Code complet pour BasicLoader
Code complet pour une classe et des méthodes qui convertissent et chargent des ressources graphiques courantes, telles que des maillages, des textures et différents objets de nuanceur.
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Technologies
Langages de programmation - C++
Modèles de programmation - Windows Runtime
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Client minimum pris en charge - Windows 10
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BasicLoader.h
//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved
#pragma once
#include "BasicReaderWriter.h"
// A simple loader class that provides support for loading shaders, textures,
// and meshes from files on disk. Provides synchronous and asynchronous methods.
ref class BasicLoader
{
internal:
BasicLoader(
_In_ ID3D11Device* d3dDevice,
_In_opt_ IWICImagingFactory2* wicFactory = nullptr
);
void LoadTexture(
_In_ Platform::String^ filename,
_Out_opt_ ID3D11Texture2D** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
);
concurrency::task<void> LoadTextureAsync(
_In_ Platform::String^ filename,
_Out_opt_ ID3D11Texture2D** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
);
void LoadShader(
_In_ Platform::String^ filename,
_In_reads_opt_(layoutDescNumElements) D3D11_INPUT_ELEMENT_DESC layoutDesc[],
_In_ uint32 layoutDescNumElements,
_Out_ ID3D11VertexShader** shader,
_Out_opt_ ID3D11InputLayout** layout
);
concurrency::task<void> LoadShaderAsync(
_In_ Platform::String^ filename,
_In_reads_opt_(layoutDescNumElements) D3D11_INPUT_ELEMENT_DESC layoutDesc[],
_In_ uint32 layoutDescNumElements,
_Out_ ID3D11VertexShader** shader,
_Out_opt_ ID3D11InputLayout** layout
);
void LoadShader(
_In_ Platform::String^ filename,
_Out_ ID3D11PixelShader** shader
);
concurrency::task<void> LoadShaderAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11PixelShader** shader
);
void LoadShader(
_In_ Platform::String^ filename,
_Out_ ID3D11ComputeShader** shader
);
concurrency::task<void> LoadShaderAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11ComputeShader** shader
);
void LoadShader(
_In_ Platform::String^ filename,
_Out_ ID3D11GeometryShader** shader
);
concurrency::task<void> LoadShaderAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11GeometryShader** shader
);
void LoadShader(
_In_ Platform::String^ filename,
_In_reads_opt_(numEntries) const D3D11_SO_DECLARATION_ENTRY* streamOutDeclaration,
_In_ uint32 numEntries,
_In_reads_opt_(numStrides) const uint32* bufferStrides,
_In_ uint32 numStrides,
_In_ uint32 rasterizedStream,
_Out_ ID3D11GeometryShader** shader
);
concurrency::task<void> LoadShaderAsync(
_In_ Platform::String^ filename,
_In_reads_opt_(numEntries) const D3D11_SO_DECLARATION_ENTRY* streamOutDeclaration,
_In_ uint32 numEntries,
_In_reads_opt_(numStrides) const uint32* bufferStrides,
_In_ uint32 numStrides,
_In_ uint32 rasterizedStream,
_Out_ ID3D11GeometryShader** shader
);
void LoadShader(
_In_ Platform::String^ filename,
_Out_ ID3D11HullShader** shader
);
concurrency::task<void> LoadShaderAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11HullShader** shader
);
void LoadShader(
_In_ Platform::String^ filename,
_Out_ ID3D11DomainShader** shader
);
concurrency::task<void> LoadShaderAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11DomainShader** shader
);
void LoadMesh(
_In_ Platform::String^ filename,
_Out_ ID3D11Buffer** vertexBuffer,
_Out_ ID3D11Buffer** indexBuffer,
_Out_opt_ uint32* vertexCount,
_Out_opt_ uint32* indexCount
);
concurrency::task<void> LoadMeshAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11Buffer** vertexBuffer,
_Out_ ID3D11Buffer** indexBuffer,
_Out_opt_ uint32* vertexCount,
_Out_opt_ uint32* indexCount
);
private:
Microsoft::WRL::ComPtr<ID3D11Device> m_d3dDevice;
