本文整理汇总了C++中GraphicsDevice::GetSupportedLanguage方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphicsDevice::GetSupportedLanguage方法的具体用法?C++ GraphicsDevice::GetSupportedLanguage怎么用?C++ GraphicsDevice::GetSupportedLanguage使用的例子?那么恭喜您, 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GraphicsDevice
的用法示例。
在下文中一共展示了GraphicsDevice::GetSupportedLanguage方法的1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:
std::unique_ptr<Shader> HLSLCompiler::CreateShaderFromSource(
GraphicsDevice & graphicsDevice,
const void* shaderSource,
std::size_t byteLength,
const std::string& entryPoint,
ShaderPipelineStage pipelineStage,
const Optional<std::string>& currentDirectory)
{
POMDOG_ASSERT(shaderSource != nullptr);
POMDOG_ASSERT(byteLength > 0);
POMDOG_ASSERT(graphicsDevice.GetSupportedLanguage() == ShaderLanguage::HLSL);
auto nativeGraphicsDevice = graphicsDevice.GetNativeGraphicsDevice();
ShaderBytecode shaderBytecode;
shaderBytecode.Code = shaderSource;
shaderBytecode.ByteLength = byteLength;
ShaderCompileOptions compileOptions;
compileOptions.EntryPoint = entryPoint;
compileOptions.Profile.PipelineStage = pipelineStage;
compileOptions.Profile.ShaderModel.Major = 4;
compileOptions.Profile.ShaderModel.Minor = 0;
compileOptions.Precompiled = false;
if (currentDirectory) {
compileOptions.CurrentDirectory = *currentDirectory;
}
return nativeGraphicsDevice->CreateShader(shaderBytecode, compileOptions);
}