84 lines
2.0 KiB
C++
84 lines
2.0 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2013 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_D3D11_D3D11_SHADER_H_
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#define XENIA_GPU_D3D11_D3D11_SHADER_H_
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#include <xenia/core.h>
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#include <xenia/gpu/shader.h>
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#include <xenia/gpu/xenos/xenos.h>
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#include <d3d11.h>
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namespace xe {
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namespace gpu {
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namespace d3d11 {
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class D3D11Shader : public Shader {
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public:
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virtual ~D3D11Shader();
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protected:
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D3D11Shader(
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ID3D11Device* device,
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xenos::XE_GPU_SHADER_TYPE type,
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const uint8_t* src_ptr, size_t length,
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uint64_t hash);
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protected:
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ID3D11Device* device_;
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};
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class D3D11VertexShader : public D3D11Shader {
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public:
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D3D11VertexShader(
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ID3D11Device* device,
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const uint8_t* src_ptr, size_t length,
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uint64_t hash);
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virtual ~D3D11VertexShader();
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ID3D11VertexShader* handle() const { return handle_; }
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ID3D11InputLayout* input_layout() const { return input_layout_; }
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int Prepare(xenos::xe_gpu_program_cntl_t* program_cntl);
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private:
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ID3D11VertexShader* handle_;
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ID3D11InputLayout* input_layout_;
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};
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class D3D11PixelShader : public D3D11Shader {
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public:
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D3D11PixelShader(
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ID3D11Device* device,
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const uint8_t* src_ptr, size_t length,
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uint64_t hash);
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virtual ~D3D11PixelShader();
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ID3D11PixelShader* handle() const { return handle_; }
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int Prepare(xenos::xe_gpu_program_cntl_t* program_cntl);
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private:
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ID3D11PixelShader* handle_;
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};
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} // namespace d3d11
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D11_D3D11_SHADER_H_
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