本文整理汇总了C++中CPUTAssetLibraryDX11::AddComputeShader方法的典型用法代码示例。如果您正苦于以下问题:C++ CPUTAssetLibraryDX11::AddComputeShader方法的具体用法?C++ CPUTAssetLibraryDX11::AddComputeShader怎么用?C++ CPUTAssetLibraryDX11::AddComputeShader使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CPUTAssetLibraryDX11
的用法示例。
在下文中一共展示了CPUTAssetLibraryDX11::AddComputeShader方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ASSERT
//--------------------------------------------------------------------------------------
CPUTComputeShaderDX11 *CPUTComputeShaderDX11::CreateFromMemory(
const std::string &name,
const std::string &shaderMain,
const std::string &shaderProfile,
const char *pShaderSource,
CPUT_SHADER_MACRO *pShaderMacros
)
{
ID3DBlob* pCompiledBlob = NULL;
ID3D11ComputeShader* pNewComputeShader = NULL;
CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();
CPUTResult result = pAssetLibrary->CompileShaderFromMemory(pShaderSource, shaderMain, shaderProfile, &pCompiledBlob, pShaderMacros );
ASSERT( CPUTSUCCESS(result), "Error compiling Compute shader:\n\n" );
UNREFERENCED_PARAMETER(result);
// Create the Compute shader
ID3D11Device *pD3dDevice = CPUT_DX11::GetDevice();
HRESULT hr = pD3dDevice->CreateComputeShader( pCompiledBlob->GetBufferPointer(), pCompiledBlob->GetBufferSize(), NULL, &pNewComputeShader );
ASSERT( SUCCEEDED(hr), "Error creating Compute shader:\n\n" );
UNREFERENCED_PARAMETER(hr);
// std::string DebugName = "CPUTAssetLibraryDX11::GetComputeShader "+name;
// CPUTSetDebugName(pNewComputeShader, DebugName);
CPUTComputeShaderDX11 *pNewCPUTComputeShader = new CPUTComputeShaderDX11( pNewComputeShader, pCompiledBlob );
// add shader to library
pAssetLibrary->AddComputeShader(name, "", shaderMain + shaderProfile, pNewCPUTComputeShader);
// pNewCPUTComputeShader->Release(); // We've added it to the library, so release our reference
// return the shader (and blob)
return pNewCPUTComputeShader;
}
示例2: ASSERT
//--------------------------------------------------------------------------------------
CPUTComputeShaderDX11 *CPUTComputeShaderDX11::CreateComputeShaderFromMemory(
const cString &name,
ID3D11Device *pD3dDevice,
const cString &shaderMain,
const cString &shaderProfile,
const char *pShaderSource
)
{
ID3DBlob* pCompiledBlob = NULL;
ID3D11ComputeShader* pNewComputeShader = NULL;
CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();
CPUTResult result = pAssetLibrary->CompileShaderFromMemory(pShaderSource, shaderMain, shaderProfile, &pCompiledBlob);
ASSERT( CPUTSUCCESS(result), _L("Error compiling Compute shader:\n\n") );
// Create the Compute shader
// TODO: Move to Compute shader class
HRESULT hr = pD3dDevice->CreateComputeShader( pCompiledBlob->GetBufferPointer(), pCompiledBlob->GetBufferSize(), NULL, &pNewComputeShader );
ASSERT( SUCCEEDED(result), _L("Error compiling Compute shader:\n\n") );
// cString DebugName = _L("CPUTAssetLibraryDX11::GetComputeShader ")+name;
// CPUTSetDebugName(pNewComputeShader, DebugName);
CPUTComputeShaderDX11 *pNewCPUTComputeShader = new CPUTComputeShaderDX11( pNewComputeShader, pCompiledBlob );
// add shader to library
pAssetLibrary->AddComputeShader(name + shaderMain + shaderProfile, pNewCPUTComputeShader);
// pNewCPUTComputeShader->Release(); // We've added it to the library, so release our reference
// return the shader (and blob)
return pNewCPUTComputeShader;
}