创建Constant Buffer(常量缓冲区)--包含Shader(着色器)

一、定义用于与着色器通信的常量数据

ID3D11Buffer* g_pConstantBuffer11 = nullptr;
// define
struct VS_CONSTANT_BUFFER
{
    XMFLOAT4X4 mWOrldViewProj;
    XMFLOAT4   vSomeVectorTharMayBeNeededByASpecificShader;
    float       fSomeFloatThatMayBeNeededByASpecificShader;
    float       fTime;
    float       fSomeFloatThatMayBeNeededByASpecificShader2;
    float       fSomeFloatThatMayBeNeededByASpecificShader3;
}VS_CONSTANT_BUFFER;

二、给定义的结构分配内存(可以在堆上也可以在栈)

// Allocate
VS_CONSTANT_BUFFER VsConstData;
VsConstData.mWOrldViewProj = {...};
VsConstData.vSomeVectorTharMayBeNeededByASpecificShader = XMFLOAT4(1,2,3,4);
VsConstData.fSomeFloatThatMayBeNeededByASpecificShader = 3.0f;
VsConstData.fTime = 1.0f;
VsConstData.fSomeFloatThatMayBeNeededByASpecificShader2 = 2.0f;
VsConstData.fSomeFloatThatMayBeNeededByASpecificShader4 = 4.0f;

三、初始化D3D11_BUFFER_DESC,BindFlags传递D3D11_BIND_CONSTANT_BUFFER  // 注:D3D11_BIND_CONSTANT_BUFFER不能与任何其他flag组合

// init
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.Usage               = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth           = sizeof(VS_CONSTANT_BUFFER) 
bufferDesc.BindFlags           = D3D11_BIND_CONSTANT_BUFFER;  // 注意这个参数
bufferDesc.CPUAccessFlags      = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags              = 0;
bufferDesc.StructureByteStride = 0;

四、填充D3D11_SUBRESOURCE_DATA, pSysMem 传递shader数据

// init
D3D11_SUBRESOURCE_DATA Initdata;
InitData.pSysMem = &VsConstData;
InitData.SysMemPitch = 0;
InitData.SysMemSlicePitch = 0;

五、ID3D11Device :: CreateBuffer 创建buffer

// creatBuffer
hr = g_pd3dDevice->CreateBuffer(&bufferDesc, &InitData, &g_pConstantBuffer11);
if(FAILED(hr))
{
    return hr;
}
// set buffer
g_pd3dDevice->VSSetConstantBuffers(0,1, &g_pConstantBuffer11);
//HLSL cbuffer
cbuffer VS_CONSTANT_BUFFER : register(b0)
{
    matrix mWorldViewProj;
    float4  vSomeVectorThatMayBeNeededByASpecificShader;
    float fSomeFloatThatMayBeNeededByASpecificShader;
    float fTime;
    float fSomeFloatThatMayBeNeededByASpecificShader2;
    float fSomeFloatThatMayBeNeededByASpecificShader3;
};

 

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