// // 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 #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 using D3D11ShaderCache = ShaderCacheT; #else template class D3D11ShaderCache : public ShaderCacheT { }; #endif #endif // OPENSUBDIV_EXAMPLES_D3D11_SHADER_CACHE_H