Microsoft::WRL::ComPtr<IWICImagingFactory2> m_wicFactory;
BasicReaderWriter^ m_basicReaderWriter;
template <class DeviceChildType>
inline void SetDebugName(
_In_ DeviceChildType* object,
_In_ Platform::String^ name
);
Platform::String^ GetExtension(
_In_ Platform::String^ filename
);
void CreateTexture(
_In_ bool decodeAsDDS,
_In_reads_bytes_(dataSize) byte* data,
_In_ uint32 dataSize,
_Out_opt_ ID3D11Texture2D** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_opt_ Platform::String^ debugName
);
void CreateInputLayout(
_In_reads_bytes_(bytecodeSize) byte* bytecode,
_In_ uint32 bytecodeSize,
_In_reads_opt_(layoutDescNumElements) D3D11_INPUT_ELEMENT_DESC* layoutDesc,
_In_ uint32 layoutDescNumElements,
_Out_ ID3D11InputLayout** layout
);
void CreateMesh(
_In_ byte* meshData,
_Out_ ID3D11Buffer** vertexBuffer,
_Out_ ID3D11Buffer** indexBuffer,
_Out_opt_ uint32* vertexCount,
_Out_opt_ uint32* indexCount,
_In_opt_ Platform::String^ debugName
);
};
BasicLoader.cpp
//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved
#include "pch.h"
#include "BasicLoader.h"
#include "BasicShapes.h"
#include "DDSTextureLoader.h"
#include "DirectXSample.h"
#include <memory>
using namespace Microsoft::WRL;
using namespace Windows::Storage;
using namespace Windows::Storage::Streams;
using namespace Windows::Foundation;
using namespace Windows::ApplicationModel;
using namespace std;
using namespace concurrency;
BasicLoader::BasicLoader(
_In_ ID3D11Device* d3dDevice,
_In_opt_ IWICImagingFactory2* wicFactory
) :
m_d3dDevice(d3dDevice),
m_wicFactory(wicFactory)
{
// Create a new BasicReaderWriter to do raw file I/O.
m_basicReaderWriter = ref new BasicReaderWriter();
}
template <class DeviceChildType>
inline void BasicLoader::SetDebugName(
_In_ DeviceChildType* object,
_In_ Platform::String^ name
)
{
#if defined(_DEBUG)
// Only assign debug names in debug builds.
char nameString[1024];
int nameStringLength = WideCharToMultiByte(
CP_ACP,
0,
name->Data(),
-1,
nameString,
1024,
nullptr,
nullptr
);
if (nameStringLength == 0)
{
char defaultNameString[] = "BasicLoaderObject";
DX::ThrowIfFailed(
object->SetPrivateData(
WKPDID_D3DDebugObjectName,
sizeof(defaultNameString) - 1,
defaultNameString
)
);
}
else
{
DX::ThrowIfFailed(
object->SetPrivateData(
WKPDID_D3DDebugObjectName,
nameStringLength - 1,
nameString
)
);
}
#endif
}
Platform::String^ BasicLoader::GetExtension(
_In_ Platform::String^ filename
)
{
int lastDotIndex = -1;
for (int i = filename->Length() - 1; i >= 0 && lastDotIndex == -1; i--)
{
if (*(filename->Data() + i) == '.')
{
lastDotIndex = i;
}
}
if (lastDotIndex != -1)
{
std::unique_ptr<wchar_t[]> extension(new wchar_t[filename->Length() - lastDotIndex]);
for (unsigned int i = 0; i < filename->Length() - lastDotIndex; i++)
{
extension[i] = tolower(*(filename->Data() + lastDotIndex + 1 + i));
}
return ref new Platform::String(extension.get());
}
return "";
}
void BasicLoader::CreateTexture(
_In_ bool decodeAsDDS,
_In_reads_bytes_(dataSize) byte* data,
_In_ uint32 dataSize,
_Out_opt_ ID3D11Texture2D** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_opt_ Platform::String^ debugName
)
{
ComPtr<ID3D11ShaderResourceView> shaderResourceView;
ComPtr<ID3D11Texture2D> texture2D;
if (decodeAsDDS)
{
ComPtr<ID3D11Resource> resource;
if (textureView == nullptr)
{
CreateDDSTextureFromMemory(
m_d3dDevice.Get(),
data,
dataSize,
&resource,
nullptr
);
}
else
{
CreateDDSTextureFromMemory(
m_d3dDevice.Get(),
data,
dataSize,
&resource,
&shaderResourceView
);
}
DX::ThrowIfFailed(
resource.As(&texture2D)
);
}
else
{
if (m_wicFactory.Get() == nullptr)
{
// A WIC factory object is required in order to load texture
// assets stored in non-DDS formats. If BasicLoader was not
// initialized with one, create one as needed.
