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kc3-lang/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp

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  • Author : Jamie Madill
    Date : 2015-04-01 16:15:32
    Hash : f4bf3811
    Message : Use GetAs/GetImplAs whenever possible. This patch cleans up the rest of our custom casting helper functions. Change-Id: I41975c736765fca855c4498acca31116df3e8317 Reviewed-on: https://chromium-review.googlesource.com/263477 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org>

  • src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp
  • //
    // Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // ShaderExecutable11.cpp: Implements a D3D11-specific class to contain shader
    // executable implementation details.
    
    #include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
    #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
    
    namespace rx
    {
    
    ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable)
        : ShaderExecutableD3D(function, length)
    {
        mPixelExecutable = executable;
        mVertexExecutable = NULL;
        mGeometryExecutable = NULL;
        mStreamOutExecutable = NULL;
    }
    
    ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable, ID3D11GeometryShader *streamOut)
        : ShaderExecutableD3D(function, length)
    {
        mVertexExecutable = executable;
        mPixelExecutable = NULL;
        mGeometryExecutable = NULL;
        mStreamOutExecutable = streamOut;
    }
    
    ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable)
        : ShaderExecutableD3D(function, length)
    {
        mGeometryExecutable = executable;
        mVertexExecutable = NULL;
        mPixelExecutable = NULL;
        mStreamOutExecutable = NULL;
    }
    
    ShaderExecutable11::~ShaderExecutable11()
    {
        SafeRelease(mVertexExecutable);
        SafeRelease(mPixelExecutable);
        SafeRelease(mGeometryExecutable);
        SafeRelease(mStreamOutExecutable);
    }
    
    ID3D11VertexShader *ShaderExecutable11::getVertexShader() const
    {
        return mVertexExecutable;
    }
    
    ID3D11PixelShader *ShaderExecutable11::getPixelShader() const
    {
        return mPixelExecutable;
    }
    
    ID3D11GeometryShader *ShaderExecutable11::getGeometryShader() const
    {
        return mGeometryExecutable;
    }
    
    ID3D11GeometryShader *ShaderExecutable11::getStreamOutShader() const
    {
        return mStreamOutExecutable;
    }
    
    UniformStorage11::UniformStorage11(Renderer11 *renderer, size_t initialSize)
        : UniformStorageD3D(initialSize),
          mConstantBuffer(NULL)
    {
        ID3D11Device *d3d11Device = renderer->getDevice();
    
        if (initialSize > 0)
        {
            D3D11_BUFFER_DESC constantBufferDescription = {0};
            constantBufferDescription.ByteWidth = initialSize;
            constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
            constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
            constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
            constantBufferDescription.MiscFlags = 0;
            constantBufferDescription.StructureByteStride = 0;
    
            HRESULT result = d3d11Device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer);
            UNUSED_ASSERTION_VARIABLE(result);
            ASSERT(SUCCEEDED(result));
        }
    }
    
    UniformStorage11::~UniformStorage11()
    {
        SafeRelease(mConstantBuffer);
    }
    
    }