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49 lines
2.2 KiB
C++
49 lines
2.2 KiB
C++
#include "framework.h"
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#include "Utils.h"
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#include <winerror.h>
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#include <iostream>
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#include <wrl/client.h>
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namespace T5M::Renderer::Utils {
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using std::wstring;
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using std::string;
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using Microsoft::WRL::ComPtr;
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using std::vector;
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void Utils::throwIfFailed(const HRESULT& res) noexcept {
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if(FAILED(res)){
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std::string message = std::system_category().message(res);
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std::cout << message << std::endl;
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throw std::runtime_error("An error occured!");
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}
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}
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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) noexcept {
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ComPtr<ID3D10Blob> errors;
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logD("Compiling vertex shader");
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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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ID3D11VertexShader* shader = nullptr;
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throwIfFailed(device->CreateVertexShader(bytecode->GetBufferPointer(), bytecode->GetBufferSize(), nullptr, &shader));
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return shader;
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}
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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) noexcept {
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ComPtr<ID3D10Blob> errors;
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logD("Compiling pixel shader");
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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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ID3D11PixelShader* shader = nullptr;
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throwIfFailed(device->CreatePixelShader(bytecode->GetBufferPointer(), bytecode->GetBufferSize(), nullptr, &shader));
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return shader;
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}
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UINT Utils::GetShaderFlags() noexcept
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{
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UINT flags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
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if constexpr(DebugBuild){
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flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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} else{
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flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_IEEE_STRICTNESS;
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}
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return flags;
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}
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}
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