SHOW:
|
|
- or go back to the newest paste.
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 | } |