mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-21 00:25:44 +00:00
Compile IW4 pixel shaders as part of the zone building process
This commit is contained in:
parent
dd359d8f6a
commit
08278c451a
@ -7,7 +7,7 @@ struct VSInput
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struct VSOutput
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struct VSOutput
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{
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{
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float4 position : POSITION;
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float4 position : SV_POSITION;
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half4 color : COLOR0;
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half4 color : COLOR0;
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half2 texcoord : TEXCOORD0;
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half2 texcoord : TEXCOORD0;
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};
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};
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@ -8,6 +8,13 @@
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#include "ObjLoading.h"
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Shader/ShaderIncludeHandler.h"
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#ifdef OS_TARGET_WINDOWS
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#include <d3dcompiler.h>
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#pragma comment(lib,"d3dcompiler.lib")
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#endif
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using namespace IW4;
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using namespace IW4;
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@ -24,16 +31,95 @@ bool AssetLoaderPixelShader::CanLoadFromRaw() const
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return true;
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return true;
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}
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}
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std::string AssetLoaderPixelShader::GetFileNameForAsset(const std::string& assetName)
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std::string AssetLoaderPixelShader::GetFileNameForSourceShader(const std::string& assetName)
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{
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std::ostringstream ss;
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ss << "shader/" << assetName;
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return ss.str();
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}
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bool AssetLoaderPixelShader::LoadFromSource(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager)
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{
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#ifdef OS_TARGET_WINDOWS
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const auto fileName = GetFileNameForSourceShader(assetName);
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auto file = searchPath->Open(fileName);
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if (!file.IsOpen() || file.m_length <= 0)
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return false;
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if (file.m_length > ShaderIncludeHandler::MAX_SHADER_SIZE)
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{
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std::cerr << "Invalid pixel shader source \"" << assetName << "\": File too big: " << file.m_length << "\n";
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return false;
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}
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const auto shaderSize = static_cast<size_t>(file.m_length);
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const auto shaderData = std::make_unique<char[]>(shaderSize);
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file.m_stream->read(shaderData.get(), shaderSize);
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file.m_stream.reset();
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constexpr unsigned shaderFlags = D3DCOMPILE_OPTIMIZATION_LEVEL1
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#ifdef _DEBUG
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| D3DCOMPILE_DEBUG
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#endif
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;
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ShaderIncludeHandler shaderIncluder(searchPath);
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ID3DBlob* shaderBlob = nullptr;
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ID3DBlob* errorBlob = nullptr;
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const auto errorCode = D3DCompile(shaderData.get(), shaderSize, assetName.c_str(), nullptr, &shaderIncluder, "PSMain", "ps_3_0", shaderFlags, 0u, &shaderBlob, &errorBlob);
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if (FAILED(errorCode))
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{
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std::cerr << "Invalid pixel shader \"" << assetName << "\": Compilation error\n";
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if (errorBlob)
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{
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std::cerr << " " << static_cast<char*>(errorBlob->GetBufferPointer()) << "\n";
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errorBlob->Release();
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}
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if (shaderBlob)
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shaderBlob->Release();
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return false;
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}
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std::cout << "Compiled pixel shader \"" << assetName << "\"\n";
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const auto shaderBlobSize = static_cast<size_t>(shaderBlob->GetBufferSize());
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assert(shaderBlobSize % sizeof(uint32_t) == 0);
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auto* pixelShader = memory->Create<MaterialPixelShader>();
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pixelShader->name = memory->Dup(assetName.c_str());
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pixelShader->prog.loadDef.programSize = static_cast<uint16_t>(shaderBlobSize / sizeof(uint32_t));
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pixelShader->prog.loadDef.loadForRenderer = 0;
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pixelShader->prog.ps = nullptr;
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auto* assetShaderBuffer = static_cast<char*>(memory->Alloc(shaderBlobSize));
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memcpy(assetShaderBuffer, shaderBlob->GetBufferPointer(), shaderBlobSize);
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pixelShader->prog.loadDef.program = reinterpret_cast<uint32_t*>(assetShaderBuffer);
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manager->AddAsset(ASSET_TYPE_PIXELSHADER, assetName, pixelShader);
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shaderBlob->Release();
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return true;
