port from perforce

This commit is contained in:
2026-04-18 22:31:51 +02:00
commit 8d0ab5b7cc
8409 changed files with 3972376 additions and 0 deletions

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#include "stdafx.h"
#include "InternalShader.h"
#include "IResourceFactory.h"
InternalShader::InternalShader(const IEngine& argEngine)
: m_Engine(argEngine)
, m_Effect(NULL)
{
}
InternalShader::~InternalShader()
{
m_Engine.get_ResourceFactory().DeleteInternalShader(*const_cast<InternalShader*>(this), true);
}
void InternalShader::LoadFromFile(const string16& argFileName)
{
if (m_Effect != NULL)
this->Uninitialize();
HRESULT result = E_FAIL;
IFile* shaderFile = m_Engine.get_FileSystem().Open(argFileName);
if (shaderFile == NULL)
throw L"Unable to open shader file.";
ID3D10Blob* error = NULL;
result = ::D3DX10CreateEffectFromMemory(shaderFile->get_Buffer(), shaderFile->get_BufferLength(), std::to_string8(argFileName).c_str(), NULL, NULL, "fx_4_0",
#ifdef _DEBUG
D3D10_SHADER_ENABLE_STRICTNESS | D3D10_SHADER_DEBUG,
#else
D3D10_SHADER_ENABLE_STRICTNESS,
#endif
0, &m_Engine.get_DX10Device(), NULL, NULL, &m_Effect, &error, NULL);
if (result != S_OK)
std::cout << std::red << "Unable to load shader file from memory. " << std::white << std::endl;
if (error != NULL)
{
string8 errorText = static_cast<char*>(error->GetBufferPointer());
std::cout << std::red << errorText << std::white << std::endl;
::OutputDebugString(errorText.c_str());
throw errorText;
}
if (error != NULL)
error->Release();
delete shaderFile;
}
void InternalShader::Uninitialize()
{
if (m_Effect != NULL)
m_Effect->Release();
m_Effect = NULL;
}

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#pragma once
#include "IEngine.h"
#include "IShader.h"
#include "IFileSystem.h"
class InternalShader
: public IInternalShader
{
public:
InternalShader(const IEngine& argEngine);
virtual ~InternalShader();
virtual void Uninitialize();
virtual void LoadFromFile(const string16& argValue);
virtual ID3D10Effect* get_DX10Effect() const { return m_Effect; }
protected:
const IEngine& m_Engine;
ID3D10Effect* m_Effect;
};

