RHI: Add embedded shader source support via ShaderCompileDesc
- Add ShaderLanguage enum (HLSL, GLSL, SPIRV) - Extend ShaderCompileDesc with source/sourceLanguage fields - D3D12Device::CompileShader supports both file and embedded source - OpenGLDevice::CompileShader supports embedded GLSL source - Refactor test_shader.cpp to use embedded source for both backends This enables consistent shader compilation across D3D12 and OpenGL backends while maintaining backend-specific shader language support.
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@@ -293,9 +293,17 @@ RHITexture* D3D12Device::CreateTexture(const TextureDesc& desc) {
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RHIShader* D3D12Device::CompileShader(const ShaderCompileDesc& desc) {
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auto* shader = new D3D12Shader();
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if (shader->CompileFromFile(desc.fileName.c_str(),
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reinterpret_cast<const char*>(desc.entryPoint.c_str()),
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reinterpret_cast<const char*>(desc.profile.c_str()))) {
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const char* entryPoint = desc.entryPoint.empty() ? nullptr : reinterpret_cast<const char*>(desc.entryPoint.c_str());
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const char* profile = desc.profile.empty() ? nullptr : reinterpret_cast<const char*>(desc.profile.c_str());
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bool success = false;
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if (!desc.source.empty()) {
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success = shader->Compile(desc.source.data(), desc.source.size(), entryPoint, profile);
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} else if (!desc.fileName.empty()) {
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success = shader->CompileFromFile(desc.fileName.c_str(), entryPoint, profile);
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}
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if (success) {
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return shader;
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}
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delete shader;
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