- 新增 RHIBuffer, RHITexture, RHIShader 抽象基类 - D3D12Buffer/Texture/Shader 继承抽象基类 - OpenGLBuffer/Texture/Shader 继承抽象基类 - 添加 RHICapabilities, RHIDevice 头文件 - RHIEnums 添加 Fragment/TessControl/TessEvaluation - 文档更新差异处理策略
93 lines
2.4 KiB
C++
93 lines
2.4 KiB
C++
#include "XCEngine/RHI/D3D12/D3D12Shader.h"
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#include <d3dcompiler.h>
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namespace XCEngine {
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namespace RHI {
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D3D12Shader::D3D12Shader()
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: m_type(ShaderType::Vertex) {
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}
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D3D12Shader::~D3D12Shader() {
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Shutdown();
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}
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bool D3D12Shader::CompileFromFile(const wchar_t* filePath, const char* entryPoint, const char* target) {
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HRESULT hResult = D3DCompileFromFile(filePath, nullptr, nullptr, entryPoint, target,
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D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION, 0, &m_bytecode, &m_error);
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if (FAILED(hResult)) {
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if (m_error) {
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const char* errorMsg = static_cast<const char*>(m_error->GetBufferPointer());
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OutputDebugStringA(errorMsg);
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}
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return false;
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}
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if (strstr(target, "vs_")) {
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m_type = ShaderType::Vertex;
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} else if (strstr(target, "ps_")) {
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m_type = ShaderType::Fragment;
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} else if (strstr(target, "gs_")) {
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m_type = ShaderType::Geometry;
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} else if (strstr(target, "cs_")) {
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m_type = ShaderType::Compute;
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}
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return true;
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}
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bool D3D12Shader::Compile(const void* sourceData, size_t sourceSize, const char* entryPoint, const char* target) {
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HRESULT hResult = D3DCompile(sourceData, sourceSize, nullptr, nullptr, nullptr, entryPoint, target,
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D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION, 0, &m_bytecode, &m_error);
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if (FAILED(hResult)) {
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if (m_error) {
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const char* errorMsg = static_cast<const char*>(m_error->GetBufferPointer());
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OutputDebugStringA(errorMsg);
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}
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return false;
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}
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return true;
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}
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void D3D12Shader::Shutdown() {
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m_bytecode.Reset();
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m_error.Reset();
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}
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const D3D12_SHADER_BYTECODE D3D12Shader::GetD3D12Bytecode() const {
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D3D12_SHADER_BYTECODE bytecode = {};
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if (m_bytecode) {
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bytecode.pShaderBytecode = m_bytecode->GetBufferPointer();
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bytecode.BytecodeLength = m_bytecode->GetBufferSize();
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}
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return bytecode;
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}
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const void* D3D12Shader::GetBytecode() const {
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if (m_bytecode) {
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return m_bytecode->GetBufferPointer();
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}
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return nullptr;
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}
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size_t D3D12Shader::GetBytecodeSize() const {
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if (m_bytecode) {
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return m_bytecode->GetBufferSize();
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}
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return 0;
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}
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const InputLayoutDesc& D3D12Shader::GetInputLayout() const {
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return m_inputLayout;
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}
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ShaderType D3D12Shader::GetType() const {
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return m_type;
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}
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} // namespace RHI
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} // namespace XCEngine
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