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| 1 | // Load the shader as normal. Using the shader blob that was used to create the shader, | |
| 2 | // We can create a ID3D11ShaderReflection object that can be used to automatically build | |
| 3 | // the input layout. | |
| 4 | ||
| 5 | // Reflect the parameters from the shader. | |
| 6 | // Inspired by: http://members.gamedev.net/JasonZ/Heiroglyph/D3D11ShaderReflection.pdf | |
| 7 | Microsoft::WRL::ComPtr<ID3D11ShaderReflection> pReflector; | |
| 8 | hr = D3DReflect( m_pShaderBlob->GetBufferPointer(), m_pShaderBlob->GetBufferSize(), IID_ID3D11ShaderReflection, &pReflector ); | |
| 9 | ||
| 10 | if ( FAILED( hr ) ) | |
| 11 | {
| |
| 12 | ReportError( "Failed to reflect shader." ); | |
| 13 | return false; | |
| 14 | } | |
| 15 | ||
| 16 | // Query input parameters and build the input layout | |
| 17 | D3D11_SHADER_DESC shaderDescription; | |
| 18 | hr = pReflector->GetDesc( &shaderDescription ); | |
| 19 | ||
| 20 | if ( FAILED( hr ) ) | |
| 21 | {
| |
| 22 | ReportError( "Failed to get shader description from shader reflector." ); | |
| 23 | return false; | |
| 24 | } | |
| 25 | ||
| 26 | m_InputSemantics.clear(); | |
| 27 | ||
| 28 | UINT numInputParameters = shaderDescription.InputParameters; | |
| 29 | std::vector<D3D11_INPUT_ELEMENT_DESC> inputElements; | |
| 30 | for ( UINT i = 0; i < numInputParameters; ++i ) | |
| 31 | {
| |
| 32 | D3D11_INPUT_ELEMENT_DESC inputElement; | |
| 33 | D3D11_SIGNATURE_PARAMETER_DESC parameterSignature; | |
| 34 | ||
| 35 | pReflector->GetInputParameterDesc( i, ¶meterSignature ); | |
| 36 | ||
| 37 | inputElement.SemanticName = parameterSignature.SemanticName; | |
| 38 | inputElement.SemanticIndex = parameterSignature.SemanticIndex; | |
| 39 | inputElement.InputSlot = i; // TODO: If using interleaved arrays, then the input slot should be 0. If using packed arrays, the input slot will vary. | |
| 40 | inputElement.AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; | |
| 41 | inputElement.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; // TODO: Figure out how to deal with per-instance data? .. Don't. Just use structured buffers to store per-instance data and use the SV_InstanceID as an index in the structured buffer. | |
| 42 | inputElement.InstanceDataStepRate = 0; | |
| 43 | inputElement.Format = GetDXGIFormat( parameterSignature ); | |
| 44 | ||
| 45 | assert( inputElement.Format != DXGI_FORMAT_UNKNOWN ); | |
| 46 | ||
| 47 | inputElements.push_back( inputElement ); | |
| 48 | ||
| 49 | m_InputSemantics.insert( SemanticMap::value_type( BufferBinding( inputElement.SemanticName, inputElement.SemanticIndex ), i ) ); | |
| 50 | } | |
| 51 | ||
| 52 | if ( inputElements.size() > 0 ) | |
| 53 | {
| |
| 54 | hr = m_pDevice->CreateInputLayout( inputElements.data(), (UINT)inputElements.size(), m_pShaderBlob->GetBufferPointer(), m_pShaderBlob->GetBufferSize(), &m_pInputLayout ); | |
| 55 | if ( FAILED( hr ) ) | |
| 56 | {
| |
| 57 | ReportError( "Failed to create input layout." ); | |
| 58 | return false; | |
| 59 | } | |
| 60 | } |