DX::ThrowIfFailed(
CoCreateInstance(
CLSID_WICImagingFactory,
nullptr,
CLSCTX_INPROC_SERVER,
IID_PPV_ARGS(&m_wicFactory)
)
);
}
ComPtr<IWICStream> stream;
DX::ThrowIfFailed(
m_wicFactory->CreateStream(&stream)
);
DX::ThrowIfFailed(
stream->InitializeFromMemory(
data,
dataSize
)
);
ComPtr<IWICBitmapDecoder> bitmapDecoder;
DX::ThrowIfFailed(
m_wicFactory->CreateDecoderFromStream(
stream.Get(),
nullptr,
WICDecodeMetadataCacheOnDemand,
&bitmapDecoder
)
);
ComPtr<IWICBitmapFrameDecode> bitmapFrame;
DX::ThrowIfFailed(
bitmapDecoder->GetFrame(0, &bitmapFrame)
);
ComPtr<IWICFormatConverter> formatConverter;
DX::ThrowIfFailed(
m_wicFactory->CreateFormatConverter(&formatConverter)
);
DX::ThrowIfFailed(
formatConverter->Initialize(
bitmapFrame.Get(),
GUID_WICPixelFormat32bppPBGRA,
WICBitmapDitherTypeNone,
nullptr,
0.0,
WICBitmapPaletteTypeCustom
)
);
uint32 width;
uint32 height;
DX::ThrowIfFailed(
bitmapFrame->GetSize(&width, &height)
);
std::unique_ptr<byte[]> bitmapPixels(new byte[width * height * 4]);
DX::ThrowIfFailed(
formatConverter->CopyPixels(
nullptr,
width * 4,
width * height * 4,
bitmapPixels.get()
)
);
D3D11_SUBRESOURCE_DATA initialData;
ZeroMemory(&initialData, sizeof(initialData));
initialData.pSysMem = bitmapPixels.get();
initialData.SysMemPitch = width * 4;
initialData.SysMemSlicePitch = 0;
CD3D11_TEXTURE2D_DESC textureDesc(
DXGI_FORMAT_B8G8R8A8_UNORM,
width,
height,
1,
1
);
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&textureDesc,
&initialData,
&texture2D
)
);
if (textureView != nullptr)
{
CD3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc(
texture2D.Get(),
D3D11_SRV_DIMENSION_TEXTURE2D
);
DX::ThrowIfFailed(
m_d3dDevice->CreateShaderResourceView(
texture2D.Get(),
&shaderResourceViewDesc,
&shaderResourceView
)
);
}
}
SetDebugName(texture2D.Get(), debugName);
if (texture != nullptr)
{
*texture = texture2D.Detach();
}
if (textureView != nullptr)
{
*textureView = shaderResourceView.Detach();
}
}
void BasicLoader::CreateInputLayout(
_In_reads_bytes_(bytecodeSize) byte* bytecode,
_In_ uint32 bytecodeSize,
_In_reads_opt_(layoutDescNumElements) D3D11_INPUT_ELEMENT_DESC* layoutDesc,
_In_ uint32 layoutDescNumElements,
_Out_ ID3D11InputLayout** layout
)
{
if (layoutDesc == nullptr)
{
// If no input layout is specified, use the BasicVertex layout.
const D3D11_INPUT_ELEMENT_DESC basicVertexLayoutDesc[] =
{
{ "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 },
};
DX::ThrowIfFailed(
m_d3dDevice->CreateInputLayout(
basicVertexLayoutDesc,
ARRAYSIZE(basicVertexLayoutDesc),
bytecode,
bytecodeSize,
layout
)
);
}
else
{
DX::ThrowIfFailed(
m_d3dDevice->CreateInputLayout(
layoutDesc,
layoutDescNumElements,
bytecode,
bytecodeSize,
layout
)
);
}
}
void BasicLoader::CreateMesh(
_In_ byte* meshData,
_Out_ ID3D11Buffer** vertexBuffer,
_Out_ ID3D11Buffer** indexBuffer,
_Out_opt_ uint32* vertexCount,
_Out_opt_ uint32* indexCount,
_In_opt_ Platform::String^ debugName
)
{
// The first 4 bytes of the BasicMesh format define the number of vertices in the mesh.
uint32 numVertices = *reinterpret_cast<uint32*>(meshData);
// The following 4 bytes define the number of indices in the mesh.
uint32 numIndices = *reinterpret_cast<uint32*>(meshData + sizeof(uint32));
// The next segment of the BasicMesh format contains the vertices of the mesh.
