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C++ Shader::BeginLoadVariant方法代码示例

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


在下文中一共展示了Shader::BeginLoadVariant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: BeginPrecacheResourceData

/// @copydoc GameObject::BeginPrecacheResourceData()
bool Material::BeginPrecacheResourceData()
{
#if HELIUM_TOOLS
    // Convert shader options to variant indices if we just loaded a set of options.
    if( m_bLoadedOptions )
    {
        MemoryZero( m_persistentResourceData.m_shaderVariantIndices, sizeof( m_persistentResourceData.m_shaderVariantIndices ) );

        Shader* pShader = m_spShader;
        if( pShader )
        {
            const Shader::Options& rUserOptions = pShader->GetUserOptions();

            for( size_t shaderTypeIndex = 0;
                shaderTypeIndex < HELIUM_ARRAY_COUNT( m_persistentResourceData.m_shaderVariantIndices );
                ++shaderTypeIndex )
            {
                m_persistentResourceData.m_shaderVariantIndices[ shaderTypeIndex ] = static_cast< uint32_t >( rUserOptions.GetOptionSetIndex(
                    static_cast< RShader::EType >( shaderTypeIndex ),
                    m_userOptions.GetData(),
                    m_userOptions.GetSize() ) );
            }
        }

        m_userOptions.Clear();

        m_bLoadedOptions = false;
    }
#endif

    // Preload shader variant resources.
    Shader* pShader = m_spShader;
    if( !pShader )
    {
        for( size_t shaderTypeIndex = 0; shaderTypeIndex < HELIUM_ARRAY_COUNT( m_shaderVariants ); ++shaderTypeIndex )
        {
            HELIUM_ASSERT( IsInvalid( m_shaderVariantLoadIds[ shaderTypeIndex ] ) );
            m_shaderVariants[ shaderTypeIndex ].Release();
        }
    }
    else
    {
        for( size_t shaderTypeIndex = 0; shaderTypeIndex < HELIUM_ARRAY_COUNT( m_shaderVariants ); ++shaderTypeIndex )
        {
            HELIUM_ASSERT( IsInvalid( m_shaderVariantLoadIds[ shaderTypeIndex ] ) );
            m_shaderVariantLoadIds[ shaderTypeIndex ] = pShader->BeginLoadVariant(
                static_cast< RShader::EType >( shaderTypeIndex ),
                m_persistentResourceData.m_shaderVariantIndices[ shaderTypeIndex ] );
        }
    }

    // Preload the constant buffers for shader parameters.
    Renderer* pRenderer = Renderer::GetStaticInstance();
    if( pRenderer )
    {
        for( size_t shaderTypeIndex = 0; shaderTypeIndex < HELIUM_ARRAY_COUNT( m_constantBuffers ); ++shaderTypeIndex )
        {
            HELIUM_ASSERT( !m_constantBuffers[ shaderTypeIndex ] );
            HELIUM_ASSERT( IsInvalid( m_constantBufferLoadIds[ shaderTypeIndex ] ) );

            size_t bufferSize = GetSubDataSize( static_cast< uint32_t >( shaderTypeIndex ) );
            if( bufferSize == 0 )
            {
                continue;
            }

            RConstantBufferPtr spBuffer = pRenderer->CreateConstantBuffer(
                bufferSize,
                RENDERER_BUFFER_USAGE_STATIC );
            if( !spBuffer )
            {
                HELIUM_TRACE(
                    TraceLevels::Error,
                    ( TXT( "Material::BeginPrecacheResourceData(): Failed to allocate constant buffer of %" )
                    TPRIuSZ TXT( " bytes for parameter usage for material \"%s\".\n" ) ),
                    bufferSize,
                    *GetPath().ToString() );

                continue;
            }

            void* pBufferData = spBuffer->Map();
            if( !pBufferData )
            {
                HELIUM_TRACE(
                    TraceLevels::Error,
                    ( TXT( "Material::BeginPrecacheResourceData(): Failed to map constant buffer data for " )
                    TXT( "material \"%s\".\n" ) ),
                    *GetPath().ToString() );

                continue;
            }

            size_t loadId = BeginLoadSubData( pBufferData, static_cast< uint32_t >( shaderTypeIndex ) );
            if( IsInvalid( loadId ) )
            {
                HELIUM_TRACE(
                    TraceLevels::Error,
                    ( TXT( "Material::BeginPrecacheResourceData(): Failed to begin loading resource sub-data %" )
//.........这里部分代码省略.........
开发者ID:foolhuang,项目名称:Helium,代码行数:101,代码来源:Material.cpp

