Duckstation/src/common/d3d11/shader_compiler.h
2019-11-05 00:23:31 +10:00

28 lines
920 B
C++

#pragma once
#include "YBaseLib/Windows/WindowsHeaders.h"
#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,
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);
ComPtr<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, std::string_view code, bool debug);
ComPtr<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, std::string_view code, bool debug);
}; // namespace D3D11::ShaderCompiler