#include "shader.h" #include #include #include static const char* default_vs = "struct VS_IN{float3 pos:POSITION;float3 n:NORMAL;float2 uv:TEXCOORD;float4 col:COLOR;};" "struct PS_IN{float4 pos:SV_POSITION;float4 col:COLOR;};" "cbuffer CB:register(b0){float4x4 WVP;};" "PS_IN main(VS_IN i){PS_IN o;o.pos=mul(float4(i.pos,1),WVP);o.col=i.col;return o;}"; static const char* default_ps = "struct PS_IN{float4 pos:SV_POSITION;float4 col:COLOR;};" "float4 main(PS_IN i):SV_TARGET{return i.col;}"; static ID3DBlob* compile_shader(const char* code, uint32_t len, const char* target) { ID3DBlob *blob = NULL, *err = NULL; D3DCompile(code, len, NULL, NULL, NULL, "main", target, D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &blob, &err); if (err) err->lpVtbl->Release(err); return blob; } Shader* shader_create(void) { return (Shader*)calloc(1, sizeof(Shader)); } void shader_destroy(Shader* s) { if (!s) return; if (s->cb) s->cb->lpVtbl->Release(s->cb); if (s->layout) s->layout->lpVtbl->Release(s->layout); if (s->ps) s->ps->lpVtbl->Release(s->ps); if (s->vs) s->vs->lpVtbl->Release(s->vs); free(s); } int shader_compile(Shader* s, ID3D11Device* dev, const char* vs_code, const char* ps_code, uint32_t vs_len, uint32_t ps_len) { if (!vs_code || !ps_code) { vs_code = default_vs; ps_code = default_ps; vs_len = (uint32_t)strlen(default_vs); ps_len = (uint32_t)strlen(default_ps); } ID3DBlob* vs_blob = compile_shader(vs_code, vs_len, "vs_5_0"); ID3DBlob* ps_blob = compile_shader(ps_code, ps_len, "ps_5_0"); if (!vs_blob || !ps_blob) { if (vs_blob) vs_blob->lpVtbl->Release(vs_blob); if (ps_blob) ps_blob->lpVtbl->Release(ps_blob); return 0; } dev->lpVtbl->CreateVertexShader(dev, vs_blob->lpVtbl->GetBufferPointer(vs_blob), vs_blob->lpVtbl->GetBufferSize(vs_blob), NULL, &s->vs); dev->lpVtbl->CreatePixelShader(dev, ps_blob->lpVtbl->GetBufferPointer(ps_blob), ps_blob->lpVtbl->GetBufferSize(ps_blob), NULL, &s->ps); D3D11_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32_FLOAT,0,12,D3D11_INPUT_PER_VERTEX_DATA,0}, {"TEXCOORD",0,DXGI_FORMAT_R32G32_FLOAT,0,24,D3D11_INPUT_PER_VERTEX_DATA,0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,32,D3D11_INPUT_PER_VERTEX_DATA,0}, }; dev->lpVtbl->CreateInputLayout(dev, layout, 4, vs_blob->lpVtbl->GetBufferPointer(vs_blob), vs_blob->lpVtbl->GetBufferSize(vs_blob), &s->layout); D3D11_BUFFER_DESC bd = {0}; bd.ByteWidth = 256; bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; dev->lpVtbl->CreateBuffer(dev, &bd, NULL, &s->cb); vs_blob->lpVtbl->Release(vs_blob); ps_blob->lpVtbl->Release(ps_blob); return 1; } void shader_bind(Shader* s, ID3D11DeviceContext* ctx) { ctx->lpVtbl->VSSetShader(ctx, s->vs, NULL, 0); ctx->lpVtbl->PSSetShader(ctx, s->ps, NULL, 0); ctx->lpVtbl->IASetInputLayout(ctx, s->layout); ctx->lpVtbl->VSSetConstantBuffers(ctx, 0, 1, &s->cb); } void shader_set_matrix(Shader* s, ID3D11DeviceContext* ctx, const float* data) { ctx->lpVtbl->UpdateSubresource(ctx, (ID3D11Resource*)s->cb, 0, NULL, data, 0, 0); }