mirror of
https://github.com/ncblakely/GiantsTools
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296 lines
12 KiB
C++
296 lines
12 KiB
C++
//--------------------------------------------------------------------------------------
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// File: EffectCommon.h
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#pragma once
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#include <memory>
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#include "Effects.h"
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#include "AlignedNew.h"
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#include "BufferHelpers.h"
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#include "DirectXHelpers.h"
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#include "PlatformHelpers.h"
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#include "SharedResourcePool.h"
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// BasicEffect, SkinnedEffect, et al, have many things in common, but also significant
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// differences (for instance, not all the effects support lighting). This header breaks
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// out common functionality into a set of helpers which can be assembled in different
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// combinations to build up whatever subset is needed by each effect.
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namespace DirectX
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{
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// Bitfield tracks which derived parameter values need to be recomputed.
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namespace EffectDirtyFlags
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{
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constexpr int ConstantBuffer = 0x01;
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constexpr int WorldViewProj = 0x02;
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constexpr int WorldInverseTranspose = 0x04;
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constexpr int EyePosition = 0x08;
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constexpr int MaterialColor = 0x10;
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constexpr int FogVector = 0x20;
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constexpr int FogEnable = 0x40;
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constexpr int AlphaTest = 0x80;
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}
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// Helper stores matrix parameter values, and computes derived matrices.
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struct EffectMatrices
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{
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EffectMatrices() noexcept;
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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XMMATRIX worldView;
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void SetConstants(_Inout_ int& dirtyFlags, _Inout_ XMMATRIX& worldViewProjConstant);
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};
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// Helper stores the current fog settings, and computes derived shader parameters.
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struct EffectFog
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{
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EffectFog() noexcept;
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bool enabled;
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float start;
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float end;
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void XM_CALLCONV SetConstants(_Inout_ int& dirtyFlags, _In_ FXMMATRIX worldView, _Inout_ XMVECTOR& fogVectorConstant);
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};
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// Helper stores material color settings, and computes derived parameters for shaders that do not support realtime lighting.
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struct EffectColor
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{
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EffectColor() noexcept;
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XMVECTOR diffuseColor;
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float alpha;
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void SetConstants(_Inout_ int& dirtyFlags, _Inout_ XMVECTOR& diffuseColorConstant);
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};
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// Helper stores the current light settings, and computes derived shader parameters.
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struct EffectLights : public EffectColor
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{
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EffectLights() noexcept;
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static constexpr int MaxDirectionalLights = IEffectLights::MaxDirectionalLights;
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// Fields.
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XMVECTOR emissiveColor;
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XMVECTOR ambientLightColor;
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bool lightEnabled[MaxDirectionalLights];
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XMVECTOR lightDiffuseColor[MaxDirectionalLights];
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XMVECTOR lightSpecularColor[MaxDirectionalLights];
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// Methods.
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void InitializeConstants(_Out_ XMVECTOR& specularColorAndPowerConstant, _Out_writes_all_(MaxDirectionalLights) XMVECTOR* lightDirectionConstant, _Out_writes_all_(MaxDirectionalLights) XMVECTOR* lightDiffuseConstant, _Out_writes_all_(MaxDirectionalLights) XMVECTOR* lightSpecularConstant) const;
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void SetConstants(_Inout_ int& dirtyFlags, _In_ EffectMatrices const& matrices, _Inout_ XMMATRIX& worldConstant, _Inout_updates_(3) XMVECTOR worldInverseTransposeConstant[3], _Inout_ XMVECTOR& eyePositionConstant, _Inout_ XMVECTOR& diffuseColorConstant, _Inout_ XMVECTOR& emissiveColorConstant, bool lightingEnabled);
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int SetLightEnabled(int whichLight, bool value, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightDiffuseConstant, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightSpecularConstant);
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int XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightDiffuseConstant);
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int XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightSpecularConstant);
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static void ValidateLightIndex(int whichLight);
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static void EnableDefaultLighting(_In_ IEffectLights* effect);
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};
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// Points to a precompiled vertex or pixel shader program.
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struct ShaderBytecode
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{
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void const* code;
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size_t length;
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};
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// Factory for lazily instantiating shaders. BasicEffect supports many different
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// shader permutations, so we only bother creating the ones that are actually used.
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class EffectDeviceResources
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{
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public:
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EffectDeviceResources(_In_ ID3D11Device* device) noexcept
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: mDevice(device)
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{ }
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ID3D11VertexShader* DemandCreateVertexShader(_Inout_ Microsoft::WRL::ComPtr<ID3D11VertexShader>& vertexShader, ShaderBytecode const& bytecode);
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ID3D11PixelShader * DemandCreatePixelShader (_Inout_ Microsoft::WRL::ComPtr<ID3D11PixelShader> & pixelShader, ShaderBytecode const& bytecode);
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ID3D11ShaderResourceView* GetDefaultTexture();
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D3D_FEATURE_LEVEL GetDeviceFeatureLevel() const;
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protected:
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Microsoft::WRL::ComPtr<ID3D11Device> mDevice;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mDefaultTexture;
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std::mutex mMutex;
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};
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// Templated base class provides functionality common to all the built-in effects.
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template<typename Traits>
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class EffectBase : public AlignedNew<typename Traits::ConstantBufferType>
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{
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public:
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// Constructor.
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EffectBase(_In_ ID3D11Device* device)
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: constants{},
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dirtyFlags(INT_MAX),
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mConstantBuffer(device),
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mDeviceResources(deviceResourcesPool.DemandCreate(device))
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{
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SetDebugObjectName(mConstantBuffer.GetBuffer(), "Effect");
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}
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// Fields.