示例2: CacheResource

/// @copydoc ResourceHandler::CacheResource()
bool MaterialResourceHandler::CacheResource(
    AssetPreprocessor* pAssetPreprocessor,
    Resource* pResource,
    const String& /*rSourceFilePath*/ )
{
    HELIUM_ASSERT( pAssetPreprocessor );
    HELIUM_ASSERT( pResource );

    Material* pMaterial = Reflect::AssertCast< Material >( pResource );
    Shader* pShader = pMaterial->GetShader();
    bool failedToWriteASubdata = false;
    
    StrongPtr< Material::PersistentResourceData > resource_data( new Material::PersistentResourceData() );

    // Compute the shader variant indices from the user options selected in the material, as the array of indices in
    // the material is not yet initialized.
    //uint32_t shaderVariantIndices[ RShader::TYPE_MAX ];
    if( pShader )
    {
        const Shader::Options& rShaderUserOptions = pShader->GetUserOptions();
        const DynamicArray< Shader::SelectPair >& rMaterialUserOptions = pMaterial->GetUserOptions();

        for( size_t shaderTypeIndex = 0; shaderTypeIndex < RShader::TYPE_MAX; ++shaderTypeIndex )
        {
            size_t optionSetIndex = rShaderUserOptions.GetOptionSetIndex(
                static_cast< RShader::EType >( shaderTypeIndex ),
                rMaterialUserOptions.GetData(),
                rMaterialUserOptions.GetSize() );
            resource_data->m_shaderVariantIndices[ shaderTypeIndex ] = static_cast< uint32_t >( optionSetIndex );
        }
    }
    else
    {
        MemoryZero( resource_data->m_shaderVariantIndices, sizeof( resource_data->m_shaderVariantIndices ) );
    }

    size_t float1ParameterCount = pMaterial->GetFloat1ParameterCount();
    size_t float2ParameterCount = pMaterial->GetFloat2ParameterCount();
    size_t float3ParameterCount = pMaterial->GetFloat3ParameterCount();
    size_t float4ParameterCount = pMaterial->GetFloat4ParameterCount();

    Name parameterConstantBufferName = Material::GetParameterConstantBufferName();
    
    for( size_t platformIndex = 0; platformIndex < static_cast< size_t >( Cache::PLATFORM_MAX ); ++platformIndex )
    {
        PlatformPreprocessor* pPreprocessor = pAssetPreprocessor->GetPlatformPreprocessor(
            static_cast< Cache::EPlatform >( platformIndex ) );

        if( !pPreprocessor )
        {
            continue;
        }

        Resource::PreprocessedData& rPreprocessedData = pResource->GetPreprocessedData(
            static_cast< Cache::EPlatform >( platformIndex ) );
        SaveObjectToPersistentDataBuffer(resource_data.Get(), rPreprocessedData.persistentDataBuffer);
        rPreprocessedData.bLoaded = true;

        // Write out the parameter constant buffer data as the resource sub-data.
        size_t shaderProfileCount = pPreprocessor->GetShaderProfileCount();

        DynamicArray< DynamicArray< uint8_t > >& rSubDataBuffers = rPreprocessedData.subDataBuffers;
        rSubDataBuffers.Clear();
        rSubDataBuffers.Reserve( shaderProfileCount * RShader::TYPE_MAX );
        rSubDataBuffers.Resize( shaderProfileCount * RShader::TYPE_MAX );

        if( pShader )
        {
    //        deserializer.SetByteSwapping( bSwapBytes );

            for( size_t shaderTypeIndex = 0; shaderTypeIndex < RShader::TYPE_MAX; ++shaderTypeIndex )
            {
                RShader::EType shaderType = static_cast< RShader::EType >( shaderTypeIndex );
                size_t variantLoadId = pShader->BeginLoadVariant(
                    shaderType,
                    resource_data->m_shaderVariantIndices[ shaderTypeIndex ] );
                if( IsInvalid( variantLoadId ) )
                {
                    continue;
                }

