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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Added getShaderModel string to D3D11 for use with shader version macros.
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@ -106,6 +106,7 @@ GFXD3D11Device::GFXD3D11Device(U32 index)
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mVertexShaderTarget = String::EmptyString;
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mPixelShaderTarget = String::EmptyString;
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mShaderModel = String::EmptyString;
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mDrawInstancesCount = 0;
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@ -491,16 +492,19 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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mVertexShaderTarget = "vs_5_0";
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mPixelShaderTarget = "ps_5_0";
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mPixVersion = 5.0f;
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mShaderModel = "50";
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break;
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case D3D_FEATURE_LEVEL_10_1:
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mVertexShaderTarget = "vs_4_1";
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mPixelShaderTarget = "ps_4_1";
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mPixVersion = 4.1f;
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mShaderModel = "41";
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break;
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case D3D_FEATURE_LEVEL_10_0:
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mVertexShaderTarget = "vs_4_0";
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mPixelShaderTarget = "ps_4_0";
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mPixVersion = 4.0f;
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mShaderModel = "40";
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break;
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default:
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AssertFatal(false, "GFXD3D11Device::init - We don't support this feature level");
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@ -140,6 +140,8 @@ protected:
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// Shader Model targers
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String mVertexShaderTarget;
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String mPixelShaderTarget;
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// String for use with shader macros in the form of shader model version * 10
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String mShaderModel;
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bool mDebugLayers;
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@ -306,10 +308,11 @@ public:
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DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
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// Get feature level this gfx device supports
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D3D_FEATURE_LEVEL getFeatureLevel() const { mFeatureLevel; }
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D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }
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// Shader Model targers
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const String &getVertexShaderTarget() const { return mVertexShaderTarget; }
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const String &getPixelShaderTarget() const { return mPixelShaderTarget; }
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const String &getShaderModel() const { return mShaderModel; }
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// grab the sampler map
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const SamplerMap &getSamplersMap() const { return mSamplersMap; }
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@ -790,9 +790,8 @@ bool GFXD3D11Shader::_init()
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d3dMacros[i+smGlobalMacros.size()].Definition = mMacros[i].value.c_str();
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}
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//TODO support D3D_FEATURE_LEVEL properly with shaders instead of hard coding at hlsl 5
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d3dMacros[macroCount - 2].Name = "TORQUE_SM";
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d3dMacros[macroCount - 2].Definition = "50";
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d3dMacros[macroCount - 2].Definition = D3D11->getShaderModel().c_str();
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memset(&d3dMacros[macroCount - 1], 0, sizeof(D3D_SHADER_MACRO));
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