| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| #include "SDL_internal.h" |
| |
| #if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| |
| #include "../../core/windows/SDL_windows.h" |
| #include "../../video/directx/SDL_d3d12.h" |
| |
| #include "SDL_shaders_d3d12.h" |
| |
| #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str |
| |
| // The shaders here were compiled with compile_shaders.bat |
| |
| #define g_main D3D12_PixelShader_Colors |
| #include "D3D12_PixelShader_Colors.h" |
| #undef g_main |
| |
| #define g_main D3D12_PixelShader_Textures |
| #include "D3D12_PixelShader_Textures.h" |
| #undef g_main |
| |
| #define g_main D3D12_PixelShader_Advanced |
| #include "D3D12_PixelShader_Advanced.h" |
| #undef g_main |
| |
| |
| #define g_mainColor D3D12_VertexShader_Colors |
| #include "D3D12_VertexShader_Color.h" |
| #undef g_mainColor |
| |
| #define g_mainTexture D3D12_VertexShader_Textures |
| #include "D3D12_VertexShader_Texture.h" |
| #undef g_mainTexture |
| |
| #define g_mainAdvanced D3D12_VertexShader_Advanced |
| #include "D3D12_VertexShader_Advanced.h" |
| #undef g_mainAdvanced |
| |
| |
| #define g_ColorRS D3D12_RootSig_Color |
| #include "D3D12_RootSig_Color.h" |
| #undef g_ColorRS |
| |
| #define g_TextureRS D3D12_RootSig_Texture |
| #include "D3D12_RootSig_Texture.h" |
| #undef g_TextureRS |
| |
| #define g_AdvancedRS D3D12_RootSig_Advanced |
| #include "D3D12_RootSig_Advanced.h" |
| #undef g_AdvancedRS |
| |
| |
| static struct |
| { |
| const void *ps_shader_data; |
| SIZE_T ps_shader_size; |
| const void *vs_shader_data; |
| SIZE_T vs_shader_size; |
| D3D12_RootSignature root_sig; |
| } D3D12_shaders[NUM_SHADERS] = { |
| { D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors), |
| D3D12_VertexShader_Colors, sizeof(D3D12_VertexShader_Colors), |
| ROOTSIG_COLOR }, |
| { D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures), |
| D3D12_VertexShader_Textures, sizeof(D3D12_VertexShader_Textures), |
| ROOTSIG_TEXTURE }, |
| { D3D12_PixelShader_Advanced, sizeof(D3D12_PixelShader_Advanced), |
| D3D12_VertexShader_Advanced, sizeof(D3D12_VertexShader_Advanced), |
| ROOTSIG_ADVANCED }, |
| }; |
| |
| static struct |
| { |
| const void *rs_shader_data; |
| SIZE_T rs_shader_size; |
| } D3D12_rootsigs[NUM_ROOTSIGS] = { |
| { D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) }, |
| { D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) }, |
| { D3D12_RootSig_Advanced, sizeof(D3D12_RootSig_Advanced) }, |
| }; |
| |
| void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) |
| { |
| outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data; |
| outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size; |
| } |
| |
| void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) |
| { |
| outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data; |
| outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size; |
| } |
| |
| D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader) |
| { |
| return D3D12_shaders[shader].root_sig; |
| } |
| |
| void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode) |
| { |
| outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data; |
| outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size; |
| } |
| |
| #endif // SDL_VIDEO_RENDER_D3D12 && !SDL_PLATFORM_XBOXONE && !SDL_PLATFORM_XBOXSERIES |