Added Shader base and PixelShader

This commit is contained in:
Simon Lübeß
2020-12-04 19:02:42 +01:00
parent b12baf695a
commit 242d9e728c
6 changed files with 177 additions and 45 deletions
+29 -44
View File
@@ -75,8 +75,9 @@ namespace GlitchyEngine
VertexLayout _vertexLayout ~ delete _;
PixelShader _pixelShader ~ delete _;
ID3D11VertexShader* _vertexShader ~ _?.Release();
ID3D11PixelShader* _pixelShader ~ _?.Release();
private Vector3 CircleCoord(float angle)
{
@@ -124,27 +125,8 @@ namespace GlitchyEngine
// Load pixel shader
//
ID3DBlob* psCode = null;
result = D3DCompiler.D3DCompileFromFile("content\\basicShader.hlsl".ToScopedNativeWChar!(), null, .StandardInclude, "PS", "ps_5_0", .Debug, .None, &psCode, &errorBlob);
if(result.Failed || errorBlob != null)
{
Debug.Write("ERROR: Failed to compile Pixel Shader: {}", result);
//ErrorPrinter.PrintErrorBlob(errorBlob);
Runtime.FatalError("Failed to compile Pixel Shader");
}
result = Window.Context.[Friend]nativeDevice.CreatePixelShader(psCode.GetBufferPointer(), psCode.GetBufferSize(), null, &_pixelShader);
psCode.Release();
if(result.Failed)
{
Debug.Write("ERROR: Failed to create Pixel Shader: {}", result);
Runtime.FatalError("Failed to create Pixel Shader");
}
_pixelShader = Shader.FromFile!<PixelShader>(_window.Context, "content\\basicShader.hlsl", "PS");
float pO3 = Math.PI_f / 3.0f;
VertexColor[?] vertices = .(
VertexColor(.Zero, Color(255,255,255)),
@@ -204,32 +186,35 @@ namespace GlitchyEngine
_window.Context.ClearRenderTarget(null, .(0.2f, 0.2f, 0.2f));
// Draw test geometry
{
_window.Context.SetRenderTarget(null);
_window.Context.BindRenderTargets();
_window.Context.SetVertexBuffer(0, _vertexBuffer);
_window.Context.SetIndexBuffer(_indexBuffer);
_window.Context.SetVertexLayout(_vertexLayout);
_window.Context.SetPrimitiveTopology(.TriangleList);
var _immediateContext = _window.Context.[Friend]nativeContext;
_immediateContext.VertexShader.SetShader(_vertexShader, null, 0);
_window.Context.SetRasterizerState(_rasterizerState);
_window.Context.SetViewport(Window.Context.SwapChain.BackbufferViewport);
_window.Context.SetPixelShader(_pixelShader);
_window.Context.DrawIndexed(3 * 6);
}
for(Layer layer in _layerStack)
layer.Update(_gameTime);
_window.Update();
_window.Context.SetRenderTarget(null);
_window.Context.BindRenderTargets();
_window.Context.SetVertexBuffer(0, _vertexBuffer);
_window.Context.SetIndexBuffer(_indexBuffer);
_window.Context.SetVertexLayout(_vertexLayout);
_window.Context.SetPrimitiveTopology(.TriangleList);
var _immediateContext = _window.Context.[Friend]nativeContext;
_immediateContext.VertexShader.SetShader(_vertexShader, null, 0);
_window.Context.SetRasterizerState(_rasterizerState);
_window.Context.SetViewport(Window.Context.SwapChain.BackbufferViewport);
_immediateContext.PixelShader.SetShader(_pixelShader, null, 0);
_window.Context.DrawIndexed(3 * 6);
_imGuiLayer.ImGuiRender();
@@ -165,5 +165,13 @@ namespace GlitchyEngine.Renderer
{
nativeContext.InputAssembler.SetPrimitiveTopology((DirectX.Common.PrimitiveTopology)primitiveTopology);
}
public override void SetPixelShader(PixelShader pixelShader)
{
//Todo: nativeContext.PixelShader.SetSamplers();
//Todo: nativeContext.PixelShader.SetConstantBuffers();
//Todo: nativeContext.PixelShader.SetShaderResources();
nativeContext.PixelShader.SetShader(pixelShader.nativeShader);
}
}
}
@@ -0,0 +1,83 @@
using System;
using DirectX.D3D11;
using DirectX.D3DCompiler;
using DirectX.D3D11Shader;
using DirectX.Common;
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer
{
extension Shader
{
internal static void PlattformCompileShaderFromSource(String code, ShaderDefine[] macros, String entryPoint, String target, ShaderCompileFlags compileFlags, out ID3DBlob* shaderBlob)
{
ShaderMacro* nativeMacros = macros == null ? null : new:ScopedAlloc! ShaderMacro[macros.Count]*;
for(int i < macros?.Count ?? 0)
{
nativeMacros[i].Name = macros[i].Name.ToScopedNativeWChar!();
nativeMacros[i].Definition = macros[i].Definition.ToScopedNativeWChar!();
}
// Todo: sourceName, includes,
// Todo: variable shader target?
