Common: Simplify D3D shader object creation with helpers

This commit is contained in:
Connor McLaughlin
2020-02-19 22:04:21 +09:00
parent 11b90b2beb
commit 46846a10f6
3 changed files with 74 additions and 57 deletions

View File

@ -90,9 +90,40 @@ ComPtr<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, st
if (!blob)
return {};
return CreateVertexShader(device, blob.Get());
}
ComPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device, std::string_view code, bool debug)
{
ComPtr<ID3DBlob> blob = CompileShader(Type::Geometry, device->GetFeatureLevel(), std::move(code), debug);
if (!blob)
return {};
return CreateGeometryShader(device, blob.Get());
}
ComPtr<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, std::string_view code, bool debug)
{
ComPtr<ID3DBlob> blob = CompileShader(Type::Pixel, device->GetFeatureLevel(), std::move(code), debug);
if (!blob)
return {};
return CreatePixelShader(device, blob.Get());
}
ComPtr<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, std::string_view code, bool debug)
{
ComPtr<ID3DBlob> blob = CompileShader(Type::Compute, device->GetFeatureLevel(), std::move(code), debug);
if (!blob)
return {};
return CreateComputeShader(device, blob.Get());
}
ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
ComPtr<ID3D11VertexShader> shader;
const HRESULT hr =
device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.GetAddressOf());
const HRESULT hr = device->CreateVertexShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("Failed to create vertex shader: 0x%08X", hr);
@ -102,15 +133,16 @@ ComPtr<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, st
return shader;
}
ComPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device, std::string_view code, bool debug)
ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob)
{
ComPtr<ID3DBlob> blob = CompileShader(Type::Geometry, device->GetFeatureLevel(), std::move(code), debug);
if (!blob)
return {};
return CreateVertexShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
ComPtr<ID3D11GeometryShader> shader;
const HRESULT hr =
device->CreateGeometryShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.GetAddressOf());
const HRESULT hr = device->CreateGeometryShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("Failed to create geometry shader: 0x%08X", hr);
@ -120,15 +152,16 @@ ComPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device
return shader;
}
ComPtr<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, std::string_view code, bool debug)
ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob)
{
ComPtr<ID3DBlob> blob = CompileShader(Type::Pixel, device->GetFeatureLevel(), std::move(code), debug);
if (!blob)
return {};
return CreateGeometryShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
ComPtr<ID3D11PixelShader> shader;
const HRESULT hr =
device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.GetAddressOf());
const HRESULT hr = device->CreatePixelShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("Failed to create pixel shader: 0x%08X", hr);
@ -138,15 +171,16 @@ ComPtr<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, std:
return shader;
}
ComPtr<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, std::string_view code, bool debug)
ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob)
{
ComPtr<ID3DBlob> blob = CompileShader(Type::Compute, device->GetFeatureLevel(), std::move(code), debug);
if (!blob)
return {};
return CreatePixelShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
ComPtr<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
ComPtr<ID3D11ComputeShader> shader;
const HRESULT hr =
device->CreateComputeShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.GetAddressOf());
const HRESULT hr = device->CreateComputeShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("Failed to create compute shader: 0x%08X", hr);
@ -156,4 +190,10 @@ ComPtr<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device,
return shader;
}
ComPtr<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreateComputeShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
} // namespace D3D11::ShaderCompiler