mirror of https://github.com/PCSX2/pcsx2.git
56 lines
3.0 KiB
C++
56 lines
3.0 KiB
C++
/* 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 <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "common/RedtapeWindows.h"
|
|
#include "common/RedtapeWilCom.h"
|
|
|
|
#include <d3d11.h>
|
|
#include <string_view>
|
|
#include <type_traits>
|
|
|
|
namespace D3D11::ShaderCompiler
|
|
{
|
|
enum class Type
|
|
{
|
|
Vertex,
|
|
Geometry,
|
|
Pixel,
|
|
Compute
|
|
};
|
|
|
|
wil::com_ptr_nothrow<ID3DBlob> 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<ID3D11VertexShader> 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<ID3D11GeometryShader> 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<ID3D11PixelShader> 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<ID3D11ComputeShader> 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<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
|
wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob);
|
|
wil::com_ptr_nothrow<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
|
wil::com_ptr_nothrow<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob);
|
|
wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
|
wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob);
|
|
wil::com_ptr_nothrow<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
|
wil::com_ptr_nothrow<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob);
|
|
}; // namespace D3D11::ShaderCompiler
|