dolphin/Source/Core/VideoBackends/D3D/D3DShader.h
2018-02-22 19:11:25 +10:00

79 lines
2.9 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <string>
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
struct ID3D11PixelShader;
struct ID3D11VertexShader;
namespace DX11
{
namespace D3D
{
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, size_t len);
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, size_t len);
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, size_t len);
ID3D11ComputeShader* CreateComputeShaderFromByteCode(const void* bytecode, size_t len);
// The returned bytecode buffers should be Release()d.
bool CompileVertexShader(const std::string& code, D3DBlob** blob);
bool CompileGeometryShader(const std::string& code, D3DBlob** blob,
const D3D_SHADER_MACRO* pDefines = nullptr);
bool CompilePixelShader(const std::string& code, D3DBlob** blob,
const D3D_SHADER_MACRO* pDefines = nullptr);
bool CompileComputeShader(const std::string& code, D3DBlob** blob,
const D3D_SHADER_MACRO* pDefines = nullptr);
// Utility functions
ID3D11VertexShader* CompileAndCreateVertexShader(const std::string& code);
ID3D11GeometryShader* CompileAndCreateGeometryShader(const std::string& code,
const D3D_SHADER_MACRO* pDefines = nullptr);
ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code);
ID3D11ComputeShader* CompileAndCreateComputeShader(const std::string& code);
inline ID3D11VertexShader* CreateVertexShaderFromByteCode(D3DBlob* bytecode)
{
return CreateVertexShaderFromByteCode(bytecode->Data(), bytecode->Size());
}
inline ID3D11GeometryShader* CreateGeometryShaderFromByteCode(D3DBlob* bytecode)
{
return CreateGeometryShaderFromByteCode(bytecode->Data(), bytecode->Size());
}
inline ID3D11PixelShader* CreatePixelShaderFromByteCode(D3DBlob* bytecode)
{
return CreatePixelShaderFromByteCode(bytecode->Data(), bytecode->Size());
}
inline ID3D11ComputeShader* CreateComputeShaderFromByteCode(D3DBlob* bytecode)
{
return CreateComputeShaderFromByteCode(bytecode->Data(), bytecode->Size());
}
inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code)
{
return CompileAndCreateVertexShader(reinterpret_cast<const char*>(code->Data()));
}
inline ID3D11GeometryShader*
CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = nullptr)
{
return CompileAndCreateGeometryShader(reinterpret_cast<const char*>(code->Data()), pDefines);
}
inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
{
return CompileAndCreatePixelShader(reinterpret_cast<const char*>(code->Data()));
}
inline ID3D11ComputeShader* CompileAndCreateComputeShader(D3DBlob* code)
{
return CompileAndCreateComputeShader(reinterpret_cast<const char*>(code->Data()));
}
}
} // namespace DX11