Duckstation/src/common/d3d11/shader_compiler.h

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#pragma once
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#include "../windows_headers.h"
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#include <d3d11.h>
#include <string_view>
#include <type_traits>
#include <wrl/client.h>
namespace D3D11::ShaderCompiler {
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
enum class Type
{
Vertex,
Geometry,
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Pixel,
Compute
};
ComPtr<ID3DBlob> CompileShader(Type type, D3D_FEATURE_LEVEL feature_level, std::string_view code, bool debug);
ComPtr<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, std::string_view code, bool debug);
ComPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device, std::string_view code, bool debug);
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ComPtr<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, std::string_view code, bool debug);
ComPtr<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, std::string_view code, bool debug);
ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob);
ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob);
ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob);
ComPtr<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
ComPtr<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob);
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}; // namespace D3D11::ShaderCompiler