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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Shader #include + Remved unused Dx11Effect
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@@ -1,31 +0,0 @@
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#if GE_GRAPHICS_DX11
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using System;
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using DirectX;
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using DirectX.D3D11;
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using internal GlitchyEngine.Renderer;
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namespace GlitchyEngine.Renderer
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{
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extension Effect
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{
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protected override void Compile(String vsPath, String vsEntry, String psPath, String psEntry)
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{
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Debug.Profiler.ProfileResourceFunction!();
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// Todo: macros
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VertexShader = new VertexShader(vsPath, vsEntry);
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PixelShader = new PixelShader(psPath, psEntry);
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Reflect();
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}
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private void Reflect()
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{
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}
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}
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}
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#endif
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@@ -14,11 +14,11 @@ namespace GlitchyEngine.Renderer
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{
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internal ID3D11PixelShader* nativeShader ~ _?.Release();
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public override void CompileFromSource(String code, String entryPoint, ShaderDefine[] macros = null)
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public override void CompileFromSource(StringView code, StringView? fileName, String entryPoint, ShaderDefine[] macros = null)
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{
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Debug.Profiler.ProfileRendererFunction!();
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Shader.PlattformCompileShaderFromSource(code, macros, entryPoint, "ps_5_0", DefaultCompileFlags, out nativeCode);
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Shader.PlattformCompileShaderFromSource(code, fileName, macros, entryPoint, "ps_5_0", DefaultCompileFlags, out nativeCode);
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{
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Debug.Profiler.ProfileResourceScope!("CreateNativePixelShader");
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@@ -25,7 +25,7 @@ namespace GlitchyEngine.Renderer
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.OptimizationLevel3;
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#endif
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internal static void PlattformCompileShaderFromSource(String code, ShaderDefine[] macros, String entryPoint, String target, ShaderCompileFlags compileFlags, out ID3DBlob* shaderBlob)
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internal static void PlattformCompileShaderFromSource(StringView code, StringView? fileName, ShaderDefine[] macros, String entryPoint, String target, ShaderCompileFlags compileFlags, out ID3DBlob* shaderBlob)
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{
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Debug.Profiler.ProfileResourceFunction!();
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@@ -43,7 +43,7 @@ namespace GlitchyEngine.Renderer
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ID3DBlob* errorBlob = null;
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shaderBlob = null;
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var result = D3DCompiler.D3DCompile(code.CStr(), (.)code.Length, null, nativeMacros, null, entryPoint, target, compileFlags, .None, &shaderBlob, &errorBlob);
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var result = D3DCompiler.D3DCompile(code.Ptr, (.)code.Length, fileName?.ToScopeCStr!(), nativeMacros, ID3DInclude.StandardInclude, entryPoint, target, compileFlags, .None, &shaderBlob, &errorBlob);
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if(result.Failed)
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{
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StringView str = StringView((char8*)errorBlob.GetBufferPointer(), (int)errorBlob.GetBufferSize());
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@@ -15,11 +15,11 @@ namespace GlitchyEngine.Renderer
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{
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internal ID3D11VertexShader* nativeShader ~ _?.Release();
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public override void CompileFromSource(String code, String entryPoint, ShaderDefine[] macros = null)
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public override void CompileFromSource(StringView code, StringView? fileName, String entryPoint, ShaderDefine[] macros = null)
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{
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Debug.Profiler.ProfileResourceFunction!();
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Shader.PlattformCompileShaderFromSource(code, macros, entryPoint, "vs_5_0", DefaultCompileFlags, out nativeCode);
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Shader.PlattformCompileShaderFromSource(code, fileName, macros, entryPoint, "vs_5_0", DefaultCompileFlags, out nativeCode);
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{
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Debug.Profiler.ProfileResourceScope!("CreateNativeVertexShader");
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