flycast/core/rend/dx11/dx11_shaders.h

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/*
Copyright 2021 flyinghead
This file is part of Flycast.
Flycast is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
Flycast is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Flycast. If not, see <https://www.gnu.org/licenses/>.
*/
#pragma once
#include <unordered_map>
#include <d3d11.h>
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#include <d3dcompiler.h>
#include "types.h"
#include "../dx9/comptr.h"
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class DX11Shaders
{
public:
void init(const ComPtr<ID3D11Device>& device)
{
this->device = device;
}
const ComPtr<ID3D11PixelShader>& getShader(bool pp_Texture, bool pp_UseAlpha, bool pp_IgnoreTexA, u32 pp_ShadInstr,
bool pp_Offset, u32 pp_FogCtrl, bool pp_BumpMap, bool fog_clamping, bool trilinear, bool palette, bool gouraud,
bool alphaTest, bool clipInside, bool nearestWrapFix);
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const ComPtr<ID3D11VertexShader>& getVertexShader(bool gouraud);
const ComPtr<ID3D11PixelShader>& getModVolShader();
const ComPtr<ID3D11VertexShader>& getMVVertexShader();
const ComPtr<ID3D11PixelShader>& getQuadPixelShader();
const ComPtr<ID3D11VertexShader>& getQuadVertexShader(bool rotate);
void term()
{
shaders.clear();
gouraudVertexShader.reset();
flatVertexShader.reset();
modVolShader.reset();
modVolVertexShader.reset();
quadVertexShader.reset();
quadRotateVertexShader.reset();
quadPixelShader.reset();
device.reset();
}
ComPtr<ID3DBlob> getVertexShaderBlob();
ComPtr<ID3DBlob> getMVVertexShaderBlob();
ComPtr<ID3DBlob> getQuadVertexShaderBlob();
private:
ComPtr<ID3DBlob> compileShader(const char *source, const char* function, const char* profile, const D3D_SHADER_MACRO *pDefines);
ComPtr<ID3D11VertexShader> compileVS(const char *source, const char* function, const D3D_SHADER_MACRO *pDefines);
ComPtr<ID3D11PixelShader> compilePS(const char *source, const char* function, const D3D_SHADER_MACRO *pDefines);
ComPtr<ID3D11Device> device;
std::unordered_map<u32, ComPtr<ID3D11PixelShader>> shaders;
ComPtr<ID3D11VertexShader> gouraudVertexShader;
ComPtr<ID3D11VertexShader> flatVertexShader;
ComPtr<ID3D11PixelShader> modVolShader;
ComPtr<ID3D11VertexShader> modVolVertexShader;
ComPtr<ID3D11PixelShader> quadPixelShader;
ComPtr<ID3D11VertexShader> quadVertexShader;
ComPtr<ID3D11VertexShader> quadRotateVertexShader;
};