Reputation: 339
I have a .fx file without any techniques defined. In my code, to load my vertex and pixel shaders I use
ID3DBlob* pVSBlob = NULL;
ID3DBlob* pErrorBlob;
hr = D3DX11CompileFromFile( "shader.fx", NULL, NULL, "VS", "vs_4_0",
dwShaderFlags, 0, NULL, &pVSBlob, &pErrorBlob, NULL );
then make the shader with
hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
This works well, and when it comes time to render, I just use
g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
to set the shaders. I want to compile the .fx file into a .fxo file, but the only ways I've seen to load .fxo files is using D3DX11CreateEffectFromMemory. However, I would prefer not to use the Effect interface, and I have no techniques in my .fx file anyway. Is there any way to load shaders like I did above except from a .fxo file instead of a .fx file?
Upvotes: 1
Views: 1161
Reputation: 8963
Since compiled shader is just a bulk of binary data ready for upload, any File load API will do.
HANDLE hFile = CreateFile(shaderFileName, FILE_READ_DATA, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL );
if (hFile == INVALID_HANDLE_VALUE)
{
//Error opening file, handle here (GetLastError can return why this failed).
}
else
{
int fileSize = GetFileSize(hFile,NULL);
byte* data = (byte*)malloc(fileSize);
//You can also check if data is NULL, hence malloc failed
DWORD numRead = 0;
if (ReadFile(hFile, data, fileSize, &numRead , NULL ))
{
hr = g_pd3dDevice->CreateVertexShader(data,fileSize,NULL,&g_pVertexShader);
}
else
{
//Read failed, handle error as you wish
}
CloseHandle(hFile);
free(data);
}
Upvotes: 2