Cara: Mengkompilasi Shader
Anda biasanya menggunakan pengkompilasi kode HLSL fxc.exe sebagai bagian dari proses build untuk mengkompilasi kode shader. Untuk informasi selengkapnya tentang ini, lihat Mengkompilasi Shader. Topik ini menunjukkan cara menggunakan fungsiD3DCompileFromFile pada waktu proses untuk mengompilasi kode shader.
Untuk mengkompilasi shader:
- Kompilasi kode shader HLSL dengan memanggil D3DCompileFromFile.
UINT flags = D3DCOMPILE_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) flags |= D3DCOMPILE_DEBUG; #endif // Prefer higher CS shader profile when possible as CS 5.0 provides better performance on 11-class hardware. LPCSTR profile = ( device->GetFeatureLevel() >= D3D_FEATURE_LEVEL_11_0 ) ? "cs_5_0" : "cs_4_0"; const D3D_SHADER_MACRO defines[] = { "EXAMPLE_DEFINE", "1", NULL, NULL }; ID3DBlob* shaderBlob = nullptr; ID3DBlob* errorBlob = nullptr; HRESULT hr = D3DCompileFromFile( srcFile, defines, D3D_COMPILE_STANDARD_FILE_INCLUDE, entryPoint, profile, flags, 0, &shaderBlob, &errorBlob );
Contoh kode berikut menunjukkan cara mengkompilasi berbagai shader.
Nota
Untuk kode contoh ini, Anda memerlukan Windows SDK 8.0 dan file d3dcompiler_44.dll dari folder %PROGRAM_FILE%\Windows Kits\8.0\Redist\D3D\<arch> di jalur Anda. Aplikasi Windows Store mendukung kompilasi run time untuk pengembangan tetapi tidak untuk penyebaran.
#define _WIN32_WINNT 0x600
#include <stdio.h>
#include <d3dcompiler.h>
#pragma comment(lib,"d3dcompiler.lib")
HRESULT CompileShader( _In_ LPCWSTR srcFile, _In_ LPCSTR entryPoint, _In_ LPCSTR profile, _Outptr_ ID3DBlob** blob )
{
if ( !srcFile || !entryPoint || !profile || !blob )
return E_INVALIDARG;
*blob = nullptr;
UINT flags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
flags |= D3DCOMPILE_DEBUG;
#endif
const D3D_SHADER_MACRO defines[] =
{
"EXAMPLE_DEFINE", "1",
NULL, NULL
};
ID3DBlob* shaderBlob = nullptr;
ID3DBlob* errorBlob = nullptr;
HRESULT hr = D3DCompileFromFile( srcFile, defines, D3D_COMPILE_STANDARD_FILE_INCLUDE,
entryPoint, profile,
flags, 0, &shaderBlob, &errorBlob );
if ( FAILED(hr) )
{
if ( errorBlob )
{
OutputDebugStringA( (char*)errorBlob->GetBufferPointer() );
errorBlob->Release();
}
if ( shaderBlob )
shaderBlob->Release();
return hr;
}
*blob = shaderBlob;
return hr;
}
int main()
{
// Compile vertex shader
ID3DBlob *vsBlob = nullptr;
HRESULT hr = CompileShader( L"BasicHLSL11_VS.hlsl", "VSMain", "vs_4_0_level_9_1", &vsBlob );
if ( FAILED(hr) )
{
printf("Failed compiling vertex shader %08X\n", hr );
return -1;
}
// Compile pixel shader
ID3DBlob *psBlob = nullptr;
hr = CompileShader( L"BasicHLSL11_PS.hlsl", "PSMain", "ps_4_0_level_9_1", &psBlob );
if ( FAILED(hr) )
{
vsBlob->Release();
printf("Failed compiling pixel shader %08X\n", hr );
return -1;
}
printf("Success\n");
// Clean up
vsBlob->Release();
psBlob->Release();
return 0;
}
Contoh kode sebelumnya mengkompilasi blok kode shader piksel dan vertex di file BasicHLSL11_PS.hlsl dan BasicHLSL11_VS.hlsl. Berikut adalah kode di BasicHLSL11_PS.hlsl:
//--------------------------------------------------------------------------------------
// File: BasicHLSL11_PS.hlsl
//
// The pixel shader file for the BasicHLSL11 sample.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Globals
//--------------------------------------------------------------------------------------
cbuffer cbPerObject : register( b0 )
{
float4 g_vObjectColor : packoffset( c0 );
};
cbuffer cbPerFrame : register( b1 )
{
float3 g_vLightDir : packoffset( c0 );
float g_fAmbient : packoffset( c0.w );
};
//--------------------------------------------------------------------------------------
// Textures and Samplers
//--------------------------------------------------------------------------------------
Texture2D g_txDiffuse : register( t0 );
SamplerState g_samLinear : register( s0 );
//--------------------------------------------------------------------------------------
// Input / Output structures
//--------------------------------------------------------------------------------------
struct PS_INPUT
{
float3 vNormal : NORMAL;
float2 vTexcoord : TEXCOORD0;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PSMain( PS_INPUT Input ) : SV_TARGET
{
float4 vDiffuse = g_txDiffuse.Sample( g_samLinear, Input.vTexcoord );
float fLighting = saturate( dot( g_vLightDir, Input.vNormal ) );
fLighting = max( fLighting, g_fAmbient );
return vDiffuse * fLighting;
}
Berikut adalah kode di BasicHLSL11_VS.hlsl:
//--------------------------------------------------------------------------------------
// File: BasicHLSL11_VS.hlsl
//
// The vertex shader file for the BasicHLSL11 sample.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Globals
//--------------------------------------------------------------------------------------
cbuffer cbPerObject : register( b0 )
{
matrix g_mWorldViewProjection : packoffset( c0 );
matrix g_mWorld : packoffset( c4 );
};
//--------------------------------------------------------------------------------------
// Input / Output structures
//--------------------------------------------------------------------------------------
struct VS_INPUT
{
float4 vPosition : POSITION;
float3 vNormal : NORMAL;
float2 vTexcoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float3 vNormal : NORMAL;
float2 vTexcoord : TEXCOORD0;
float4 vPosition : SV_POSITION;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
VS_OUTPUT VSMain( VS_INPUT Input )
{
VS_OUTPUT Output;
Output.vPosition = mul( Input.vPosition, g_mWorldViewProjection );
Output.vNormal = mul( Input.vNormal, (float3x3)g_mWorld );
Output.vTexcoord = Input.vTexcoord;
return Output;
}
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