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#else
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// Shader compilation is only support with Windows
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return false;
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#endif
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}
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std::string AssetLoaderPixelShader::GetFileNameForCompiledShader(const std::string& assetName)
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{
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{
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std::ostringstream ss;
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std::ostringstream ss;
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ss << "shader_bin/ps_" << assetName << ".cso";
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ss << "shader_bin/ps_" << assetName << ".cso";
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return ss.str();
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return ss.str();
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}
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}
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bool AssetLoaderPixelShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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bool AssetLoaderPixelShader::LoadCompiled(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager)
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{
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{
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const auto fileName = GetFileNameForAsset(assetName);
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const auto fileName = GetFileNameForCompiledShader(assetName);
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const auto file = searchPath->Open(fileName);
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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if (!file.IsOpen())
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return false;
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return false;
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@ -60,3 +146,8 @@ bool AssetLoaderPixelShader::LoadFromRaw(const std::string& assetName, ISearchPa
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return true;
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return true;
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}
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}
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bool AssetLoaderPixelShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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return LoadFromSource(assetName, searchPath, memory, manager) || LoadCompiled(assetName, searchPath, memory, manager);
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}
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@ -11,7 +11,11 @@ namespace IW4
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class AssetLoaderPixelShader final : public BasicAssetLoader<ASSET_TYPE_PIXELSHADER, MaterialPixelShader>
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class AssetLoaderPixelShader final : public BasicAssetLoader<ASSET_TYPE_PIXELSHADER, MaterialPixelShader>
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{
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{
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public:
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public:
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_NODISCARD static std::string GetFileNameForAsset(const std::string& assetName);
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_NODISCARD static std::string GetFileNameForSourceShader(const std::string& assetName);
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static bool LoadFromSource(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager);
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_NODISCARD static std::string GetFileNameForCompiledShader(const std::string& assetName);
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static bool LoadCompiled(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager);
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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_NODISCARD bool CanLoadFromRaw() const override;
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@ -503,7 +503,7 @@ namespace IW4
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if (pass.m_pixel_shader->Asset()->name && pass.m_pixel_shader->Asset()->name[0] == ',')
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if (pass.m_pixel_shader->Asset()->name && pass.m_pixel_shader->Asset()->name[0] == ',')
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{
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{
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pass.m_pixel_shader_info = m_shader_info_cache->LoadShaderInfoFromDisk(m_search_path, AssetLoaderPixelShader::GetFileNameForAsset(pixelShaderName));
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pass.m_pixel_shader_info = m_shader_info_cache->LoadShaderInfoFromDisk(m_search_path, AssetLoaderPixelShader::GetFileNameForCompiledShader(pixelShaderName));
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}
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}
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else
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else
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{
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{
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@ -4,11 +4,11 @@
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#include <cstring>
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#include <cstring>
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#include <iostream>
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#include <iostream>
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#include <sstream>
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#include <sstream>
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#include <vector>
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#include "ObjLoading.h"
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Shader/ShaderIncludeHandler.h"
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#ifdef OS_TARGET_WINDOWS
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#ifdef OS_TARGET_WINDOWS
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#include <d3dcompiler.h>
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#include <d3dcompiler.h>
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@ -18,65 +18,6 @@
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using namespace IW4;
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using namespace IW4;
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class ShaderIncluder : public ID3DInclude
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{
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static constexpr auto MAX_SHADER_SIZE = 0x1900000u;
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public:
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ShaderIncluder(ISearchPath* searchPath)
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: m_search_path(searchPath)
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{
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}
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virtual ~ShaderIncluder() = default;
