| 409 | } |
| 410 | |
| 411 | void UpdateShaders(ID3D11Device* device) |
| 412 | { |
| 413 | if(ShaderFiles.size() == 0) |
| 414 | return; |
| 415 | |
| 416 | static uint64 currFrame = 0; |
| 417 | currFrame = (currFrame + 1) % 10; |
| 418 | if(currFrame != 0) |
| 419 | return; |
| 420 | |
| 421 | static uint64 currFile = 0; |
| 422 | currFile = (currFile + 1) % uint64(ShaderFiles.size()); |
| 423 | |
| 424 | ShaderFile* file = ShaderFiles[currFile]; |
| 425 | const uint64 newTimeStamp = GetFileTimestamp(file->FilePath.c_str()); |
| 426 | if(file->TimeStamp == 0) |
| 427 | { |
| 428 | file->TimeStamp = newTimeStamp; |
| 429 | return; |
| 430 | } |
| 431 | |
| 432 | if(file->TimeStamp < newTimeStamp) |
| 433 | { |
| 434 | file->TimeStamp = newTimeStamp; |
| 435 | for(uint64 i = 0; i < file->Shaders.size(); ++i) |
| 436 | { |
| 437 | CompiledShader* shader = file->Shaders[i]; |
| 438 | if(*shader->Type == typeid(ID3D11VertexShader)) |
| 439 | CompileShader<ID3D11VertexShader>(device, shader); |
| 440 | else if(*shader->Type == typeid(ID3D11HullShader)) |
| 441 | CompileShader<ID3D11HullShader>(device, shader); |
| 442 | else if(*shader->Type == typeid(ID3D11DomainShader)) |
| 443 | CompileShader<ID3D11DomainShader>(device, shader); |
| 444 | else if(*shader->Type == typeid(ID3D11GeometryShader)) |
| 445 | CompileShader<ID3D11GeometryShader>(device, shader); |
| 446 | else if(*shader->Type == typeid(ID3D11PixelShader)) |
| 447 | CompileShader<ID3D11PixelShader>(device, shader); |
| 448 | else if(*shader->Type == typeid(ID3D11ComputeShader)) |
| 449 | CompileShader<ID3D11ComputeShader>(device, shader); |
| 450 | else |
| 451 | AssertFail_("Invalid shader type"); |
| 452 | } |
| 453 | } |
| 454 | } |
| 455 | |
| 456 | void ShutdownShaders() |
| 457 | { |