OpenSubdiv/examples/common/d3d11ShaderCache.h

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