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79 lines
2.9 KiB
C++
79 lines
2.9 KiB
C++
// Copyright 2010 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, size_t len);
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ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, size_t len);
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ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, size_t len);
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ID3D11ComputeShader* CreateComputeShaderFromByteCode(const void* bytecode, size_t 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,
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const D3D_SHADER_MACRO* pDefines = nullptr);
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bool CompilePixelShader(const std::string& code, D3DBlob** blob,
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const D3D_SHADER_MACRO* pDefines = nullptr);
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bool CompileComputeShader(const std::string& code, D3DBlob** blob,
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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,
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const D3D_SHADER_MACRO* pDefines = nullptr);
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ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code);
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ID3D11ComputeShader* CompileAndCreateComputeShader(const std::string& code);
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inline ID3D11VertexShader* CreateVertexShaderFromByteCode(D3DBlob* bytecode)
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{
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return CreateVertexShaderFromByteCode(bytecode->Data(), bytecode->Size());
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}
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inline ID3D11GeometryShader* CreateGeometryShaderFromByteCode(D3DBlob* bytecode)
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{
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return CreateGeometryShaderFromByteCode(bytecode->Data(), bytecode->Size());
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}
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inline ID3D11PixelShader* CreatePixelShaderFromByteCode(D3DBlob* bytecode)
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{
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return CreatePixelShaderFromByteCode(bytecode->Data(), bytecode->Size());
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}
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inline ID3D11ComputeShader* CreateComputeShaderFromByteCode(D3DBlob* bytecode)
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{
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return CreateComputeShaderFromByteCode(bytecode->Data(), bytecode->Size());
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}
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inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code)
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{
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return CompileAndCreateVertexShader(reinterpret_cast<const char*>(code->Data()));
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}
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inline ID3D11GeometryShader*
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CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = nullptr)
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{
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return CompileAndCreateGeometryShader(reinterpret_cast<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(reinterpret_cast<const char*>(code->Data()));
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}
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inline ID3D11ComputeShader* CompileAndCreateComputeShader(D3DBlob* code)
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{
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return CompileAndCreateComputeShader(reinterpret_cast<const char*>(code->Data()));
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}
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}
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} // namespace DX11
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