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Create Vertex Shader from compiled file


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#1 fs1   Members   -  Reputation: 439

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Posted 22 July 2014 - 06:38 PM

Dear all

I wanted to create a vertex with CreateVertexShader and/or D3D10 equivalent function through loading an already compiled HLSL binary code from a file.

In this same direction, can I also save the output of D3DXCompileShader to a file for later use (load this file to a buffer and then call CreateVertexShader) ?

Can this be done also in D3D10?

Thanks!

Federico

#2 SIC Games   Members   -  Reputation: 797

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Posted 22 July 2014 - 09:43 PM

I had to re-read  your post carefully. What I believe you would have to do is to read the HLSL Binary like you do with binary files. then use the function D3DX10CompileFromMemory - there's possibly some interesting tutorials. I'll need to convert my shaders into binary to protect my game so modders won't get funny with it. If you're looking into how you would actually read a whole binary file - you would have to get the full size of the file and create a pointer with that size.

char *data;
unsigned long fileSz; 

std::ifstream input("myshaderbinary.hlsl", std::ios_base::binary);
if(input) { //-- make sure it's opened first.
        input.seekg(0, std::ios_base::end);
        fileSz = input.tellg(); //-- Get the file size.
        input.seekg(0,std::ios_base::beg); //-- rewind to beginning of file.

        if(fileSz > 0)  {  //-- just making sure there's over zero.
        data = new char[fileSz]; //-- Allocate enough storage to stuff the data.
        input.read(data, 0, sizeof(char) * fileSz);
         }
}

//-- Now we can continue to use D3DX10CompileFromMemoryA function. 

The D3DX10CompileFromMemoryA reads ascii such as char or const char. it won't read const wchar_t * or wchar_t* or LPCWSTR which is shortened for const wchar_t*. The D3DX10CompileFromMemory will read the LPCWSTR, wchar_t * and const wchar_t*.

 

I'm sure there's some examples are here or on google but because I haven't read any shader files in binary yet - I believe this is the approach you'll have to take. Anyone that would like to point out a more effective way then you'll most likely benefit from them. I'm not too sure yet.  Just remembered how I loaded my video textures with D3DX11LoadShaderResourceFromMemoryA bit.


Game Engine's WIP Videos - http://www.youtube.com/sicgames88
SIC Games @ GitHub - https://github.com/SICGames?tab=repositories
Simple D2D1 Font Wrapper for D3D11 - https://github.com/SICGames/D2DFontX

#3 SIC Games   Members   -  Reputation: 797

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Posted 22 July 2014 - 09:45 PM

I had to re-read  your post carefully. What I believe you would have to do is to read the HLSL Binary like you do with binary files. then use the function D3DX10CompileFromMemory - there's possibly some interesting tutorials. I'll need to convert my shaders into binary to protect my game so modders won't get funny with it. If you're looking into how you would actually read a whole binary file - you would have to get the full size of the file and create a pointer with that size.

char *data;
unsigned long fileSz; 

std::ifstream input("myshaderbinary.hlsl", std::ios_base::binary);
if(input) { //-- make sure it's opened first.
        input.seekg(0, std::ios_base::end);
        fileSz = input.tellg(); //-- Get the file size.
        input.seekg(0,std::ios_base::beg); //-- rewind to beginning of file.

        if(fileSz > 0)  {  //-- just making sure there's over zero.
        data = new char[fileSz]; //-- Allocate enough storage to stuff the data.
        input.read(data, 0, sizeof(char) * fileSz);
         }
}

//-- Now we can continue to use D3DX10CompileFromMemoryA function. 

The D3DX10CompileFromMemoryA reads ascii such as char or const char. it won't read const wchar_t * or wchar_t* or LPCWSTR which is shortened for const wchar_t*. The D3DX10CompileFromMemory will read the LPCWSTR, wchar_t * and const wchar_t*.

 

I'm sure there's some examples are here or on google but because I haven't read any shader files in binary yet - I believe this is the approach you'll have to take. Anyone that would like to point out a more effective way then you'll most likely benefit from them. I'm not too sure yet.  Just remembered how I loaded my video textures with D3DX11LoadShaderResourceFromMemoryA bit.

 the input.read is incorrect. it should be input.read(data, sizeof(char) *  fileSz);


Game Engine's WIP Videos - http://www.youtube.com/sicgames88
SIC Games @ GitHub - https://github.com/SICGames?tab=repositories
Simple D2D1 Font Wrapper for D3D11 - https://github.com/SICGames/D2DFontX

#4 fs1   Members   -  Reputation: 439

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Posted 23 July 2014 - 03:52 AM

Thanks to both.

In fact, I need to load a file to memory and then call the create vertex function taking as an input the memory buffer loaded.

I will save the buffer created by D3DX10CompileFromMemoryA to a file and then use fopen, fread and then CreateVertexShader

Is this possible?

#5 Hodgman   Moderators   -  Reputation: 47703

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Posted 23 July 2014 - 04:26 AM

There is an API to take text shaders and compile them into binary shaders in memory, which can them be passed to CreateVertexShader... But I just use FXC.exe - the shader compiler that comes in the SDK.

#6 fs1   Members   -  Reputation: 439

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Posted 23 July 2014 - 04:51 AM

Thanks. I just need the format or size of the const DWORD *pFunction parameter of IDirect3DDevice9::CreateVertex function and if I can save that buffer to a file for later use. There is an article below and other articles that explain what could be the format.

 

http://stackoverflow.com/questions/14109362/getting-shader-byte-code-to-pass-into-createvertexshader

 

I guess the format of this buffer is the same of an CSO file, correct?

Thanks!


Edited by fs1, 23 July 2014 - 06:27 AM.


#7 fs1   Members   -  Reputation: 439

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Posted 31 July 2014 - 07:03 AM

I did solve it. I don't know the format but seems to work similar as CSO files.

Thanks to all.






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