dolphin/Source/Core/VideoBackends/D3D/D3DShader.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include "D3DBase.h"
#include "D3DBlob.h"
struct ID3D11PixelShader;
struct ID3D11VertexShader;
namespace DX11
{
namespace D3D
{
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len);
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len);
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len);
// The returned bytecode buffers should be Release()d.
bool CompileVertexShader(const char* code, unsigned int len,
D3DBlob** blob);
bool CompileGeometryShader(const char* code, unsigned int len,
D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
bool CompilePixelShader(const char* code, unsigned int len,
D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
// Utility functions
ID3D11VertexShader* CompileAndCreateVertexShader(const char* code,
unsigned int len);
ID3D11GeometryShader* CompileAndCreateGeometryShader(const char* code,
unsigned int len, const D3D_SHADER_MACRO* pDefines = NULL);
ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
unsigned int len);
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 ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code)
{ return CompileAndCreateVertexShader((const char*)code->Data(), code->Size()); }
inline ID3D11GeometryShader* CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = NULL)
{ return CompileAndCreateGeometryShader((const char*)code->Data(), code->Size(), pDefines); }
inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
{ return CompileAndCreatePixelShader((const char*)code->Data(), code->Size()); }
}
} // namespace DX11