2022-01-09 08:23:27 +00:00
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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2022-12-25 05:56:43 +00:00
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2022-01-09 08:23:27 +00:00
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#include "common/RedtapeWindows.h"
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2022-12-25 05:56:43 +00:00
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#include "common/RedtapeWilCom.h"
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2022-01-09 08:23:27 +00:00
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#include <d3d11.h>
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#include <string_view>
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#include <type_traits>
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namespace D3D11::ShaderCompiler
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{
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enum class Type
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{
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Vertex,
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Geometry,
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Pixel,
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Compute
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};
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wil::com_ptr_nothrow<ID3DBlob> CompileShader(Type type, D3D_FEATURE_LEVEL feature_level, bool debug, const std::string_view& code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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wil::com_ptr_nothrow<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, bool debug, const std::string_view& code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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wil::com_ptr_nothrow<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device, bool debug, const std::string_view& code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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wil::com_ptr_nothrow<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, bool debug, const std::string_view& code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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wil::com_ptr_nothrow<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, bool debug, const std::string_view& code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
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wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob);
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wil::com_ptr_nothrow<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
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wil::com_ptr_nothrow<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob);
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wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
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wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob);
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wil::com_ptr_nothrow<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
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wil::com_ptr_nothrow<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob);
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}; // namespace D3D11::ShaderCompiler
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