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

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// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <memory>
#include "VideoCommon/AbstractShader.h"
namespace DX11
{
class DXShader final : public AbstractShader
{
public:
DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader);
~DXShader() override;
const BinaryData& GetByteCode() const { return m_bytecode; }
ID3D11VertexShader* GetD3DVertexShader() const;
ID3D11GeometryShader* GetD3DGeometryShader() const;
ID3D11PixelShader* GetD3DPixelShader() const;
ID3D11ComputeShader* GetD3DComputeShader() const;
bool HasBinary() const override;
BinaryData GetBinary() const override;
// Creates a new shader object.
static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
static bool CompileShader(BinaryData* out_bytecode, ShaderStage stage, const char* source,
size_t length);
static std::unique_ptr<DXShader> CreateFromBinary(ShaderStage stage, const void* data,
size_t length);
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
private:
ID3D11DeviceChild* m_shader;
BinaryData m_bytecode;
};
} // namespace DX11