct ID3D11Device;
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struct ID3D11InputLayout;
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struct D3D11_INPUT_ELEMENT_DESC;
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class D3D11DrawConfig {
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public:
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D3D11DrawConfig();
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~D3D11DrawConfig();
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bool 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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bool 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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bool 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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bool 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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bool 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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ID3D11VertexShader *GetVertexShader() const { return _vertexShader; }
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ID3D11HullShader *GetHullShader() const { return _hullShader; }
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ID3D11DomainShader *GetDomainShader() const { return _domainShader; }
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ID3D11GeometryShader *GetGeometryShader() const { return _geometryShader; }
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ID3D11PixelShader *GetPixelShader() const { return _pixelShader; }
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private:
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ID3D11VertexShader *_vertexShader;
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ID3D11HullShader *_hullShader;
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ID3D11DomainShader *_domainShader;
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ID3D11GeometryShader *_geometryShader;
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ID3D11PixelShader *_pixelShader;
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};
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// workaround for template alias
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#if 0
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template <typename DESC_TYPE>
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using D3D11ShaderCache = ShaderCacheT<DESC_TYPE, D3D11DrawConfig>;
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#else
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template <typename DESC_TYPE>
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class D3D11ShaderCache : public ShaderCacheT<DESC_TYPE, D3D11DrawConfig> {
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};
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#endif
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#endif // OPENSUBDIV_EXAMPLES_D3D11_SHADER_CACHE_H
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