## Recommended Posts

Alundra    2316

Hi all,

It's possible to do that to factor the shader code, code from intel sample :

// Templated shader factory utilities
{

template <> inline
{
if (FAILED(hr)) {
// This shouldn't produce errors given proper bytecode, so a simple assert is fine
assert(false);
}
}

template <> inline
{
if (FAILED(hr)) {
// This shouldn't produce errors given proper bytecode, so a simple assert is fine
assert(false);
}
}

template <> inline
{
if (FAILED(hr)) {
// This shouldn't produce errors given proper bytecode, so a simple assert is fine
assert(false);
}
}
}

// TODO: Support optional lazy compile
template <typename T>
{
public:
{
// TODO: Support profile selection from the application? Probably not necessary as we don't
// support down-level hardware at the moment anyways.
ID3D10Blob *bytecode = 0;
ID3D10Blob *errors = 0;
HRESULT hr = D3DX11CompileFromFile(srcFile, defines, 0, functionName, profile, shaderFlags, 0, 0, &bytecode, &errors, 0);
if (errors) {
OutputDebugStringA(static_cast<const char *>(errors->GetBufferPointer()));
}
if (FAILED(hr)) {
// TODO: Define exception type and improve this error string, but the ODS will do for now
}
bytecode->Release();
}

private:
// Not implemented

};

typedef Shader<ID3D11ComputeShader> ComputeShader;

Do you see that as a bad practice ?

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Hodgman    51226

It certainly works fine

But I would probably prefer to follow the KISS rule and stick to something simpler like a switch statement instead of fancy templates here.

namespace ShaderProfile { enum Type {
Vertex, Pixel, Compute
}}
const char* s_shaderProfileStrings[] = { "vs_5_0", "ps_5_0", "cs_5_0" };
{
HRESULT hr = 0;
switch(type)
{
default: assert(false); return 0;
}
if (FAILED(hr))
assert(false);
}

{
public:
{
mType = type;
ID3D10Blob *bytecode = 0;
ID3D10Blob *errors = 0;
HRESULT hr = D3DX11CompileFromFile(srcFile, defines, 0, functionName, profile, shaderFlags, 0, 0, &bytecode, &errors, 0);
if (errors) {
OutputDebugStringA(static_cast<const char *>(errors->GetBufferPointer()));
}
if (FAILED(hr)) assert(false && "Error compiling shader");
bytecode->Release();
}

{
switch(mType)
{
}

}

private:
};

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