BasicVertex* vertices = reinterpret_cast<BasicVertex*>(meshData + sizeof(uint32) * 2);
// The last segment of the BasicMesh format contains the indices of the mesh.
uint16* indices = reinterpret_cast<uint16*>(meshData + sizeof(uint32) * 2 + sizeof(BasicVertex) * numVertices);
// Create the vertex and index buffers with the mesh data.
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = vertices;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(numVertices * sizeof(BasicVertex), D3D11_BIND_VERTEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
vertexBuffer
)
);
D3D11_SUBRESOURCE_DATA indexBufferData = {0};
indexBufferData.pSysMem = indices;
indexBufferData.SysMemPitch = 0;
indexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC indexBufferDesc(numIndices * sizeof(uint16), D3D11_BIND_INDEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&indexBufferDesc,
&indexBufferData,
indexBuffer
)
);
SetDebugName(*vertexBuffer, Platform::String::Concat(debugName, "_VertexBuffer"));
SetDebugName(*indexBuffer, Platform::String::Concat(debugName, "_IndexBuffer"));
if (vertexCount != nullptr)
{
*vertexCount = numVertices;
}
if (indexCount != nullptr)
{
*indexCount = numIndices;
}
}
void BasicLoader::LoadTexture(
_In_ Platform::String^ filename,
_Out_opt_ ID3D11Texture2D** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
)
{
Platform::Array<byte>^ textureData = m_basicReaderWriter->ReadData(filename);
CreateTexture(
GetExtension(filename) == "dds",
textureData->Data,
textureData->Length,
texture,
textureView,
filename
);
}
task<void> BasicLoader::LoadTextureAsync(
_In_ Platform::String^ filename,
_Out_opt_ ID3D11Texture2D** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
)
{
return m_basicReaderWriter->ReadDataAsync(filename).then([=](const Platform::Array<byte>^ textureData)
{
CreateTexture(
GetExtension(filename) == "dds",
textureData->Data,
textureData->Length,
texture,
textureView,
filename
);
});
}
void BasicLoader::LoadShader(
_In_ Platform::String^ filename,
_In_reads_opt_(layoutDescNumElements) D3D11_INPUT_ELEMENT_DESC layoutDesc[],
_In_ uint32 layoutDescNumElements,
_Out_ ID3D11VertexShader** shader,
_Out_opt_ ID3D11InputLayout** layout
)
{
Platform::Array<byte>^ bytecode = m_basicReaderWriter->ReadData(filename);
DX::ThrowIfFailed(
m_d3dDevice->CreateVertexShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
if (layout != nullptr)
{
CreateInputLayout(
bytecode->Data,
bytecode->Length,
layoutDesc,
layoutDescNumElements,
layout
);
SetDebugName(*layout, filename);
}
}
task<void> BasicLoader::LoadShaderAsync(
_In_ Platform::String^ filename,
_In_reads_opt_(layoutDescNumElements) D3D11_INPUT_ELEMENT_DESC layoutDesc[],
_In_ uint32 layoutDescNumElements,
_Out_ ID3D11VertexShader** shader,
_Out_opt_ ID3D11InputLayout** layout
)
{
// This method assumes that the lifetime of input arguments may be shorter
// than the duration of this task. In order to ensure accurate results, a
// copy of all arguments passed by pointer must be made. The method then
// ensures that the lifetime of the copied data exceeds that of the task.
// Create copies of the layoutDesc array as well as the SemanticName strings,
// both of which are pointers to data whose lifetimes may be shorter than that
// of this method's task.
shared_ptr<vector<D3D11_INPUT_ELEMENT_DESC>> layoutDescCopy;
shared_ptr<vector<string>> layoutDescSemanticNamesCopy;
if (layoutDesc != nullptr)
{
layoutDescCopy.reset(
new vector<D3D11_INPUT_ELEMENT_DESC>(
layoutDesc,
layoutDesc + layoutDescNumElements
)
);
layoutDescSemanticNamesCopy.reset(
new vector<string>(layoutDescNumElements)
);
for (uint32 i = 0; i < layoutDescNumElements; i++)
{
layoutDescSemanticNamesCopy->at(i).assign(layoutDesc[i].SemanticName);
}
}
return m_basicReaderWriter->ReadDataAsync(filename).then([=](const Platform::Array<byte>^ bytecode)
{
DX::ThrowIfFailed(
m_d3dDevice->CreateVertexShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
if (layout != nullptr)
{
if (layoutDesc != nullptr)
{
// Reassign the SemanticName elements of the layoutDesc array copy to point
// to the corresponding copied strings. Performing the assignment inside the
// lambda body ensures that the lambda will take a reference to the shared_ptr
// that holds the data. This will guarantee that the data is still valid when
// CreateInputLayout is called.
