WinRT: included shaders in SDL library (moved from SDLWinRTTestApp)

This commit is contained in:
David Ludwig 2012-11-20 08:46:10 -05:00
parent 7974dae149
commit f2315e5a87
3 changed files with 23 additions and 18 deletions

View File

@ -261,6 +261,24 @@
<ClInclude Include="..\..\src\video\windowsrt\SDL_winrtrenderer.h" />
<ClInclude Include="..\..\src\video\windowsrt\SDL_winrtvideo.h" />
</ItemGroup>
<ItemGroup>
<FxCompile Include="..\..\src\video\windowsrt\SimplePixelShader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{aeaea3a2-d4e6-45b1-8ec6-53d84287fc14}</ProjectGuid>
<Keyword>Win32Proj</Keyword>

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@ -16,8 +16,8 @@ void SDL_winrtrenderer::CreateDeviceResources()
{
Direct3DBase::CreateDeviceResources();
auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso");
auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso");
auto loadVSTask = DX::ReadDataAsync("SDL_VS2012_WinRT\\SimpleVertexShader.cso");
auto loadPSTask = DX::ReadDataAsync("SDL_VS2012_WinRT\\SimplePixelShader.cso");
auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) {
DX::ThrowIfFailed(

View File

@ -1,9 +1,5 @@
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
//#pragma pack_matrix( row_major )
struct VertexShaderInput
{
@ -20,16 +16,7 @@ struct VertexShaderOutput
VertexShaderOutput main(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, model);
pos = mul(pos, view);
pos = mul(pos, projection);
output.pos = pos;
// Pass through the color without modification.
output.pos = float4(input.pos, 1.0f);
output.color = input.color;
return output;
}