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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;
- }
- // Creates a constant buffer that passes constant data to the shader
- // A maximum of 14 buffers can be created
- // zD3d11Device: The device used to create the buffer
- // size: The size of the buffer in bytes
- // index: The position of the buffer in the buffer array. Existing buffer
- // is replaced. Buffer 1 cannot be created if buffer 0 has not yet
- // been created, etc.
- bool DX12Shader::createConstBuffer(int size, int index)
- {
- if (index < 0 || index >= 14) return 0;
- while ((size / 256) * 256 != size)
- size++;
- while (!constBuffers->has(index))
- constBuffers->add(0);
- constBuffers->set(new DX12VertexBuffer(1, device, copy, direct), index);
- constBuffers->z(index)->setLength(size);
- constBuffers->z(index)->copyData();
- return 1;
- }
- // Sets the compiled shader
- // zD3d11Device: The device used to create the shader
- // bytes: The bytes of the compiled code
- // length: the length of the byte array
- // return: true if bytes is valid, false otherwise
- bool DX12Shader::setCompiledByteArray(unsigned char* bytes, int length)
- {
- delete[] shaderByteBuffer;
- shaderByteBuffer = new unsigned char[length];
- memcpy(shaderByteBuffer, bytes, length);
- byteBufferSize = length;
- return 1;
- }
- // After calling this function, this shader is used as pixel shader
- // zD3d11Context: The context object used with the shader
- void DX12Shader::useShader()
- {
- // not needet in DirectX 12
- }
- // returns the compiled bytes
- unsigned char* DX12Shader::getCompiledShader() const
- {
- return shaderByteBuffer;
- }
- // returns the number of compiled bytes
- int DX12Shader::getCompiledLength() const
- {
- return byteBufferSize;
- }
- // Creates the root parameter for a constant buffer
- // index: The index of the buffer
- // view: contains the position and size of the buffer in memory after the call
- void DX12Shader::getViewDesc(int index, D3D12_CONSTANT_BUFFER_VIEW_DESC& view)
- {
- DX12Buffer* zB = (DX12Buffer*)constBuffers->z(index);
- if (!zB) return;
- view.SizeInBytes = zB->getElementCount() * zB->getElementLength();
- view.BufferLocation = zB->zBuffer()->GetGPUVirtualAddress();
- }
- DX12PixelShader::DX12PixelShader(ID3D12Device* device,
- DX12CopyCommandQueue* copy,
- DX12DirectCommandQueue* direct)
- : DX12Shader(device, copy, direct)
- {}
- // Constructor
- DX12VertexShader::DX12VertexShader(ID3D12Device* device,
- DX12CopyCommandQueue* copy,
- DX12DirectCommandQueue* direct)
- : DX12Shader(device, copy, direct)
- {
- inputLayout = 0;
- inputLayoutSize = 0;
- }
- // Destructor
- DX12VertexShader::~DX12VertexShader()
- {
- delete[] inputLayout;
- }
- // Creates an InputLayout for the shader
- // Must only be called after compile
- // zD3d11Device: The device used to create the layout
- // descArray: An array with initialization data
- // anz: The number of elements in the array
- bool DX12VertexShader::createInputLayout(
- 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;
- }
- // Returns the number of input parameters of the shader
- int DX12VertexShader::getInputLayoutSize() const
- {
- return inputLayoutSize;
- }
- // Returns a list of formats for each input value
- D3D12_INPUT_ELEMENT_DESC* DX12VertexShader::zInputLayout() const
- {
- return inputLayout;
- }
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