refactor: 删除旧的RHI实现,添加D3D12测试用例和第二阶段计划
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@@ -1,40 +0,0 @@
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#include <Rendering\Shader.h>
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#include <d3dcompiler.h>
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#include <wrl/client.h>
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#include <string>
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namespace XCEngine {
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namespace RHI {
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bool CompileShader(const char* filePath, const char* entryPoint, const char* target, ShaderBytecode& outBytecode) {
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UINT flags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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ID3DBlob* shaderBuffer = nullptr;
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ID3DBlob* errorBuffer = nullptr;
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HRESULT hr = D3DCompileFromFile(
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std::wstring(filePath, filePath + strlen(filePath)).c_str(),
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nullptr,
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nullptr,
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entryPoint,
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target,
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flags,
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0,
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&shaderBuffer,
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&errorBuffer);
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if (FAILED(hr)) {
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if (errorBuffer) {
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OutputDebugStringA((const char*)errorBuffer->GetBufferPointer());
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errorBuffer->Release();
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}
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return false;
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}
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outBytecode.bytecode = shaderBuffer->GetBufferPointer();
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outBytecode.size = shaderBuffer->GetBufferSize();
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return true;
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}
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} // namespace RHI
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} // namespace XCEngine
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