Código completo para BasicLoader
Código completo para uma classe e métodos que convertem e carregam recursos gráficos comuns, como malhas, texturas e vários objetos de sombreador.
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Tecnologias
Linguagens de programação - C++
Modelos de programação – Tempo de Execução do Windows
Requisitos
Cliente mínimo com suporte – Windows 10
Servidor mínimo com suporte – Windows Server 2016 Technical Preview
Exibir o código (C++)
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
);
});
}