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a523a6d1bf
With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well. This also kills off some sprintf_s calls.
57 lines
2.2 KiB
C++
57 lines
2.2 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DBlob.h"
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struct ID3D11PixelShader;
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struct ID3D11VertexShader;
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namespace DX11
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{
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namespace D3D
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{
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ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len);
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ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len);
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ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len);
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// The returned bytecode buffers should be Release()d.
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bool CompileVertexShader(const std::string& code, D3DBlob** blob);
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bool CompileGeometryShader(const std::string& code, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = nullptr);
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bool CompilePixelShader(const std::string& code, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = nullptr);
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// Utility functions
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ID3D11VertexShader* CompileAndCreateVertexShader(const std::string& code);
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ID3D11GeometryShader* CompileAndCreateGeometryShader(const std::string& code, const D3D_SHADER_MACRO* pDefines = nullptr);
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ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code);
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inline ID3D11VertexShader* CreateVertexShaderFromByteCode(D3DBlob* bytecode)
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{ return CreateVertexShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
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inline ID3D11GeometryShader* CreateGeometryShaderFromByteCode(D3DBlob* bytecode)
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{ return CreateGeometryShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
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inline ID3D11PixelShader* CreatePixelShaderFromByteCode(D3DBlob* bytecode)
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{ return CreatePixelShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
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inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code)
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{
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return CompileAndCreateVertexShader((const char*)code->Data());
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}
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inline ID3D11GeometryShader* CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = nullptr)
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{
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return CompileAndCreateGeometryShader((const char*)code->Data(), pDefines);
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}
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inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
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{
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return CompileAndCreatePixelShader((const char*)code->Data());
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}
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}
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} // namespace DX11
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