mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
4f339ebc82
Advantages: - easier to use - drops our dependence on d3d10.lib, without depending on the June 2010 DX SDK - makes finding unreleased buffers easier - possibly more ;P git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5728 8ced0084-cf51-0410-be5f-012b33b47a6e
39 lines
1.9 KiB
C++
39 lines
1.9 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#pragma once
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#include "D3DBase.h"
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namespace D3D
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{
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ID3D11VertexShader* CreateVertexShaderFromByteCode(void* bytecode, unsigned int len);
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ID3D11PixelShader* CreatePixelShaderFromByteCode(void* bytecode, unsigned int len);
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// The returned bytecode buffers should be Release()d.
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bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob);
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bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob);
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// Utility functions
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ID3D11VertexShader* CompileAndCreateVertexShader(const char* code, unsigned int len);
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ID3D11PixelShader* CompileAndCreatePixelShader(const char* code, unsigned int len);
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inline ID3D11VertexShader* CreateVertexShaderFromByteCode(D3DBlob* bytecode) { return CreateVertexShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
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inline ID3D11PixelShader* CreatePixelShaderFromByteCode(D3DBlob* bytecode) { return CreatePixelShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
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inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code) { return CompileAndCreateVertexShader((const char*)code->Data(), code->Size()); }
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inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code) { return CompileAndCreatePixelShader((const char*)code->Data(), code->Size()); }
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} |