for (uint32 i = 0; i < layoutDescNumElements; i++)
{
layoutDescCopy->at(i).SemanticName = layoutDescSemanticNamesCopy->at(i).c_str();
}
}
CreateInputLayout(
bytecode->Data,
bytecode->Length,
layoutDesc == nullptr ? nullptr : layoutDescCopy->data(),
layoutDescNumElements,
layout
);
SetDebugName(*layout, filename);
}
});
}
void BasicLoader::LoadShader(
_In_ Platform::String^ filename,
_Out_ ID3D11PixelShader** shader
)
{
Platform::Array<byte>^ bytecode = m_basicReaderWriter->ReadData(filename);
DX::ThrowIfFailed(
m_d3dDevice->CreatePixelShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
}
task<void> BasicLoader::LoadShaderAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11PixelShader** shader
)
{
return m_basicReaderWriter->ReadDataAsync(filename).then([=](const Platform::Array<byte>^ bytecode)
{
DX::ThrowIfFailed(
m_d3dDevice->CreatePixelShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
});
}
void BasicLoader::LoadShader(
_In_ Platform::String^ filename,
_Out_ ID3D11ComputeShader** shader
)
{
Platform::Array<byte>^ bytecode = m_basicReaderWriter->ReadData(filename);
DX::ThrowIfFailed(
m_d3dDevice->CreateComputeShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
}
task<void> BasicLoader::LoadShaderAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11ComputeShader** shader
)
{
return m_basicReaderWriter->ReadDataAsync(filename).then([=](const Platform::Array<byte>^ bytecode)
{
DX::ThrowIfFailed(
m_d3dDevice->CreateComputeShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
});
}
void BasicLoader::LoadShader(
_In_ Platform::String^ filename,
_Out_ ID3D11GeometryShader** shader
)
{
Platform::Array<byte>^ bytecode = m_basicReaderWriter->ReadData(filename);
DX::ThrowIfFailed(
m_d3dDevice->CreateGeometryShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
}
task<void> BasicLoader::LoadShaderAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11GeometryShader** shader
)
{
return m_basicReaderWriter->ReadDataAsync(filename).then([=](const Platform::Array<byte>^ bytecode)
{
DX::ThrowIfFailed(
m_d3dDevice->CreateGeometryShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
});
}
void BasicLoader::LoadShader(
_In_ Platform::String^ filename,
_In_reads_opt_(numEntries) const D3D11_SO_DECLARATION_ENTRY* streamOutDeclaration,
_In_ uint32 numEntries,
_In_reads_opt_(numStrides) const uint32* bufferStrides,
_In_ uint32 numStrides,
_In_ uint32 rasterizedStream,
_Out_ ID3D11GeometryShader** shader
)
{
Platform::Array<byte>^ bytecode = m_basicReaderWriter->ReadData(filename);
DX::ThrowIfFailed(
m_d3dDevice->CreateGeometryShaderWithStreamOutput(
bytecode->Data,
bytecode->Length,
streamOutDeclaration,
numEntries,
bufferStrides,
numStrides,
rasterizedStream,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
}
task<void> BasicLoader::LoadShaderAsync(
_In_ Platform::String^ filename,
_In_reads_opt_(numEntries) const D3D11_SO_DECLARATION_ENTRY* streamOutDeclaration,
_In_ uint32 numEntries,
_In_reads_opt_(numStrides) const uint32* bufferStrides,
_In_ uint32 numStrides,
_In_ uint32 rasterizedStream,
_Out_ ID3D11GeometryShader** shader
)
{
// This method assumes that the lifetime of input arguments may be shorter
// than the duration of this task. In order to ensure accurate results, a
// copy of all arguments passed by pointer must be made. The method then
// ensures that the lifetime of the copied data exceeds that of the task.
