/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2022 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 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 PCSX2. * If not, see . */ #pragma once #include "common/RedtapeWindows.h" #include #include #include #include namespace D3D11::ShaderCompiler { enum class Type { Vertex, Geometry, Pixel, Compute }; wil::com_ptr_nothrow CompileShader(Type type, D3D_FEATURE_LEVEL feature_level, bool debug, const std::string_view& code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main"); wil::com_ptr_nothrow CompileAndCreateVertexShader(ID3D11Device* device, bool debug, const std::string_view& code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main"); wil::com_ptr_nothrow CompileAndCreateGeometryShader(ID3D11Device* device, bool debug, const std::string_view& code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main"); wil::com_ptr_nothrow CompileAndCreatePixelShader(ID3D11Device* device, bool debug, const std::string_view& code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main"); wil::com_ptr_nothrow CompileAndCreateComputeShader(ID3D11Device* device, bool debug, const std::string_view& code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main"); wil::com_ptr_nothrow CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length); wil::com_ptr_nothrow CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob); wil::com_ptr_nothrow CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length); wil::com_ptr_nothrow CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob); wil::com_ptr_nothrow CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length); wil::com_ptr_nothrow CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob); wil::com_ptr_nothrow CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length); wil::com_ptr_nothrow CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob); }; // namespace D3D11::ShaderCompiler