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类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;
}
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;
}