#pragma region CPL License /* Nuclex Native Framework Copyright (C) 2002-2013 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #pragma endregion // CPL License // If the library is compiled as a DLL, this ensures symbols are exported #define NUCLEX_GRAPHICS_SOURCE 1 #include "Direct3D11PixelShaderObserver.h" #include "../Direct3D11RasterizerResources.h" #include "Nuclex/Graphics/Rasterization/Usage.h" #include namespace Nuclex { namespace Graphics { namespace Rasterization { // ------------------------------------------------------------------------------------------- // Direct3D11PixelShaderObserver::Direct3D11PixelShaderObserver( Direct3D11RasterizerResources &resources, PixelShader *pixelShader ) : resources(resources), pixelShader(pixelShader) { HRESULT resultHandle = this->resources.GetDevice()->CreatePixelShader( this->pixelShader->AccessMemory(), this->pixelShader->GetProgramLengthInBytes(), nullptr, &this->direct3DPixelShader ); if(FAILED(resultHandle)) { throw std::runtime_error("Could not create Direct3D 11 pixel shader"); } } // ------------------------------------------------------------------------------------------- // void Direct3D11PixelShaderObserver::Destroying() { this->resources.PixelShaderHolder.Evict(this->pixelShader, this); // Do not do anything below Evict(). It will delete this instance! } // ------------------------------------------------------------------------------------------- // void Direct3D11PixelShaderObserver::ConstantBufferChanged(std::size_t) { // This implementation checks all constant buffers before rendering // so there is nothing to do here. Possible future optimization. } // ------------------------------------------------------------------------------------------- // void Direct3D11PixelShaderObserver::TextureChanged(std::size_t) { // This implementation checks all texture before rendering // so there is nothing to do here. Possible future optimization. } // ------------------------------------------------------------------------------------------- // }}} // namespace Nuclex::Graphics::Rasterization