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#include "stdafx.h"
#include "IResourceFactory.h"
#include "Shader.h"
Shader::Shader(IEngine& argEngine)
: m_Engine(argEngine)
, m_Technique(NULL)
, m_InternalShader(NULL)
, m_CurrentPass(-1)
, m_Priority(0)
{
m_Commands.push_back(new Command(this, CommandFlags::StartChain | CommandFlags::SubChainStart, ApplyFirstPassCommandType, 2, m_Priority));
m_Commands.push_back(new Command(this, CommandFlags::SubChainEnd, NextPassCommandType, -1, m_Priority));
}
Shader::~Shader()
{
this->Uninitialize();
m_Engine.get_ResourceFactory().DeleteShader(*const_cast<Shader*>(this), true);
}
void Shader::set_TechniqueName(const string8& argValue)
{
m_TechniqueName = argValue;
if (this->get_InternalShader() == NULL)
return;
if (m_TechniqueName.empty())
{
m_Technique = this->get_InternalShader()->get_DX10Effect()->GetTechniqueByIndex(0);
if (m_Technique != NULL)
{
D3D10_TECHNIQUE_DESC desc;
m_Technique->GetDesc(&desc);
m_TechniqueName = desc.Name;
}
}
m_Technique = this->get_InternalShader()->get_DX10Effect()->GetTechniqueByName(m_TechniqueName.c_str());
if (m_Technique == NULL)
{
throw L"Shader: Technique not found.";
}
m_Technique->GetDesc(&m_TechDesc);
}
void Shader::LoadFromFile(const string16& argValue)
{
this->CreateOrFindShader(argValue);
this->set_TechniqueName(m_TechniqueName);
}
void Shader::Uninitialize()
{
if (m_Engine.get_EngineStates().LastShader == this)
m_Engine.get_EngineStates().LastShader = NULL;
m_Technique = NULL;
m_CurrentPass = -1;
m_TechniqueName = "";
}
bool Shader::TryApplyNextPass()
{
if (m_InternalShader == NULL || m_Technique == NULL)
throw L"Shader: Access forbidden until resource has been initialized.";
if (m_CurrentPass >= m_TechDesc.Passes)
m_CurrentPass = m_TechDesc.Passes;
else
m_CurrentPass++;
if (m_CurrentPass >= m_TechDesc.Passes)
return false;
return true;
}
void Shader::ApplyFirstPass()
{
if (m_InternalShader == NULL || m_Technique == NULL)
throw L"Shader: Access forbidden until resource has been initialized.";
m_CurrentPass = 0;
m_Engine.get_EngineStates().LastShader = this;
}
void Shader::set_Priority(unsigned char argValue)
{
m_Priority = argValue;
for (uint32 i = 0; i < m_Commands.size(); ++i)
if (m_Commands[i]->Type == ApplyFirstPassCommandType)
m_Commands[i]->SubPriority = m_Priority;
}
unsigned char Shader::get_Priority() const
{
return m_Priority;
}
IInternalShader* Shader::CreateOrFindShader(const string16& argFileName)
{
IResourceFactory& resFac = m_Engine.get_ResourceFactory();
m_InternalShader = &resFac.CreateOrFindInternalShader(std::to_string8(argFileName));
if (m_InternalShader != NULL)
{
if (resFac.HasCreatedResource())
m_InternalShader->LoadFromFile(argFileName);
return m_InternalShader;
}
throw L"Shader: Unable to create ShaderInternal for specified Shader.";
}
CommandExecuteResult::Enumeration Shader::ExecuteCommand(unsigned char argCommandType, ICommandBuffer& argCurrentBuffer, uint32 argCurrentPositon)
{
if (argCommandType == Shader::ApplyFirstPassCommandType)
{
this->ApplyFirstPass();
}
else if (argCommandType == Shader::NextPassCommandType)
{
if (this->TryApplyNextPass())
return CommandExecuteResult::RetrySubChainSkipHead;
}
return CommandExecuteResult::None;
}

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#pragma once
#include "IFileSystem.h"
#include "IEngine.h"
#include "IShader.h"
#include "../Commands/CommandUserBase.h"
class Shader
: public IShader
, public CommandUserBase
{
protected:
static const unsigned char ApplyFirstPassCommandType = 0;
static const unsigned char NextPassCommandType = 1;
public:
Shader(IEngine& argEngine);
virtual ~Shader();
virtual void LoadFromFile(const string16& argValue);
virtual string8 get_TechniqueName() const { return m_TechniqueName; }
virtual void set_TechniqueName(const string8& argValue);
virtual ID3D10EffectTechnique* get_DX10Technique() const { return m_Technique; }
virtual IInternalShader* get_InternalShader() const { return m_InternalShader; }
virtual bool TryApplyNextPass();
virtual void ApplyFirstPass();
virtual uint32 get_CurrentRenderPass() const { return m_CurrentPass; }
virtual void set_Priority(unsigned char argValue);
virtual unsigned char get_Priority() const;
protected:
virtual void Uninitialize();
IInternalShader* CreateOrFindShader(const string16& argFileName);
// ICommandUser
virtual CommandExecuteResult::Enumeration ExecuteCommand(unsigned char argCommandType, ICommandBuffer& argCurrentBuffer, uint32 argCurrentPositon);
virtual string8 get_UserName() const { return "Shader"; }
private:
IEngine& m_Engine;
string8 m_TechniqueName;
uint32 m_CurrentPass;
ID3D10EffectTechnique* m_Technique;
IInternalShader* m_InternalShader;
D3D10_TECHNIQUE_DESC m_TechDesc;
unsigned char m_Priority;
};