dolphin/Source/Core/VideoBackends/D3D/D3DShader.h
Lioncash a523a6d1bf D3D: Use std::strings for Compile[x]Shader and CompileAndCreate[x]Shader
With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well.
This also kills off some sprintf_s calls.
2014-07-07 19:32:03 -04:00

57 lines
2.2 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <string>
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
struct ID3D11PixelShader;
struct ID3D11VertexShader;
namespace DX11
{
namespace D3D
{
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len);
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len);
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len);
// The returned bytecode buffers should be Release()d.
bool CompileVertexShader(const std::string& code, D3DBlob** blob);
bool CompileGeometryShader(const std::string& code, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = nullptr);
bool CompilePixelShader(const std::string& code, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = nullptr);
// Utility functions
ID3D11VertexShader* CompileAndCreateVertexShader(const std::string& code);
ID3D11GeometryShader* CompileAndCreateGeometryShader(const std::string& code, const D3D_SHADER_MACRO* pDefines = nullptr);
ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code);
inline ID3D11VertexShader* CreateVertexShaderFromByteCode(D3DBlob* bytecode)
{ return CreateVertexShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
inline ID3D11GeometryShader* CreateGeometryShaderFromByteCode(D3DBlob* bytecode)
{ return CreateGeometryShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
inline ID3D11PixelShader* CreatePixelShaderFromByteCode(D3DBlob* bytecode)
{ return CreatePixelShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code)
{
return CompileAndCreateVertexShader((const char*)code->Data());
}
inline ID3D11GeometryShader* CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = nullptr)
{
return CompileAndCreateGeometryShader((const char*)code->Data(), pDefines);
}
inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
{
return CompileAndCreatePixelShader((const char*)code->Data());
}
}
} // namespace DX11