本文整理汇总了C++中LPD3DXCONSTANTTABLE::Release方法的典型用法代码示例。如果您正苦于以下问题:C++ LPD3DXCONSTANTTABLE::Release方法的具体用法?C++ LPD3DXCONSTANTTABLE::Release怎么用?C++ LPD3DXCONSTANTTABLE::Release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LPD3DXCONSTANTTABLE
的用法示例。
在下文中一共展示了LPD3DXCONSTANTTABLE::Release方法的3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: strlen
TRESULT D3DWrapper::CompileVertexShader( OCShader*& shader )
{
if( NULL == shader )
return RE_FAILED;
if( NULL == shader->GetVertexShaderCode() )
return RE_FAILED;
UINT codeSize = static_cast<UINT>( strlen(shader->GetVertexShaderCode()) );
if( 0 == codeSize )
return RE_FAILED;
LPD3DXCONSTANTTABLE pConstantTable;
LPD3DXBUFFER pCode;
LPD3DXBUFFER pErrorMsgs;
HRESULT hr = D3DXCompileShader( shader->GetVertexShaderCode(), codeSize, NULL, NULL, "main", "vs_3_0", 0, &pCode, &pErrorMsgs, &pConstantTable );
if(FAILED(hr))return RE_FAILED;
hr = m_pD3dDevice->CreateVertexShader( (DWORD*)pCode->GetBufferPointer(), shader->GetVertexShaderPtr() );
if(FAILED(hr))return RE_FAILED;
//vector<string> constantNameList;
//if( pConstantTable )
//{
// D3DXCONSTANTTABLE_DESC constant_desc;
// pConstantTable->GetDesc( &constant_desc );
// // Get Constant list
// D3DXCONSTANT_DESC Desc;
// UINT Count;
// for( UINT i = 0; i<constant_desc.Constants; i++ )
// {
// D3DXHANDLE handle = pConstantTable->GetConstant(NULL, i);
// pConstantTable->GetConstantDesc( handle, &Desc, &Count );
// constantNameList.push_back( Desc.Name );
// }
//}
if(pCode)
pCode->Release();
if(pErrorMsgs)
pErrorMsgs->Release();
if(pConstantTable)
pConstantTable->Release();
return RE_SUCCEED;
}
示例2: compileHLSLShaderDx9
bool compileHLSLShaderDx9(bx::CommandLine& _cmdLine, const std::string& _code, bx::WriterI* _writer)
{
BX_TRACE("DX9");
const char* profile = _cmdLine.findOption('p', "profile");
if (NULL == profile)
{
fprintf(stderr, "Shader profile must be specified.\n");
return false;
}
bool debug = _cmdLine.hasArg('\0', "debug");
uint32_t flags = 0;
flags |= debug ? D3DXSHADER_DEBUG : 0;
flags |= _cmdLine.hasArg('\0', "avoid-flow-control") ? D3DXSHADER_AVOID_FLOW_CONTROL : 0;
flags |= _cmdLine.hasArg('\0', "no-preshader") ? D3DXSHADER_NO_PRESHADER : 0;
flags |= _cmdLine.hasArg('\0', "partial-precision") ? D3DXSHADER_PARTIALPRECISION : 0;
flags |= _cmdLine.hasArg('\0', "prefer-flow-control") ? D3DXSHADER_PREFER_FLOW_CONTROL : 0;
flags |= _cmdLine.hasArg('\0', "backwards-compatibility") ? D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY : 0;
bool werror = _cmdLine.hasArg('\0', "Werror");
uint32_t optimization = 3;
if (_cmdLine.hasArg(optimization, 'O') )
{
optimization = bx::uint32_min(optimization, BX_COUNTOF(s_optimizationLevelDx9)-1);
flags |= s_optimizationLevelDx9[optimization];
}
else
{
flags |= D3DXSHADER_SKIPOPTIMIZATION;
}
BX_TRACE("Profile: %s", profile);
BX_TRACE("Flags: 0x%08x", flags);
LPD3DXBUFFER code;
LPD3DXBUFFER errorMsg;
LPD3DXCONSTANTTABLE constantTable;
HRESULT hr;
// Output preprocessed shader so that HLSL can be debugged via GPA
// or PIX. Compiling through memory won't embed preprocessed shader
// file path.
