#include "GeneralLoader.h" #include "..\Core\Dx11Includes.h" #include "..\Core\Core.h" #include namespace Oyster { namespace Graphics { namespace Loading { void UnloadShaderP(void* loadedData) { ID3D11PixelShader* ps = ((ID3D11PixelShader*)loadedData); SAFE_RELEASE(ps); } void UnloadShaderG(void* loadedData) { ID3D11GeometryShader* gs = ((ID3D11GeometryShader*)loadedData); SAFE_RELEASE(gs); } void UnloadShaderC(void* loadedData) { ID3D11ComputeShader* ps = ((ID3D11ComputeShader*)loadedData); SAFE_RELEASE(ps); } void UnloadShaderH(void* loadedData) { ID3D11HullShader* ps = ((ID3D11HullShader*)loadedData); SAFE_RELEASE(ps); } void UnloadShaderD(void* loadedData) { ID3D11DomainShader* ps = ((ID3D11DomainShader*)loadedData); SAFE_RELEASE(ps); } void UnloadShaderV(void* loadedData) { ID3D11VertexShader* ps = ((ID3D11VertexShader*)loadedData); SAFE_RELEASE(ps); } void LoadShaderP(const wchar_t filename[], Oyster::Resource::CustomData& out) { LoadShader(filename,out,Core::ShaderManager::Pixel); if(out.loadedData==NULL) { memset(&out,0,sizeof(out)); return; } out.resourceUnloadFnc = UnloadShaderP; } void LoadShaderG(const wchar_t filename[], Oyster::Resource::CustomData& out) { LoadShader(filename,out,Core::ShaderManager::Geometry); if(out.loadedData==NULL) { memset(&out,0,sizeof(out)); return; } out.resourceUnloadFnc = UnloadShaderG; } void LoadShaderC(const wchar_t filename[], Oyster::Resource::CustomData& out) { LoadShader(filename,out,Core::ShaderManager::Compute); if(out.loadedData==NULL) { memset(&out,0,sizeof(out)); return; } out.resourceUnloadFnc = UnloadShaderC; } void LoadShaderH(const wchar_t filename[], Oyster::Resource::CustomData& out) { LoadShader(filename,out,Core::ShaderManager::Hull); if(out.loadedData==NULL) { memset(&out,0,sizeof(out)); return; } out.resourceUnloadFnc = UnloadShaderH; } void LoadShaderD(const wchar_t filename[], Oyster::Resource::CustomData& out) { LoadShader(filename,out,Core::ShaderManager::Domain); if(out.loadedData==NULL) { memset(&out,0,sizeof(out)); return; } out.resourceUnloadFnc = UnloadShaderD; } void LoadShaderV(const wchar_t filename[], Oyster::Resource::CustomData& out) { LoadShader(filename,out,Core::ShaderManager::Vertex); if(out.loadedData==NULL) { memset(&out,0,sizeof(out)); return; } out.resourceUnloadFnc = UnloadShaderV; } void LoadShader(const wchar_t filename[], Oyster::Resource::CustomData& out, int type) { Core::ShaderManager::ShaderData data; #ifdef _DEBUG ID3DBlob *Shader=NULL, *Error=NULL; HRESULT hr; switch (Core::ShaderManager::ShaderType(type)) { case Oyster::Graphics::Core::ShaderManager::Vertex: hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","vs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error); break; case Oyster::Graphics::Core::ShaderManager::Hull: hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","hs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error); break; case Oyster::Graphics::Core::ShaderManager::Domain: hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","ds_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error); break; case Oyster::Graphics::Core::ShaderManager::Geometry: hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","gs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error); break; case Oyster::Graphics::Core::ShaderManager::Pixel: hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","ps_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error); break; case Oyster::Graphics::Core::ShaderManager::Compute: hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","cs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error); break; default: break; } if(FAILED(hr)) { if(Error) { Error->Release(); } if(Shader) { Shader->Release(); } memset(&out,0,sizeof(out)); return; } data.size = Shader->GetBufferSize(); data.data = new char[data.size]; memcpy(data.data,Shader->GetBufferPointer(),data.size); #else stream.open(filename, std::ifstream::in | std::ifstream::binary); if(stream.good()) { stream.seekg(0, std::ios::end); sd.size = size_t(stream.tellg()); sd.data = new char[sd.size]; stream.seekg(0, std::ios::beg); stream.read(&sd.data[0], sd.size); stream.close(); } else { memset(&out,0,sizeof(out)); return; } #endif out.loadedData = Core::ShaderManager::CreateShader(data, Core::ShaderManager::ShaderType(type)); } } } }