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e60268bd42
Greatly simplifies the overall interface when it comes to compiling shaders. Also allows getting rid of a std::string overload of the same name. Now std::string and const char* both go through the same function.
34 lines
851 B
C++
34 lines
851 B
C++
// Copyright 2019 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 <memory>
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#include <string_view>
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3DCommon/Shader.h"
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namespace DX12
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{
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class DXShader final : public D3DCommon::Shader
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{
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public:
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~DXShader() override;
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ID3D12PipelineState* GetComputePipeline() const { return m_compute_pipeline.Get(); }
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D3D12_SHADER_BYTECODE GetD3DByteCode() const;
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static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
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static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, std::string_view source);
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private:
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DXShader(ShaderStage stage, BinaryData bytecode);
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bool CreateComputePipeline();
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ComPtr<ID3D12PipelineState> m_compute_pipeline;
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};
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} // namespace DX12
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