if (debug)
{
std::string hlslfp = _cmdLine.findOption('o');
hlslfp += ".hlsl";
writeFile(hlslfp.c_str(), _code.c_str(), (int32_t)_code.size() );
hr = D3DXCompileShaderFromFileA(hlslfp.c_str()
, NULL
, NULL
, "main"
, profile
, flags
, &code
, &errorMsg
, &constantTable
);
}
else
{
hr = D3DXCompileShader(_code.c_str()
, (uint32_t)_code.size()
, NULL
, NULL
, "main"
, profile
, flags
, &code
, &errorMsg
, &constantTable
);
}
if (FAILED(hr)
|| (werror && NULL != errorMsg) )
{
const char* log = (const char*)errorMsg->GetBufferPointer();
char source[1024];
int32_t line = 0;
int32_t column = 0;
int32_t start = 0;
int32_t end = INT32_MAX;
if (3 == sscanf(log, "%[^(](%u,%u):", source, &line, &column)
&& 0 != line)
{
start = bx::uint32_imax(1, line-10);
end = start + 20;
}
printCode(_code.c_str(), line, start, end);
fprintf(stderr, "Error: 0x%08x %s\n", (uint32_t)hr, log);
errorMsg->Release();
return false;
//.........这里部分代码省略.........
示例3: main
void main(int argc, char* argv[]) {
int i, n;
HRESULT hr;
LPD3DXBUFFER pCode;
LPD3DXBUFFER pErr;
LPD3DXCONSTANTTABLE pTbl;
char* src_name = "test.hlsl";
char* cod_name = "test.cod";
char* prm_name = "test.prm";
char* profile = "ps_3_0";
if (argc > 1) {
src_name = argv[1];
}
if (argc > 2) {
cod_name = argv[2];
}
if (argc > 3) {
prm_name = argv[3];
}
if (argc > 4) {
profile = argv[4];
}
hr = D3DXCompileShaderFromFile(src_name, NULL, NULL, "main", profile, D3DXSHADER_PREFER_FLOW_CONTROL, &pCode, &pErr, &pTbl);
if (D3D_OK == hr) {
D3DXCONSTANTTABLE_DESC desc;
pTbl->GetDesc(&desc);
n = desc.Constants;
SymTbl* pSym = new SymTbl(2*1024*1024);
s_tbl.nb_param = 0;
printf("# const = %d\n", n);
PARAM_INFO* pInfo = s_tbl.info;
for (i = 0; i < n; ++i) {
UINT count = 1;
D3DXCONSTANT_DESC info[1];
D3DXHANDLE hConst = pTbl->GetConstant(NULL, i);
pTbl->GetConstantDesc(hConst, info, &count);
printf("%s, reg = %d, len = %d\n", info[0].Name, info[0].RegisterIndex, info[0].RegisterCount);
int sym_id = pSym->Add((char*)info[0].Name);
pInfo->name = sym_id;
pInfo->reg = info[0].RegisterIndex;
pInfo->len = info[0].RegisterCount;
switch (info[0].Type) {
case D3DXPT_FLOAT:
if (info[0].Class == D3DXPC_SCALAR) {
pInfo->type = E_PARAMTYPE_FLOAT;
} else {
pInfo->type = E_PARAMTYPE_FVEC;
}
break;
case D3DXPT_INT:
if (info[0].Class == D3DXPC_SCALAR) {
pInfo->type = E_PARAMTYPE_INT;
} else {
pInfo->type = E_PARAMTYPE_IVEC;
}
break;
case D3DXPT_BOOL:
pInfo->type = E_PARAMTYPE_BOOL;
break;
case D3DXPT_SAMPLER:
case D3DXPT_SAMPLER1D:
case D3DXPT_SAMPLER2D:
case D3DXPT_SAMPLER3D:
case D3DXPT_SAMPLERCUBE:
pInfo->type = E_PARAMTYPE_SMP;
break;
}
++pInfo;
++s_tbl.nb_param;
}
int tbl_size = sizeof(int) + s_tbl.nb_param*sizeof(PARAM_INFO);
int prm_size = tbl_size + pSym->Length();
char* pPrm = new char[prm_size];
memcpy(pPrm, &s_tbl, tbl_size);
memcpy(pPrm + tbl_size, pSym->Top(), pSym->Length());
Bin_write(cod_name, pCode->GetBufferPointer(), pCode->GetBufferSize());
Bin_write(prm_name, pPrm, prm_size);
delete pSym;
if (pTbl) {
pTbl->Release();
}
} else {
if (pErr) {
char* pErr_msg = (char*)pErr->GetBufferPointer();
printf("%s", pErr_msg);
}
}
if (pErr) {
pErr->Release();
}
//.........这里部分代码省略.........