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kc3-lang/angle/src/libGLESv2/renderer/ShaderExecutable11.cpp

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  • Author : shannon.woods@transgaming.com
    Date : 2013-02-28 23:16:20
    Hash : bdf2d80f
    Message : Add precompiled header support for the libGLESv2 project. TRAC #22518 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1938 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/ShaderExecutable11.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2012-2013 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 "libGLESv2/renderer/ShaderExecutable11.h"
    
    #include "common/debug.h"
    
    namespace rx
    {
    
    ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable)
        : ShaderExecutable(function, length)
    {
        mPixelExecutable = executable;
        mVertexExecutable = NULL;
        mGeometryExecutable = NULL;
    
        mConstantBuffer = NULL;
    }
    
    ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable)
        : ShaderExecutable(function, length)
    {
        mVertexExecutable = executable;
        mPixelExecutable = NULL;
        mGeometryExecutable = NULL;
    
        mConstantBuffer = NULL;
    }
    
    ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable)
        : ShaderExecutable(function, length)
    {
        mGeometryExecutable = executable;
        mVertexExecutable = NULL;
        mPixelExecutable = NULL;
    
        mConstantBuffer = NULL;
    }
    
    ShaderExecutable11::~ShaderExecutable11()
    {
        if (mVertexExecutable)
        {
            mVertexExecutable->Release();
        }
        if (mPixelExecutable)
        {
            mPixelExecutable->Release();
        }
        if (mGeometryExecutable)
        {
            mGeometryExecutable->Release();
        }
        
        if (mConstantBuffer)
        {
            mConstantBuffer->Release();
        }
    }
    
    ShaderExecutable11 *ShaderExecutable11::makeShaderExecutable11(ShaderExecutable *executable)
    {
        ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable11*, executable));
        return static_cast<ShaderExecutable11*>(executable);
    }
    
    ID3D11VertexShader *ShaderExecutable11::getVertexShader() const
    {
        return mVertexExecutable;
    }
    
    ID3D11PixelShader *ShaderExecutable11::getPixelShader() const
    {
        return mPixelExecutable;
    }
    
    ID3D11GeometryShader *ShaderExecutable11::getGeometryShader() const
    {
        return mGeometryExecutable;
    }
    
    ID3D11Buffer *ShaderExecutable11::getConstantBuffer(ID3D11Device *device, unsigned int registerCount)
    {
        if (!mConstantBuffer && registerCount > 0)
        {
            D3D11_BUFFER_DESC constantBufferDescription = {0};
            constantBufferDescription.ByteWidth = registerCount * sizeof(float[4]);
            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 = device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer);
            ASSERT(SUCCEEDED(result));
        }
    
        return mConstantBuffer;
    }
    
    }