当前位置: 首页>>代码示例>>C++>>正文


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

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

//--------------------------------------------------------------------------------------
CPUTPixelShaderDX11 *CPUTPixelShaderDX11::CreatePixelShaderFromMemory(
    const cString      &name,
    ID3D11Device       *pD3dDevice,
    const cString      &shaderMain,
    const cString      &shaderProfile,
    const char         *pShaderSource
)
{
    ID3DBlob           *pCompiledBlob = NULL;
    ID3D11PixelShader  *pNewPixelShader = NULL;

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

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

    CPUTPixelShaderDX11 *pNewCPUTPixelShader = new CPUTPixelShaderDX11( pNewPixelShader, pCompiledBlob );

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

    // return the shader (and blob)
    return pNewCPUTPixelShader;
}
开发者ID:GameTechDev,项目名称:Windows-Desktop-Sensors,代码行数:32,代码来源:CPUTPixelShaderDX11.cpp

示例2: ASSERT

//--------------------------------------------------------------------------------------
CPUTGeometryShaderDX11 *CPUTGeometryShaderDX11::CreateFromMemory(
    const std::string     &name,
    const std::string     &shaderMain,
    const std::string     &shaderProfile,
    const char        *pShaderSource,
    CPUT_SHADER_MACRO *pShaderMacros
)
{
    ID3DBlob             *pCompiledBlob = NULL;
    ID3D11GeometryShader *pNewGeometryShader = NULL;

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

    // Create the Geometry shader
    ID3D11Device      *pD3dDevice = CPUT_DX11::GetDevice();
    HRESULT hr = pD3dDevice->CreateGeometryShader( pCompiledBlob->GetBufferPointer(), pCompiledBlob->GetBufferSize(), NULL, &pNewGeometryShader );
    ASSERT( SUCCEEDED(hr), "Error creating Geometry shader:\n\n" );
    UNREFERENCED_PARAMETER(hr);
    // std::string DebugName = "CPUTAssetLibraryDX11::GetGeometryShader "+name;
    // CPUTSetDebugName(pNewGeometryShader, DebugName);

    CPUTGeometryShaderDX11 *pNewCPUTGeometryShader = new CPUTGeometryShaderDX11( pNewGeometryShader, pCompiledBlob );

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

    // return the shader (and blob)
    return pNewCPUTGeometryShader;
}
开发者ID:GameTechDev,项目名称:FaceMapping2,代码行数:34,代码来源:CPUTGeometryShaderDX11.cpp


注:本文中的CPUTAssetLibraryDX11::CompileShaderFromMemory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。