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- #pragma once
- #include "Array.h"
- struct ID3D10Blob;
- struct ID3D11PixelShader;
- struct ID3D11VertexShader;
- struct ID3D11Device;
- struct ID3D11DeviceContext;
- struct D3D11_INPUT_ELEMENT_DESC;
- struct ID3D11Buffer;
- struct ID3D11InputLayout;
- namespace Framework
- {
- class Text;
- class DXBuffer;
- class DX12CopyCommandQueue;
- class DX12DirectCommandQueue;
- enum ShaderType
- {
- UNBEKANNT,
- VERTEX,
- PIXEL
- };
- //! A Shader class that manages all constant buffers of a shader
- class Shader : public virtual ReferenceCounter
- {
- protected:
- ShaderType type;
- RCArray<DXBuffer>* constBuffers;
- public:
- //! Constructor
- DLLEXPORT Shader();
- //! Destructor
- DLLEXPORT virtual ~Shader();
- //! Sets the compiled shader
- //! zD3d11Device: The device with which the shader should be created
- //! \param bytes The bytes of the compiled code
- //! \param length The length of the byte array
- //! \return true if bytes is valid, false otherwise
- virtual bool setCompiledByteArray(unsigned char* bytes, int length) = 0;
- //! After calling this function, this shader is used as a pixel shader
- //! zD3d11Context: The context object with which the shader should
- //! be used
- virtual void useShader() = 0;
- //! Creates a constant buffer that passes constant data to the shader.
- //! A maximum of 14 buffers can be created.
- //! zD3d11Device: The device with which the buffer should be created
- //! \param size The size of the buffer in bytes
- //! \param index The position of the buffer in the buffer array. An
- //! existing buffer will be replaced. Buffer 1 cannot be created
- //! if buffer 0 has not been created yet, etc.
- virtual bool createConstBuffer(int size, int index) = 0;
- //! Deletes a constant buffer
- //! \param index The index of the buffer to delete. Buffer 0 cannot
- //! be deleted while buffer 1 still exists, etc.
- DLLEXPORT bool removeConstBuffer(int index);
- //! Copies data into a constant buffer
- //! zD3d11Context: The context object to use for copying
- //! \param data A pointer to a byte array of the buffer's size
- //! \param index The index of the buffer
- //! \param len The length of the data in bytes (-1 for the maximum
- //! buffer size)
- DLLEXPORT bool fillConstBuffer(char* data, int index, int len = -1);
- //! Returns the length of a constant buffer
- //! \param index The index of the buffer
- DLLEXPORT int getConstBufferLaenge(int index) const;
- //! Returns the shader type
- DLLEXPORT ShaderType getType() const;
- //! Returns the index of the first uninitialized buffer
- DLLEXPORT int getFirstUninitializedBufferIndex() const;
- };
- class DX11Shader : public Shader
- {
- protected:
- ID3D11Device* device;
- ID3D11DeviceContext* context;
- public:
- DLLEXPORT DX11Shader(
- ID3D11Device* device, ID3D11DeviceContext* context);
- DLLEXPORT virtual ~DX11Shader();
- //! Creates a constant buffer that passes constant data to the shader.
- //! A maximum of 14 buffers can be created.
- //! zD3d11Device: The device with which the buffer should be created
- //! \param size The size of the buffer in bytes
- //! \param index The position of the buffer in the buffer array. An
- //! existing buffer will be replaced. Buffer 1 cannot be created
- //! if buffer 0 has not been created yet, etc.
- DLLEXPORT virtual bool createConstBuffer(
- int size, int index) override;
- };
- //! Manages a pixel shader
- class DX11PixelShader : public DX11Shader
- {
- private:
- ID3D11PixelShader* pixelShader;
- public:
- //! Constructor
- DLLEXPORT DX11PixelShader(
- ID3D11Device* device, ID3D11DeviceContext* context);
- //! Destructor
- DLLEXPORT ~DX11PixelShader();
- //! Sets the compiled shader
- //! zD3d11Device: The device with which the shader should be created
- //! \param bytes The bytes of the compiled code
- //! \param length The length of the byte array
- //! \return true if bytes is valid, false otherwise
- DLLEXPORT bool setCompiledByteArray(
- unsigned char* bytes, int length) override;
- //! After calling this function, this shader is used as a pixel shader
- //! zD3d11Context: The context object with which the shader should
- //! be used
- DLLEXPORT void useShader() override;
- };
- //! Manages a vertex shader
- class DX11VertexShader : public DX11Shader
- {
- private:
- ID3D11VertexShader* vertexShader;
- ID3D11InputLayout* inputLayout;
- unsigned char* shaderByteBuffer;
- int byteBufferSize;
- public:
- //! Constructor
- DLLEXPORT DX11VertexShader(
- ID3D11Device* device, ID3D11DeviceContext* context);
- //! Destructor
- DLLEXPORT ~DX11VertexShader();
- //! Sets the compiled shader
- //! zD3d11Device: The device with which the shader should be created
- //! \param bytes The bytes of the compiled code
- //! \param length The length of the byte array
- //! \return true if bytes is valid, false otherwise
- DLLEXPORT bool setCompiledByteArray(
- unsigned char* bytes, int length) override;
- //! Creates an input layout for the shader.
- //! May only be called after compile.
- //! zD3d11Device: The device with which the layout should be created
- //! \param descArray An array with initialization data
- //! \param anz The number of elements in the array
- DLLEXPORT bool createInputLayout(
- D3D11_INPUT_ELEMENT_DESC* descArray, int anz);
- //! After calling this function, this shader is used as a vertex shader
- //! zD3d11Context: The context object with which the shader should
- //! be used
- DLLEXPORT void useShader() override;
- };
- } // namespace Framework
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