TombEngine/TR5Main/Renderer/Utils.cpp

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#include "framework.h"
#include "Utils.h"
#include <winerror.h>
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#include <iostream>
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#include <wrl/client.h>
#include <d3dcompiler.h>
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namespace TEN::Renderer::Utils {
using std::wstring;
using std::string;
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using Microsoft::WRL::ComPtr;
using std::vector;
void Utils::throwIfFailed(const HRESULT& res) noexcept {
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if(FAILED(res)){
std::string message = std::system_category().message(res);
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TENLog(message, LogLevel::Error);
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throw std::runtime_error("An error occured!");
}
}
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ComPtr<ID3D11VertexShader> compileVertexShader(ID3D11Device* device, const std::wstring& fileName, const std::string& function, const std::string& model, const D3D_SHADER_MACRO * defines, ComPtr<ID3D10Blob>& bytecode) {
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ComPtr<ID3D10Blob> errors;
throwIfFailed(D3DCompileFromFile(fileName.c_str(), defines, D3D_COMPILE_STANDARD_FILE_INCLUDE, function.c_str(), model.c_str(), GetShaderFlags(), 0, bytecode.GetAddressOf(),errors.GetAddressOf()));
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ComPtr<ID3D11VertexShader> shader;
throwIfFailed(device->CreateVertexShader(bytecode->GetBufferPointer(), bytecode->GetBufferSize(), nullptr, shader.GetAddressOf()));
if constexpr(DebugBuild){
char buffer[100];
size_t sz = std::wcstombs(buffer, fileName.c_str(), 100);
shader->SetPrivateData(WKPDID_D3DDebugObjectName, sz, buffer);
}
return shader;
}
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ComPtr<ID3D11PixelShader> compilePixelShader(ID3D11Device* device, const wstring& fileName, const string& function, const string& model, const D3D_SHADER_MACRO* defines, ComPtr<ID3D10Blob>& bytecode) {
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ComPtr<ID3D10Blob> errors;
UINT flags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_DEBUG | D3DCOMPILE_PACK_MATRIX_ROW_MAJOR | D3DCOMPILE_SKIP_OPTIMIZATION;
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throwIfFailed(D3DCompileFromFile(fileName.c_str(), defines, D3D_COMPILE_STANDARD_FILE_INCLUDE, function.c_str(), model.c_str(), GetShaderFlags(), 0, bytecode.GetAddressOf(), errors.GetAddressOf()));
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ComPtr<ID3D11PixelShader> shader;
throwIfFailed(device->CreatePixelShader(bytecode->GetBufferPointer(), bytecode->GetBufferSize(), nullptr, shader.GetAddressOf()));
if constexpr(DebugBuild){
char buffer[100];
size_t sz = std::wcstombs(buffer, fileName.c_str(), 100);
shader->SetPrivateData(WKPDID_D3DDebugObjectName, sz, buffer);
}
return shader;
}
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constexpr UINT Utils::GetShaderFlags()
{
UINT flags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
if constexpr(DebugBuild){
flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
} else{
flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_IEEE_STRICTNESS;
}
return flags;
}
}