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HRESULT __stdcall Open(D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID* ppData, UINT* pBytes) override
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{
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std::ostringstream ss;
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ss << "shaders/" << pFileName;
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auto file = m_search_path->Open(ss.str());
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if (!file.IsOpen() || file.m_length <= 0)
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return E_FAIL;
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if (file.m_length > MAX_SHADER_SIZE)
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{
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std::cerr << "Invalid shader source \"" << pFileName << "\": File too big: " << file.m_length << "\n";
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return false;
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}
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const auto shaderSize = static_cast<size_t>(file.m_length);
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auto shaderData = std::make_unique<char[]>(shaderSize);
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file.m_stream->read(shaderData.get(), shaderSize);
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file.m_stream.reset();
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*ppData = shaderData.get();
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*pBytes = shaderSize;
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m_file_buffers_in_use.push_back(std::move(shaderData));
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return S_OK;
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}
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HRESULT __stdcall Close(LPCVOID pData) override
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{
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for (auto i = m_file_buffers_in_use.begin(); i != m_file_buffers_in_use.end(); ++i)
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{
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if (i->get() == pData)
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{
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m_file_buffers_in_use.erase(i);
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return S_OK;
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}
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}
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return E_FAIL;
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}
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private:
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ISearchPath* m_search_path;
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std::vector<std::unique_ptr<char[]>> m_file_buffers_in_use;
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};
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void* AssetLoaderVertexShader::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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void* AssetLoaderVertexShader::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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{
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auto* vertexShader = memory->Create<MaterialVertexShader>();
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auto* vertexShader = memory->Create<MaterialVertexShader>();
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@ -97,7 +38,7 @@ std::string AssetLoaderVertexShader::GetFileNameForSourceShader(const std::strin
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return ss.str();
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return ss.str();
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}
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}
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bool AssetLoaderVertexShader::LoadFromSource(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
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bool AssetLoaderVertexShader::LoadFromSource(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager)
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{
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{
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#ifdef OS_TARGET_WINDOWS
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#ifdef OS_TARGET_WINDOWS
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const auto fileName = GetFileNameForSourceShader(assetName);
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const auto fileName = GetFileNameForSourceShader(assetName);
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@ -105,7 +46,7 @@ bool AssetLoaderVertexShader::LoadFromSource(const std::string& assetName, ISear
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if (!file.IsOpen() || file.m_length <= 0)
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if (!file.IsOpen() || file.m_length <= 0)
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return false;
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return false;
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if (file.m_length > MAX_SHADER_SIZE)
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if (file.m_length > ShaderIncludeHandler::MAX_SHADER_SIZE)
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{
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{
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std::cerr << "Invalid vertex shader source \"" << assetName << "\": File too big: " << file.m_length << "\n";
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std::cerr << "Invalid vertex shader source \"" << assetName << "\": File too big: " << file.m_length << "\n";
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return false;
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return false;
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@ -122,7 +63,7 @@ bool AssetLoaderVertexShader::LoadFromSource(const std::string& assetName, ISear
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#endif
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#endif
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;
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;
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ShaderIncluder shaderIncluder(searchPath);
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ShaderIncludeHandler shaderIncluder(searchPath);
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ID3DBlob* shaderBlob = nullptr;
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ID3DBlob* shaderBlob = nullptr;
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ID3DBlob* errorBlob = nullptr;
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ID3DBlob* errorBlob = nullptr;
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@ -176,7 +117,7 @@ std::string AssetLoaderVertexShader::GetFileNameForCompiledShader(const std::str
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return ss.str();
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return ss.str();
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}
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}
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bool AssetLoaderVertexShader::LoadCompiled(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
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bool AssetLoaderVertexShader::LoadCompiled(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager)
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{
