当前位置: 首页>>代码示例>>C++>>正文


C++ CPUTAssetLibraryDX11::AddDomainShader方法代码示例

本文整理汇总了C++中CPUTAssetLibraryDX11::AddDomainShader方法的典型用法代码示例。如果您正苦于以下问题:C++ CPUTAssetLibraryDX11::AddDomainShader方法的具体用法?C++ CPUTAssetLibraryDX11::AddDomainShader怎么用?C++ CPUTAssetLibraryDX11::AddDomainShader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CPUTAssetLibraryDX11的用法示例。


在下文中一共展示了CPUTAssetLibraryDX11::AddDomainShader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

//--------------------------------------------------------------------------------------
CPUTDomainShaderDX11 *CPUTDomainShaderDX11::CreateDomainShaderFromMemory(
    const cString       &name,
    ID3D11Device        *pD3dDevice,
    const cString       &shaderMain,
    const cString       &shaderProfile,
    const char          *pShaderSource
)
{
    ID3DBlob            *pCompiledBlob = NULL;
    ID3D11DomainShader  *pNewDomainShader = NULL;

    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();
    CPUTResult result = pAssetLibrary->CompileShaderFromMemory(pShaderSource, shaderMain, shaderProfile, &pCompiledBlob);
    ASSERT( CPUTSUCCESS(result), _L("Error compiling Domain shader:\n\n") );

    // Create the Domain shader
    // TODO: Move to Domain shader class
    HRESULT hr = pD3dDevice->CreateDomainShader( pCompiledBlob->GetBufferPointer(), pCompiledBlob->GetBufferSize(), NULL, &pNewDomainShader );
    ASSERT( SUCCEEDED(result), _L("Error compiling Domain shader:\n\n") );
    // cString DebugName = _L("CPUTAssetLibraryDX11::GetDomainShader ")+name;
    // CPUTSetDebugName(pNewDomainShader, DebugName);

    CPUTDomainShaderDX11 *pNewCPUTDomainShader = new CPUTDomainShaderDX11( pNewDomainShader, pCompiledBlob );

    // add shader to library
    pAssetLibrary->AddDomainShader(name + shaderMain + shaderProfile, pNewCPUTDomainShader);
    // pNewCPUTDomainShader->Release(); // We've added it to the library, so release our reference

    // return the shader (and blob)
    return pNewCPUTDomainShader;
}
开发者ID:RobertBeckebans,项目名称:intel_occlusion_cull,代码行数:32,代码来源:CPUTDomainShaderDX11.cpp

示例2: ASSERT

CPUTDomainShaderDX11 *CPUTDomainShaderDX11::CreateDomainShader(
    const cString     &name,
    const cString     &shaderMain,
    const cString     &shaderProfile,
    CPUT_SHADER_MACRO *pShaderMacros
)
{
    ID3DBlob            *pCompiledBlob = NULL;
    ID3D11DomainShader  *pNewDomainShader = NULL;

    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();
    CPUTResult result = pAssetLibrary->CompileShaderFromFile(name, shaderMain, shaderProfile, &pCompiledBlob, pShaderMacros);
    ASSERT( CPUTSUCCESS(result), _L("Error compiling Domain shader:\n\n") );
    UNREFERENCED_PARAMETER(result);

    // Create the Domain shader
    ID3D11Device      *pD3dDevice = CPUT_DX11::GetDevice();
    HRESULT hr = pD3dDevice->CreateDomainShader( pCompiledBlob->GetBufferPointer(), pCompiledBlob->GetBufferSize(), NULL, &pNewDomainShader );
    ASSERT( SUCCEEDED(hr), _L("Error creating Domain shader:\n\n") );
    UNREFERENCED_PARAMETER(hr);
    // cString DebugName = _L("CPUTAssetLibraryDX11::GetDomainShader ")+name;
    // CPUTSetDebugName(pNewDomainShader, DebugName);

    CPUTDomainShaderDX11 *pNewCPUTDomainShader = new CPUTDomainShaderDX11( pNewDomainShader, pCompiledBlob );

    // add shader to library
    pAssetLibrary->AddDomainShader(name, _L(""), shaderMain + shaderProfile, pNewCPUTDomainShader, pShaderMacros);

    // return the shader (and blob)
    return pNewCPUTDomainShader;
}
开发者ID:GameTechDev,项目名称:ClusteredShadingAndroid,代码行数:31,代码来源:CPUTDomainShaderDX11.cpp


注:本文中的CPUTAssetLibraryDX11::AddDomainShader方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。