// Create copies of the streamOutDeclaration array as well as the SemanticName
// strings, both of which are pointers to data whose lifetimes may be shorter
// than that of this method's task.
shared_ptr<vector<D3D11_SO_DECLARATION_ENTRY>> streamOutDeclarationCopy;
shared_ptr<vector<string>> streamOutDeclarationSemanticNamesCopy;
if (streamOutDeclaration != nullptr)
{
streamOutDeclarationCopy.reset(
new vector<D3D11_SO_DECLARATION_ENTRY>(
streamOutDeclaration,
streamOutDeclaration + numEntries
)
);
streamOutDeclarationSemanticNamesCopy.reset(
new vector<string>(numEntries)
);
for (uint32 i = 0; i < numEntries; i++)
{
streamOutDeclarationSemanticNamesCopy->at(i).assign(streamOutDeclaration[i].SemanticName);
}
}
// Create a copy of the bufferStrides array, which is a pointer to data
// whose lifetime may be shorter than that of this method's task.
shared_ptr<vector<uint32>> bufferStridesCopy;
if (bufferStrides != nullptr)
{
bufferStridesCopy.reset(
new vector<uint32>(
bufferStrides,
bufferStrides + numStrides
)
);
}
return m_basicReaderWriter->ReadDataAsync(filename).then([=](const Platform::Array<byte>^ bytecode)
{
if (streamOutDeclaration != nullptr)
{
// Reassign the SemanticName elements of the streamOutDeclaration array copy to
// point to the corresponding copied strings. Performing the assignment inside the
// lambda body ensures that the lambda will take a reference to the shared_ptr
// that holds the data. This will guarantee that the data is still valid when
// CreateGeometryShaderWithStreamOutput is called.
for (uint32 i = 0; i < numEntries; i++)
{
streamOutDeclarationCopy->at(i).SemanticName = streamOutDeclarationSemanticNamesCopy->at(i).c_str();
}
}
DX::ThrowIfFailed(
m_d3dDevice->CreateGeometryShaderWithStreamOutput(
bytecode->Data,
bytecode->Length,
streamOutDeclaration == nullptr ? nullptr : streamOutDeclarationCopy->data(),
numEntries,
bufferStrides == nullptr ? nullptr : bufferStridesCopy->data(),
numStrides,
rasterizedStream,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
});
}
void BasicLoader::LoadShader(
_In_ Platform::String^ filename,
_Out_ ID3D11HullShader** shader
)
{
Platform::Array<byte>^ bytecode = m_basicReaderWriter->ReadData(filename);
DX::ThrowIfFailed(
m_d3dDevice->CreateHullShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
}
task<void> BasicLoader::LoadShaderAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11HullShader** shader
)
{
return m_basicReaderWriter->ReadDataAsync(filename).then([=](const Platform::Array<byte>^ bytecode)
{
DX::ThrowIfFailed(
m_d3dDevice->CreateHullShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
});
}
void BasicLoader::LoadShader(
_In_ Platform::String^ filename,
_Out_ ID3D11DomainShader** shader
)
{
Platform::Array<byte>^ bytecode = m_basicReaderWriter->ReadData(filename);
DX::ThrowIfFailed(
m_d3dDevice->CreateDomainShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
}
task<void> BasicLoader::LoadShaderAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11DomainShader** shader
)
{
return m_basicReaderWriter->ReadDataAsync(filename).then([=](const Platform::Array<byte>^ bytecode)
{
DX::ThrowIfFailed(
m_d3dDevice->CreateDomainShader(
bytecode->Data,
bytecode->Length,
nullptr,
shader
)
);
SetDebugName(*shader, filename);
});
}
void BasicLoader::LoadMesh(
_In_ Platform::String^ filename,
_Out_ ID3D11Buffer** vertexBuffer,
_Out_ ID3D11Buffer** indexBuffer,
_Out_opt_ uint32* vertexCount,
_Out_opt_ uint32* indexCount
)
{
Platform::Array<byte>^ meshData = m_basicReaderWriter->ReadData(filename);
CreateMesh(
meshData->Data,
vertexBuffer,
indexBuffer,
vertexCount,
indexCount,
filename
);
}
task<void> BasicLoader::LoadMeshAsync(
_In_ Platform::String^ filename,
_Out_ ID3D11Buffer** vertexBuffer,
_Out_ ID3D11Buffer** indexBuffer,
_Out_opt_ uint32* vertexCount,
_Out_opt_ uint32* indexCount
)
{
return m_basicReaderWriter->ReadDataAsync(filename).then([=](const Platform::Array<byte>^ meshData)
{
CreateMesh(
meshData->Data,
vertexBuffer,
indexBuffer,
vertexCount,
indexCount,
filename
);
});
}