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{
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const auto fileName = GetFileNameForCompiledShader(assetName);
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const auto fileName = GetFileNameForCompiledShader(assetName);
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const auto file = searchPath->Open(fileName);
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const auto file = searchPath->Open(fileName);
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@ -208,5 +149,5 @@ bool AssetLoaderVertexShader::LoadCompiled(const std::string& assetName, ISearch
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bool AssetLoaderVertexShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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bool AssetLoaderVertexShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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{
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return LoadFromSource(assetName, searchPath, memory, manager, zone) || LoadCompiled(assetName, searchPath, memory, manager, zone);
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return LoadFromSource(assetName, searchPath, memory, manager) || LoadCompiled(assetName, searchPath, memory, manager);
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}
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}
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@ -8,14 +8,12 @@ namespace IW4
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{
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{
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class AssetLoaderVertexShader final : public BasicAssetLoader<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>
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class AssetLoaderVertexShader final : public BasicAssetLoader<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>
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{
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{
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static constexpr auto MAX_SHADER_SIZE = 0x1900000u;
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public:
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public:
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_NODISCARD static std::string GetFileNameForSourceShader(const std::string& assetName);
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_NODISCARD static std::string GetFileNameForSourceShader(const std::string& assetName);
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static bool LoadFromSource(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);
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static bool LoadFromSource(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager);
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_NODISCARD static std::string GetFileNameForCompiledShader(const std::string& assetName);
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_NODISCARD static std::string GetFileNameForCompiledShader(const std::string& assetName);
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static bool LoadCompiled(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);
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static bool LoadCompiled(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager);
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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_NODISCARD bool CanLoadFromRaw() const override;
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57
src/ObjLoading/Shader/ShaderIncludeHandler.cpp
Normal file
57
src/ObjLoading/Shader/ShaderIncludeHandler.cpp
Normal file
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#include "ShaderIncludeHandler.h"
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#include <iostream>
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#include <sstream>
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#ifdef OS_TARGET_WINDOWS
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ShaderIncludeHandler::ShaderIncludeHandler(ISearchPath* searchPath)
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: m_search_path(searchPath)
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{
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}
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ShaderIncludeHandler::~ShaderIncludeHandler() = default;
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HRESULT ShaderIncludeHandler::Open(D3D_INCLUDE_TYPE includeType, const LPCSTR pFileName, LPCVOID pParentData, LPCVOID* ppData, UINT* pBytes)
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{
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std::ostringstream ss;
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ss << "shaders/" << pFileName;
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auto file = m_search_path->Open(ss.str());
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if (!file.IsOpen() || file.m_length <= 0)
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return E_FAIL;
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if (file.m_length > MAX_SHADER_SIZE)
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{
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std::cerr << "Invalid shader source \"" << pFileName << "\": File too big: " << file.m_length << "\n";
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return E_FAIL;
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}
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const auto shaderSize = static_cast<size_t>(file.m_length);
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||||||
|
auto shaderData = std::make_unique<char[]>(shaderSize);
|
||||||
|
file.m_stream->read(shaderData.get(), shaderSize);
|
||||||
|
file.m_stream.reset();
|
||||||
|
|
||||||
|
*ppData = shaderData.get();
|
||||||
|
*pBytes = shaderSize;
|
||||||
|
|
||||||
|
m_file_buffers_in_use.push_back(std::move(shaderData));
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT ShaderIncludeHandler::Close(const LPCVOID pData)
|
||||||
|
{
|
||||||
|
for (auto i = m_file_buffers_in_use.begin(); i != m_file_buffers_in_use.end(); ++i)
|
||||||
|
{
|
||||||
|
if (i->get() == pData)
|
||||||
|
{
|
||||||
|
m_file_buffers_in_use.erase(i);
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return E_FAIL;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
25
src/ObjLoading/Shader/ShaderIncludeHandler.h
Normal file
25
src/ObjLoading/Shader/ShaderIncludeHandler.h
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
|
||||||
|
// Shader compilation only available on Windows
|
||||||
|
#ifdef OS_TARGET_WINDOWS
|
||||||
|
#include <d3dcompiler.h>
|
||||||
|
|
||||||
|
class ShaderIncludeHandler : public ID3DInclude
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
static constexpr auto MAX_SHADER_SIZE = 0x1900000u;
|
||||||
|
|
||||||
|
ShaderIncludeHandler(ISearchPath* searchPath);
|
||||||
|
|
||||||
|
virtual ~ShaderIncludeHandler();
|
||||||
|
|
||||||
|
HRESULT __declspec(nothrow) __stdcall Open(D3D_INCLUDE_TYPE includeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID* ppData, UINT* pBytes) override;
|
||||||
|
HRESULT __declspec(nothrow) __stdcall Close(LPCVOID pData) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
ISearchPath* m_search_path;
|
||||||
|
std::vector<std::unique_ptr<char[]>> m_file_buffers_in_use;
|
||||||
|
};
|
||||||
|
#endif
|
Loading…
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Reference in New Issue
Block a user