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FlaxEngine/Source/Engine/GraphicsDevice/DirectX/DX11/GPUShaderDX11.cpp

123 lines
4.4 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#if GRAPHICS_API_DIRECTX11
#include "GPUShaderDX11.h"
#include "GPUShaderProgramDX11.h"
#include "GPUVertexLayoutDX11.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include "../RenderToolsDX.h"
GPUShaderProgramVSDX11::~GPUShaderProgramVSDX11()
{
for (const auto& e : _cache)
{
if (e.Value)
e.Value->Release();
}
}
ID3D11InputLayout* GPUShaderProgramVSDX11::GetInputLayout(GPUVertexLayoutDX11* vertexLayout)
{
ID3D11InputLayout* inputLayout = nullptr;
if (!vertexLayout)
vertexLayout = (GPUVertexLayoutDX11*)Layout;
if (!_cache.TryGet(vertexLayout, inputLayout))
{
if (vertexLayout && vertexLayout->InputElementsCount)
{
GPUVertexLayoutDX11* mergedVertexLayout = vertexLayout;
if (!mergedVertexLayout)
mergedVertexLayout = (GPUVertexLayoutDX11*)Layout; // Fallback to shader-specified layout (if using old APIs)
int32 missingSlotOverride = GPU_MAX_VB_BINDED; // Use additional slot with empty VB
if (InputLayout)
mergedVertexLayout = (GPUVertexLayoutDX11*)GPUVertexLayout::Merge(mergedVertexLayout, InputLayout, false, true, missingSlotOverride);
LOG_DIRECTX_RESULT(vertexLayout->GetDevice()->GetDevice()->CreateInputLayout(mergedVertexLayout->InputElements, mergedVertexLayout->InputElementsCount, Bytecode.Get(), Bytecode.Length(), &inputLayout));
}
_cache.Add(vertexLayout, inputLayout);
}
return inputLayout;
}
GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, Span<byte> bytecode, MemoryReadStream& stream)
{
GPUShaderProgram* shader = nullptr;
HRESULT result;
switch (type)
{
case ShaderStage::Vertex:
{
GPUVertexLayout* inputLayout, *vertexLayout;
ReadVertexLayout(stream, inputLayout, vertexLayout);
ID3D11VertexShader* buffer = nullptr;
result = _device->GetDevice()->CreateVertexShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
shader = New<GPUShaderProgramVSDX11>(initializer, buffer, inputLayout, vertexLayout, bytecode);
break;
}
#if GPU_ALLOW_TESSELLATION_SHADERS
case ShaderStage::Hull:
{
int32 controlPointsCount;
stream.ReadInt32(&controlPointsCount);
ID3D11HullShader* buffer = nullptr;
result = _device->GetDevice()->CreateHullShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
shader = New<GPUShaderProgramHSDX11>(initializer, buffer, controlPointsCount);
break;
}
case ShaderStage::Domain:
{
ID3D11DomainShader* buffer = nullptr;
result = _device->GetDevice()->CreateDomainShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
shader = New<GPUShaderProgramDSDX11>(initializer, buffer);
break;
}
#else
case ShaderStage::Hull:
{
int32 controlPointsCount;
stream.ReadInt32(&controlPointsCount);
break;
}
#endif
#if GPU_ALLOW_GEOMETRY_SHADERS
case ShaderStage::Geometry:
{
ID3D11GeometryShader* buffer = nullptr;
result = _device->GetDevice()->CreateGeometryShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
shader = New<GPUShaderProgramGSDX11>(initializer, buffer);
break;
}
#endif
case ShaderStage::Pixel:
{
ID3D11PixelShader* buffer = nullptr;
result = _device->GetDevice()->CreatePixelShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
shader = New<GPUShaderProgramPSDX11>(initializer, buffer);
break;
}
case ShaderStage::Compute:
{
ID3D11ComputeShader* buffer = nullptr;
result = _device->GetDevice()->CreateComputeShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
shader = New<GPUShaderProgramCSDX11>(initializer, buffer);
break;
}
}
return shader;
}
void GPUShaderDX11::OnReleaseGPU()
{
_cbs.Clear();
GPUShader::OnReleaseGPU();
}
#endif