mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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94 lines
3.7 KiB
C
94 lines
3.7 KiB
C
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//
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// Copyright 2015 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef OPENSUBDIV_EXAMPLES_D3D11_SHADER_CACHE_H
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#define OPENSUBDIV_EXAMPLES_D3D11_SHADER_CACHE_H
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#include <string>
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#include "./shaderCache.h"
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struct ID3D11VertexShader;
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struct ID3D11HullShader;
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struct ID3D11DomainShader;
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struct ID3D11GeometryShader;
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struct ID3D11PixelShader;
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struct ID3D11Device;
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struct ID3D11InputLayout;
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struct D3D11_INPUT_ELEMENT_DESC;
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class D3D11DrawConfig {
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public:
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D3D11DrawConfig();
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~D3D11DrawConfig();
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bool CompileVertexShader(const std::string &target,
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const std::string &entry,
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const std::string &source,
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ID3D11InputLayout ** ppInputLayout,
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D3D11_INPUT_ELEMENT_DESC const *pInputElementDescs,
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int numInputElements,
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ID3D11Device * pd3dDevice);
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bool CompileHullShader(const std::string &target,
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const std::string &entry,
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const std::string &source,
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ID3D11Device * pd3dDevice);
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bool CompileDomainShader(const std::string &target,
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const std::string &entry,
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const std::string &source,
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ID3D11Device * pd3dDevice);
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bool CompileGeometryShader(const std::string &target,
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const std::string &entry,
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const std::string &source,
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ID3D11Device * pd3dDevice);
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bool CompilePixelShader(const std::string &target,
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const std::string &entry,
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const std::string &source,
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ID3D11Device * pd3dDevice);
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ID3D11VertexShader *GetVertexShader() const { return _vertexShader; }
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ID3D11HullShader *GetHullShader() const { return _hullShader; }
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ID3D11DomainShader *GetDomainShader() const { return _domainShader; }
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ID3D11GeometryShader *GetGeometryShader() const { return _geometryShader; }
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ID3D11PixelShader *GetPixelShader() const { return _pixelShader; }
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private:
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ID3D11VertexShader *_vertexShader;
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ID3D11HullShader *_hullShader;
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ID3D11DomainShader *_domainShader;
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ID3D11GeometryShader *_geometryShader;
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ID3D11PixelShader *_pixelShader;
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};
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// workaround for template alias
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#if 0
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template <typename DESC_TYPE>
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using D3D11ShaderCache = ShaderCacheT<DESC_TYPE, D3D11DrawConfig>;
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#else
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template <typename DESC_TYPE>
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class D3D11ShaderCache : public ShaderCacheT<DESC_TYPE, D3D11DrawConfig> {
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};
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#endif
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#endif // OPENSUBDIV_EXAMPLES_D3D11_SHADER_CACHE_H
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