2010-06-13 19:50:06 +00:00
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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2013-04-15 20:28:55 +00:00
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// Official Git repository and contact information can be found at
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2010-06-13 19:50:06 +00:00
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// http://code.google.com/p/dolphin-emu/
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#pragma once
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2011-02-26 23:41:02 +00:00
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#include "D3DBase.h"
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2011-06-11 19:37:21 +00:00
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#include "D3DBlob.h"
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struct ID3D11PixelShader;
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struct ID3D11VertexShader;
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2010-06-13 19:50:06 +00:00
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2011-01-29 20:16:51 +00:00
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namespace DX11
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{
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2010-06-13 19:50:06 +00:00
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namespace D3D
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{
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2011-06-11 19:37:21 +00:00
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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 char* code, unsigned int len,
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D3DBlob** blob);
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bool CompileGeometryShader(const char* code, unsigned int len,
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D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
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bool CompilePixelShader(const char* code, unsigned int len,
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D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
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// Utility functions
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ID3D11VertexShader* CompileAndCreateVertexShader(const char* code,
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unsigned int len);
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ID3D11GeometryShader* CompileAndCreateGeometryShader(const char* code,
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unsigned int len, const D3D_SHADER_MACRO* pDefines = NULL);
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ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
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unsigned int len);
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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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{ return CompileAndCreateVertexShader((const char*)code->Data(), code->Size()); }
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inline ID3D11GeometryShader* CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = NULL)
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{ return CompileAndCreateGeometryShader((const char*)code->Data(), code->Size(), pDefines); }
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inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
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{ return CompileAndCreatePixelShader((const char*)code->Data(), code->Size()); }
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2011-01-29 20:16:51 +00:00
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}
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} // namespace DX11
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