#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 "Direct3D11VertexShaderObserver.h" #include "../Direct3D11RasterizerResources.h" #include "Nuclex/Graphics/Rasterization/Usage.h" #include namespace { // ------------------------------------------------------------------------------------------- // /// Converts an agnostic usage into a Direct3D usage /// Usage that will be converted /// The equivalent Direct3D usage D3D11_USAGE direct3DUsageFromUsage(Nuclex::Graphics::Rasterization::Usage::Enum usage) { using namespace Nuclex::Graphics::Rasterization; switch(usage) { case Usage::Immutable: { return D3D11_USAGE_IMMUTABLE; } case Usage::GpuChangeable: { return D3D11_USAGE_DEFAULT; } case Usage::CpuToGpuTransfer: { return D3D11_USAGE_DYNAMIC; } case Usage::GpuToCpuTransfer: { return D3D11_USAGE_STAGING; } default: { throw std::runtime_error("Unsupported resource usage"); } } } // ------------------------------------------------------------------------------------------- // /// Converts an agnostic usage into a Direct3D CPU access flag /// Usage that will be converted /// The equivalent Direct3D CPU access flag D3D11_CPU_ACCESS_FLAG direct3DCpuAccessFromUsage( Nuclex::Graphics::Rasterization::Usage::Enum usage ) { using namespace Nuclex::Graphics::Rasterization; switch(usage) { case Usage::Immutable: { return D3D11_CPU_ACCESS_FLAG(0); } case Usage::GpuChangeable: { return D3D11_CPU_ACCESS_FLAG(0); } case Usage::CpuToGpuTransfer: { return D3D11_CPU_ACCESS_WRITE; } case Usage::GpuToCpuTransfer: { return D3D11_CPU_ACCESS_READ; } default: { throw std::runtime_error("Unsupported resource usage"); } } } // ------------------------------------------------------------------------------------------- // } // anonymous namespace namespace Nuclex { namespace Graphics { namespace Rasterization { // ------------------------------------------------------------------------------------------- // Direct3D11VertexShaderObserver::Direct3D11VertexShaderObserver( Direct3D11RasterizerResources &resources, VertexShader *vertexShader ) : resources(resources), vertexShader(vertexShader) { HRESULT resultHandle = this->resources.GetDevice()->CreateVertexShader( this->vertexShader->AccessMemory(), this->vertexShader->GetProgramLengthInBytes(), nullptr, &this->direct3DVertexShader ); if(FAILED(resultHandle)) { throw std::runtime_error("Could not create Direct3D 11 vertex shader"); } } // ------------------------------------------------------------------------------------------- // void Direct3D11VertexShaderObserver::Destroying() { this->resources.VertexShaderHolder.Evict(this->vertexShader, this); // Do not do anything below Evict(). It will delete this instance! } // ------------------------------------------------------------------------------------------- // void Direct3D11VertexShaderObserver::ConstantBufferChanged(std::size_t) { // This implementation checks all constant buffers before rendering // so there is nothing to do here. Possible future optimization. } // ------------------------------------------------------------------------------------------- // void Direct3D11VertexShaderObserver::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