Danbias/Code/OysterGraphics/FileLoader/ShaderLoader.cpp

190 lines
5.1 KiB
C++

#include "GeneralLoader.h"
#include "..\Core\Dx11Includes.h"
#include "..\Core\Core.h"
#include <fstream>
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
std::ifstream stream;
stream.open(filename, std::ifstream::in | std::ifstream::binary);
if(stream.good())
{
stream.seekg(0, std::ios::end);
data.size = size_t(stream.tellg());
data.data = new char[data.size];
stream.seekg(0, std::ios::beg);
stream.read(&data.data[0], data.size);
stream.close();
}
else
{
memset(&out,0,sizeof(out));
return;
}
#endif
out.loadedData = Core::ShaderManager::CreateShader(data, Core::ShaderManager::ShaderType(type));
}
}
}
}