light/modules/renderer/src/dx/shader.cpp

84 lines
2 KiB
C++

#include <d3dcompiler.h>
#include <renderer/dx/shader.hpp>
#include <renderer/dx/shared_context.hpp>
namespace lt {
dxShader::dxShader(
BasicFileHandle vertexFile,
BasicFileHandle pixelFile,
Ref<dxSharedContext> sharedContext
)
: m_context(sharedContext)
, m_vertex_shader(nullptr)
, m_pixel_shader(nullptr)
, m_vertex_blob(nullptr)
{
auto ps = Microsoft::WRL::ComPtr<ID3DBlob> { nullptr };
auto vsErr = Microsoft::WRL::ComPtr<ID3DBlob> { nullptr };
auto psErr = Microsoft::WRL::ComPtr<ID3DBlob> { nullptr };
// compile shaders (we don't use dxc here because if d3_d_compile fails it throws a dxException
// without logging the vsErr/psErr
d3_d_compile(
vertexFile.GetData(),
vertexFile.get_size(),
NULL,
nullptr,
nullptr,
"main",
"vs_4_0",
NULL,
NULL,
&m_vertex_blob,
&vsErr
);
d3_d_compile(
pixelFile.GetData(),
pixelFile.get_size(),
NULL,
nullptr,
nullptr,
"main",
"ps_4_0",
NULL,
NULL,
&ps,
&psErr
);
// check
lt_assert(!vsErr.Get(), "Vertex shader compile error: {}", (char *)vsErr->GetBufferPointer());
lt_assert(!psErr.Get(), "Pixels shader compile error: {}", (char *)psErr->GetBufferPointer());
// create shaders
auto hr = HRESULT {};
dxc(m_context->get_device()->CreateVertexShader(
m_vertex_blob->GetBufferPointer(),
m_vertex_blob->GetBufferSize(),
NULL,
&m_vertex_shader
));
dxc(m_context->get_device()
->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), NULL, &m_pixel_shader)
);
}
dxShader::~dxShader()
{
un_bind();
}
void dxShader::bind()
{
m_context->get_device_context()->VSSetShader(m_vertex_shader.Get(), nullptr, 0u);
m_context->get_device_context()->PSSetShader(m_pixel_shader.Get(), nullptr, 0u);
}
void dxShader::un_bind()
{
m_context->get_device_context()->VSSetShader(nullptr, nullptr, 0u);
m_context->get_device_context()->PSSetShader(nullptr, nullptr, 0u);
}
} // namespace lt