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typename Traits::ConstantBufferType constants;
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EffectMatrices matrices;
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EffectFog fog;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> texture;
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int dirtyFlags;
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// Helper looks up the bytecode for the specified vertex shader permutation.
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// Client code needs this in order to create matching input layouts.
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void GetVertexShaderBytecode(int permutation, _Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) noexcept
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{
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assert(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
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_Analysis_assume_(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
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int shaderIndex = VertexShaderIndices[permutation];
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assert(shaderIndex >= 0 && shaderIndex < Traits::VertexShaderCount);
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_Analysis_assume_(shaderIndex >= 0 && shaderIndex < Traits::VertexShaderCount);
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ShaderBytecode const& bytecode = VertexShaderBytecode[shaderIndex];
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*pShaderByteCode = bytecode.code;
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*pByteCodeLength = bytecode.length;
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}
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// Helper sets our shaders and constant buffers onto the D3D device.
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void ApplyShaders(_In_ ID3D11DeviceContext* deviceContext, int permutation)
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{
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// Set shaders.
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auto vertexShader = mDeviceResources->GetVertexShader(permutation);
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auto pixelShader = mDeviceResources->GetPixelShader(permutation);
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deviceContext->VSSetShader(vertexShader, nullptr, 0);
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deviceContext->PSSetShader(pixelShader, nullptr, 0);
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#if defined(_XBOX_ONE) && defined(_TITLE)
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void *grfxMemory;
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mConstantBuffer.SetData(deviceContext, constants, &grfxMemory);
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Microsoft::WRL::ComPtr<ID3D11DeviceContextX> deviceContextX;
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ThrowIfFailed(deviceContext->QueryInterface(IID_GRAPHICS_PPV_ARGS(deviceContextX.GetAddressOf())));
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auto buffer = mConstantBuffer.GetBuffer();
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deviceContextX->VSSetPlacementConstantBuffer(0, buffer, grfxMemory);
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deviceContextX->PSSetPlacementConstantBuffer(0, buffer, grfxMemory);
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#else
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// Make sure the constant buffer is up to date.
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if (dirtyFlags & EffectDirtyFlags::ConstantBuffer)
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{
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mConstantBuffer.SetData(deviceContext, constants);
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dirtyFlags &= ~EffectDirtyFlags::ConstantBuffer;
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}
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// Set the constant buffer.
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ID3D11Buffer* buffer = mConstantBuffer.GetBuffer();
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deviceContext->VSSetConstantBuffers(0, 1, &buffer);
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deviceContext->PSSetConstantBuffers(0, 1, &buffer);
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#endif
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}
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// Helpers
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ID3D11ShaderResourceView* GetDefaultTexture() { return mDeviceResources->GetDefaultTexture(); }
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D3D_FEATURE_LEVEL GetDeviceFeatureLevel() const { return mDeviceResources->GetDeviceFeatureLevel(); }
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protected:
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// Static arrays hold all the precompiled shader permutations.
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static const ShaderBytecode VertexShaderBytecode[Traits::VertexShaderCount];
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static const ShaderBytecode PixelShaderBytecode[Traits::PixelShaderCount];
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static const int VertexShaderIndices[Traits::ShaderPermutationCount];
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static const int PixelShaderIndices[Traits::ShaderPermutationCount];
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private:
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// D3D constant buffer holds a copy of the same data as the public 'constants' field.
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ConstantBuffer<typename Traits::ConstantBufferType> mConstantBuffer;
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// Only one of these helpers is allocated per D3D device, even if there are multiple effect instances.
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class DeviceResources : protected EffectDeviceResources
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{
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public:
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DeviceResources(_In_ ID3D11Device* device) noexcept
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: EffectDeviceResources(device),
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mVertexShaders{},
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mPixelShaders{}
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{ }
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// Gets or lazily creates the specified vertex shader permutation.
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ID3D11VertexShader* GetVertexShader(int permutation)
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{
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assert(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
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_Analysis_assume_(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
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int shaderIndex = VertexShaderIndices[permutation];
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assert(shaderIndex >= 0 && shaderIndex < Traits::VertexShaderCount);
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_Analysis_assume_(shaderIndex >= 0 && shaderIndex < Traits::VertexShaderCount);
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return DemandCreateVertexShader(mVertexShaders[shaderIndex], VertexShaderBytecode[shaderIndex]);
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}
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// Gets or lazily creates the specified pixel shader permutation.
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ID3D11PixelShader* GetPixelShader(int permutation)
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{
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assert(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
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_Analysis_assume_(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
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int shaderIndex = PixelShaderIndices[permutation];
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assert(shaderIndex >= 0 && shaderIndex < Traits::PixelShaderCount);
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_Analysis_assume_(shaderIndex >= 0 && shaderIndex < Traits::PixelShaderCount);
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return DemandCreatePixelShader(mPixelShaders[shaderIndex], PixelShaderBytecode[shaderIndex]);
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}
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// Helpers
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ID3D11ShaderResourceView* GetDefaultTexture() { return EffectDeviceResources::GetDefaultTexture(); }
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D3D_FEATURE_LEVEL GetDeviceFeatureLevel() const { return EffectDeviceResources::GetDeviceFeatureLevel(); }
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private:
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Microsoft::WRL::ComPtr<ID3D11VertexShader> mVertexShaders[Traits::VertexShaderCount];
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Microsoft::WRL::ComPtr<ID3D11PixelShader> mPixelShaders[Traits::PixelShaderCount];
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};
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// Per-device resources.
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std::shared_ptr<DeviceResources> mDeviceResources;
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static SharedResourcePool<ID3D11Device*, DeviceResources> deviceResourcesPool;
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};
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}
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