45 lines
1.3 KiB
C++
45 lines
1.3 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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#include <xenia/gpu/d3d11/d3d11_shader_cache.h>
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#include <xenia/gpu/d3d11/d3d11_shader.h>
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using namespace xe;
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using namespace xe::gpu;
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using namespace xe::gpu::d3d11;
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using namespace xe::gpu::xenos;
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D3D11ShaderCache::D3D11ShaderCache(ID3D11Device* device) {
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device_ = device;
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device_->AddRef();
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}
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D3D11ShaderCache::~D3D11ShaderCache() {
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device_->Release();
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}
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Shader* D3D11ShaderCache::CreateCore(
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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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switch (type) {
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case XE_GPU_SHADER_TYPE_VERTEX:
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return new D3D11VertexShader(
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device_, src_ptr, length, hash);
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case XE_GPU_SHADER_TYPE_PIXEL:
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return new D3D11PixelShader(
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device_, src_ptr, length, hash);
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default:
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XEASSERTALWAYS();
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return NULL;
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}
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} |