117 lines
4.3 KiB
C
117 lines
4.3 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_VIDEO_RENDER_D3D11
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#define COBJMACROS
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#include "../../core/windows/SDL_windows.h"
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#include <d3d11_1.h>
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#include "SDL_shaders_d3d11.h"
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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#if SDL_WINAPI_FAMILY_PHONE
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#error Need to build shaders with level_9_3
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#endif
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// The shaders here were compiled with compile_shaders.bat
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#define g_main D3D11_PixelShader_Colors
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#include "D3D11_PixelShader_Colors.h"
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#undef g_main
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#define g_main D3D11_PixelShader_Textures
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#include "D3D11_PixelShader_Textures.h"
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#undef g_main
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#define g_main D3D11_PixelShader_Advanced
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#include "D3D11_PixelShader_Advanced.h"
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#undef g_main
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#define g_main D3D11_VertexShader
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#include "D3D11_VertexShader.h"
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#undef g_main
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static struct
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{
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const void *shader_data;
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SIZE_T shader_size;
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} D3D11_shaders[] = {
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{ NULL, 0 },
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{ D3D11_PixelShader_Colors, sizeof(D3D11_PixelShader_Colors) },
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{ D3D11_PixelShader_Textures, sizeof(D3D11_PixelShader_Textures) },
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{ D3D11_PixelShader_Advanced, sizeof(D3D11_PixelShader_Advanced) },
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};
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SDL_COMPILE_TIME_ASSERT(D3D11_shaders, SDL_arraysize(D3D11_shaders) == NUM_SHADERS);
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bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout)
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{
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// Declare how the input layout for SDL's vertex shader will be setup:
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const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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HRESULT result;
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// Load in SDL's one and only vertex shader:
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result = ID3D11Device_CreateVertexShader(d3dDevice,
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D3D11_VertexShader,
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sizeof(D3D11_VertexShader),
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NULL,
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vertexShader);
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if (FAILED(result)) {
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result);
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}
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// Create an input layout for SDL's vertex shader:
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result = ID3D11Device_CreateInputLayout(d3dDevice,
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vertexDesc,
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ARRAYSIZE(vertexDesc),
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D3D11_VertexShader,
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sizeof(D3D11_VertexShader),
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inputLayout);
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if (FAILED(result)) {
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result);
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}
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return true;
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}
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bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader)
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{
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HRESULT result;
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result = ID3D11Device_CreatePixelShader(d3dDevice,
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D3D11_shaders[shader].shader_data,
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D3D11_shaders[shader].shader_size,
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NULL,
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pixelShader);
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if (FAILED(result)) {
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader"), result);
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}
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return true;
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}
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#endif // SDL_VIDEO_RENDER_D3D11
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