ID3DBlob* errorBlob = null;
shaderBlob = null;
var result = D3DCompiler.D3DCompile(code.CStr(), (.)code.Length, null, nativeMacros, null, entryPoint, target, compileFlags, .None, &shaderBlob, &errorBlob);
if(result.Failed)
{
Log.EngineLogger.Error($"Failed to compile Shader: Error Code({(int)result}): {result} | Error Message: {scope String((char8*)errorBlob.GetBufferPointer(), errorBlob.GetBufferSize())}");
}
}
}
extension PixelShader
{
internal ID3D11PixelShader* nativeShader ~ _?.Release();
public override void CompileFromSource(String code, String entryPoint, ShaderDefine[] macros = null)
{
ShaderCompileFlags flags = .Default;
#if DEBUG
flags |= .Debug;
#else
flags |= .OptimizationLevel3;
#endif
Shader.PlattformCompileShaderFromSource(code, macros, entryPoint, "ps_5_0", flags, let shaderBlob);
var result = _context.nativeDevice.CreatePixelShader(shaderBlob.GetBufferPointer(), shaderBlob.GetBufferSize(), null, &nativeShader);
if(result.Failed)
{
Log.EngineLogger.Error($"Failed to create pixel shader: Message ({(int)result}): {result}");
}
Reflect(shaderBlob);
shaderBlob?.Release();
}
internal void Reflect(ID3DBlob* shaderCode)
{
ID3D11ShaderReflection* reflection = null;
var result = D3DCompiler.D3DReflect(shaderCode.GetBufferPointer(), shaderCode.GetBufferSize(), &reflection);
if(result.Failed)
{
Log.EngineLogger.Error($"Failed to reflect pixel shader: Message ({(int)result}): {result}");
}
reflection.GetDescription(let desc);
uint32 cBufferCount = desc.ConstantBuffers;
for(uint32 i < cBufferCount)
{
var bufferReflection = reflection.GetConstantBufferByIndex(i);
bufferReflection.GetDescription(let bufferDesc);
}
}
}
}
@@ -112,5 +112,7 @@ namespace GlitchyEngine.Renderer
public extern void SetVertexLayout(VertexLayout vertexLayout);
public extern void SetPrimitiveTopology(PrimitiveTopology primitiveTopology);
public extern void SetPixelShader(PixelShader pixelShader);
}
}
+54
View File
@@ -0,0 +1,54 @@
using System;
using System.IO;
namespace GlitchyEngine.Renderer
{
public struct ShaderDefine
{
public String Name;
public String Definition;
public this() => this = default;
public this(String name, String definition)
{
Name = name;
Definition = definition;
}
}
public abstract class Shader
{
protected GraphicsContext _context;
public GraphicsContext Context => _context;
public this(GraphicsContext context, String source, String entryPoint, ShaderDefine[] macros = null)
{
_context = context;
CompileFromSource(source, entryPoint);
}
public static mixin FromFile<T>(GraphicsContext context, String fileName, String entryPoint, ShaderDefine[] macros = null) where T : Shader
{
String fileContent = new String();
File.ReadAllText(fileName, fileContent, true);
T shader = new T(context, fileContent, entryPoint, macros);
delete fileContent;
shader
}
public abstract void CompileFromSource(String code, String entryPoint, ShaderDefine[] macros = null);
}
public class PixelShader : Shader
{
public this(GraphicsContext context, String source, String entryPoint, ShaderDefine[] macros = null)
: base(context, source, entryPoint, macros) { }
public override extern void CompileFromSource(String code, String entryPoint, ShaderDefine[] macros = null);
}
}