                ShaderVariantPtr spVariant;
                while( !pShader->TryFinishLoadVariant( variantLoadId, spVariant ) )
                {
                }

                ShaderVariant* pVariant = spVariant;
                if( !pVariant )
                {
                    continue;
                }

                const Resource::PreprocessedData& rVariantData = pVariant->GetPreprocessedData(
                    static_cast< Cache::EPlatform >( platformIndex ) );
                HELIUM_ASSERT( rVariantData.bLoaded );

                const DynamicArray< DynamicArray< uint8_t > >& rVariantSubDataBuffers = rVariantData.subDataBuffers;
                size_t variantSubDataCount = rVariantSubDataBuffers.GetSize();
                HELIUM_ASSERT( variantSubDataCount != 0 );
//.........这里部分代码省略.........
开发者ID:HeliumProject,项目名称:Helium,代码行数:101,代码来源:MaterialResourceHandler.cpp

示例3: Initialize


//.........这里部分代码省略.........

	vertexElements[1].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM;
	vertexElements[1].semantic = RENDERER_VERTEX_SEMANTIC_COLOR;
	vertexElements[1].semanticIndex = 0;
	vertexElements[1].bufferIndex = 0;

	vertexElements[2].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2;
	vertexElements[2].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD;
	vertexElements[2].semanticIndex = 0;
	vertexElements[2].bufferIndex = 0;

	m_spScreenVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 3 );
	HELIUM_ASSERT( m_spScreenVertexDescription );

	// Create configuration-dependent render resources.
	PostConfigUpdate();

	// Attempt to load the depth-only pre-pass shader.
	// TODO: XXX TMC: Migrate to a more data-driven solution.
	AssetLoader* pAssetLoader = AssetLoader::GetInstance();
	HELIUM_ASSERT( pAssetLoader );

#ifdef HELIUM_DIRECT3D

	AssetPath prePassShaderPath;
	HELIUM_VERIFY( prePassShaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING "Shaders" HELIUM_OBJECT_PATH_CHAR_STRING "PrePass.hlsl" ) );

	AssetPtr spPrePassShader;
	HELIUM_VERIFY( pAssetLoader->LoadObject( prePassShaderPath, spPrePassShader ) );

	Shader* pPrePassShader = Reflect::SafeCast< Shader >( spPrePassShader.Get() );
	if ( HELIUM_VERIFY( pPrePassShader ) )
	{
		size_t loadId = pPrePassShader->BeginLoadVariant( RShader::TYPE_VERTEX, 0 );
		HELIUM_ASSERT( IsValid( loadId ) );
		if ( IsValid( loadId ) )
		{
			while ( !pPrePassShader->TryFinishLoadVariant( loadId, m_spPrePassVertexShader ) )
			{
				pAssetLoader->Tick();
			}
		}
	}

	// Attempt to load the simple world-space, simple screen-space, and screen-space text shaders.
	// TODO: XXX TMC: Migrate to a more data-driven solution.
	AssetPath shaderPath;
	HELIUM_VERIFY( shaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING "Shaders" HELIUM_OBJECT_PATH_CHAR_STRING "Simple.hlsl" ) );

	AssetPtr spShader;
	HELIUM_VERIFY( pAssetLoader->LoadObject( shaderPath, spShader ) );

	Shader* pShader = Reflect::SafeCast< Shader >( spShader.Get() );
	if ( HELIUM_VERIFY( pShader ) )
	{
		size_t loadId = pShader->BeginLoadVariant( RShader::TYPE_VERTEX, 0 );
		HELIUM_ASSERT( IsValid( loadId ) );
		if ( IsValid( loadId ) )
		{
			while ( !pShader->TryFinishLoadVariant( loadId, m_spSimpleWorldSpaceVertexShader ) )
			{
				pAssetLoader->Tick();
			}
		}

		loadId = pShader->BeginLoadVariant( RShader::TYPE_PIXEL, 0 );
开发者ID:HeliumProject,项目名称:Helium,代码行数:67,代码来源:RenderResourceManager.cpp


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