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#pragma once
#include "Runtime/GfxDevice/GpuProgram.h"
#include "Runtime/Utilities/dynamic_array.h"
#include "D3D11Includes.h"
class GfxDevice;
class ConstantBuffersD3D11;
struct FixedFunctionStateD3D11;
struct InputSignatureD3D11;
class D3D11CommonShader : public GpuProgram {
public:
virtual ~D3D11CommonShader();
IUnknown* GetShader(FogMode fog, bool haveDomainShader, bool& outResetToNoFog);
protected:
D3D11CommonShader ()
: m_FogFailed(0)
{
for (int i = 0; i < kFogModeCount; ++i)
m_Shaders[i] = NULL;
}
const UInt8* ApplyTextures (GfxDevice& device, ShaderType shaderType, const GpuProgramParameters& params, const UInt8* buffer);
// default implementation just uses non-fog shader
virtual bool PatchShaderForFog (FogMode fog);
protected:
IUnknown* m_Shaders[kFogModeCount];
dynamic_array<UInt8> m_ByteCode; // stored for fog patching
UInt32 m_FogFailed;
};
class D3D11VertexShader : public D3D11CommonShader {
public:
D3D11VertexShader (const std::string& compiledSource);
virtual ~D3D11VertexShader();
virtual void ApplyGpuProgram (const GpuProgramParameters& params, const UInt8* buffer);
protected:
virtual bool PatchShaderForFog (FogMode fog);
private:
bool Create (const std::string& compiledSource);
const InputSignatureD3D11* m_InputSignature;
};
class D3D11PixelShader : public D3D11CommonShader {
public:
D3D11PixelShader (const std::string& compiledSource);
virtual void ApplyGpuProgram (const GpuProgramParameters& params, const UInt8* buffer);
protected:
virtual bool PatchShaderForFog (FogMode fog);
private:
bool Create (const std::string& compiledSource);
};
class D3D11GeometryShader : public D3D11CommonShader {
public:
D3D11GeometryShader (const std::string& compiledSource);
virtual void ApplyGpuProgram (const GpuProgramParameters& params, const UInt8* buffer);
private:
bool Create (const std::string& compiledSource);
};
class D3D11HullShader : public D3D11CommonShader {
public:
D3D11HullShader (const std::string& compiledSource);
virtual void ApplyGpuProgram (const GpuProgramParameters& params, const UInt8* buffer);
private:
bool Create (const std::string& compiledSource);
};
class D3D11DomainShader : public D3D11CommonShader {
public:
D3D11DomainShader (const std::string& compiledSource);
virtual void ApplyGpuProgram (const GpuProgramParameters& params, const UInt8* buffer);
protected:
virtual bool PatchShaderForFog (FogMode fog);
private:
bool Create (const std::string& compiledSource);
};
class FixedFunctionProgramD3D11
{
public:
struct ValueParameter {
int m_Name;
int m_Index;
int m_Bytes;
ValueParameter (int n, int idx, int bytes) : m_Name(n), m_Index(idx), m_Bytes(bytes) {}
};
typedef dynamic_array<ValueParameter> ValueParameterArray;
struct ValueParameters {
ValueParameters() : m_CBID(0), m_CBSize(0) { }
void AddVectorParam (int index, int dim, BuiltinShaderVectorParam name) { m_Params.push_back (ValueParameter (name, index, dim*4)); }
bool HasVectorParams() const { return !m_Params.empty(); }
void ApplyValues (const BuiltinShaderParamValues& values, ConstantBuffersD3D11& cbs, ShaderType shaderType) const;
ValueParameterArray m_Params;
int m_CBID;
int m_CBSize;
};
public:
FixedFunctionProgramD3D11 (const FixedFunctionStateD3D11& state);
~FixedFunctionProgramD3D11 ();
void ApplyFFGpuProgram (const BuiltinShaderParamValues& values, ConstantBuffersD3D11& cbs) const;
const BuiltinShaderParamIndices& GetVPMatrices() const { return m_VPMatrices; }
ID3D11VertexShader* GetVertexShader() { return m_VS; }
ID3D11PixelShader* GetPixelShader() { return m_PS; }
private:
ValueParameters m_VPParams;
ValueParameters m_FPParams;
BuiltinShaderParamIndices m_VPMatrices;
ID3D11VertexShader* m_VS;
ID3D11PixelShader* m_PS;
const InputSignatureD3D11* m_InputSig;
};
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