| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2026 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" |
| |
| #ifdef SDL_VIDEO_RENDER_D3D11 |
| |
| #define COBJMACROS |
| #include "../../core/windows/SDL_windows.h" |
| #include <d3d11_1.h> |
| |
| #include "SDL_shaders_d3d11.h" |
| |
| #if SDL_WINAPI_FAMILY_PHONE |
| #error Need to build shaders with level_9_3 |
| #endif |
| |
| // The shaders here were compiled with compile_shaders.bat |
| |
| #define g_main D3D11_PixelShader_Colors |
| #include "D3D11_PixelShader_Colors.h" |
| #undef g_main |
| |
| #define g_main D3D11_PixelShader_Textures |
| #include "D3D11_PixelShader_Textures.h" |
| #undef g_main |
| |
| #define g_main D3D11_PixelShader_Advanced |
| #include "D3D11_PixelShader_Advanced.h" |
| #undef g_main |
| |
| #define g_main D3D11_VertexShader |
| #include "D3D11_VertexShader.h" |
| #undef g_main |
| |
| |
| static struct |
| { |
| const void *shader_data; |
| SIZE_T shader_size; |
| } D3D11_shaders[] = { |
| { NULL, 0 }, |
| { D3D11_PixelShader_Colors, sizeof(D3D11_PixelShader_Colors) }, |
| { D3D11_PixelShader_Textures, sizeof(D3D11_PixelShader_Textures) }, |
| { D3D11_PixelShader_Advanced, sizeof(D3D11_PixelShader_Advanced) }, |
| }; |
| SDL_COMPILE_TIME_ASSERT(D3D11_shaders, SDL_arraysize(D3D11_shaders) == NUM_SHADERS); |
| |
| bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout) |
| { |
| // Declare how the input layout for SDL's vertex shader will be setup: |
| const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = { |
| { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| }; |
| HRESULT result; |
| |
| // Load in SDL's one and only vertex shader: |
| result = ID3D11Device_CreateVertexShader(d3dDevice, |
| D3D11_VertexShader, |
| sizeof(D3D11_VertexShader), |
| NULL, |
| vertexShader); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT("ID3D11Device1::CreateVertexShader", result); |
| } |
| |
| // Create an input layout for SDL's vertex shader: |
| result = ID3D11Device_CreateInputLayout(d3dDevice, |
| vertexDesc, |
| ARRAYSIZE(vertexDesc), |
| D3D11_VertexShader, |
| sizeof(D3D11_VertexShader), |
| inputLayout); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT("ID3D11Device1::CreateInputLayout", result); |
| } |
| return true; |
| } |
| |
| bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader) |
| { |
| HRESULT result; |
| |
| result = ID3D11Device_CreatePixelShader(d3dDevice, |
| D3D11_shaders[shader].shader_data, |
| D3D11_shaders[shader].shader_size, |
| NULL, |
| pixelShader); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT("ID3D11Device1::CreatePixelShader", result); |
| } |
| return true; |
| } |
| |
| #endif // SDL_VIDEO_RENDER_D3D11 |