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This is for consistency with CMake build configuration Also added SDL_VIDEO_RENDER_GPU to the non-CMake build configurations
132 lines
4.1 KiB
C++
132 lines
4.1 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if defined(SDL_VIDEO_RENDER_D3D12) && defined(SDL_PLATFORM_XBOXONE)
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#include <SDL3/SDL_stdinc.h>
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#include "../../core/windows/SDL_windows.h"
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#include "../../video/directx/SDL_d3d12.h"
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#include "SDL_shaders_d3d12.h"
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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// Shader blob headers are generated with a pre-build step using compile_shaders_xbox.bat
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#define g_main D3D12_PixelShader_Colors
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#include "D3D12_PixelShader_Colors_One.h"
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#undef g_main
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#define g_main D3D12_PixelShader_Textures
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#include "D3D12_PixelShader_Textures_One.h"
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#undef g_main
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#define g_main D3D12_PixelShader_Advanced
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#include "D3D12_PixelShader_Advanced_One.h"
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#undef g_main
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#define g_mainColor D3D12_VertexShader_Colors
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#include "D3D12_VertexShader_Color_One.h"
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#undef g_mainColor
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#define g_mainTexture D3D12_VertexShader_Textures
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#include "D3D12_VertexShader_Texture_One.h"
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#undef g_mainTexture
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#define g_mainAdvanced D3D12_VertexShader_Advanced
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#include "D3D12_VertexShader_Advanced_One.h"
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#undef g_mainAdvanced
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#define g_ColorRS D3D12_RootSig_Color
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#include "D3D12_RootSig_Color_One.h"
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#undef g_ColorRS
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#define g_TextureRS D3D12_RootSig_Texture
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#include "D3D12_RootSig_Texture_One.h"
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#undef g_TextureRS
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#define g_AdvancedRS D3D12_RootSig_Advanced
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#include "D3D12_RootSig_Advanced_One.h"
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#undef g_AdvancedRS
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static struct
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{
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const void *ps_shader_data;
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SIZE_T ps_shader_size;
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const void *vs_shader_data;
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SIZE_T vs_shader_size;
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D3D12_RootSignature root_sig;
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} D3D12_shaders[NUM_SHADERS] = {
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{ D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors),
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D3D12_VertexShader_Colors, sizeof(D3D12_VertexShader_Colors),
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ROOTSIG_COLOR },
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{ D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures),
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D3D12_VertexShader_Textures, sizeof(D3D12_VertexShader_Textures),
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ROOTSIG_TEXTURE },
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{ D3D12_PixelShader_Advanced, sizeof(D3D12_PixelShader_Advanced),
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D3D12_VertexShader_Advanced, sizeof(D3D12_VertexShader_Advanced),
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ROOTSIG_ADVANCED },
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};
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static struct
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{
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const void *rs_shader_data;
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SIZE_T rs_shader_size;
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} D3D12_rootsigs[NUM_ROOTSIGS] = {
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{ D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) },
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{ D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) },
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{ D3D12_RootSig_Advanced, sizeof(D3D12_RootSig_Advanced) },
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};
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extern "C"
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void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode)
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{
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outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data;
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outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size;
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}
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extern "C"
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void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode)
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{
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outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data;
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outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size;
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}
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extern "C"
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D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader)
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{
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return D3D12_shaders[shader].root_sig;
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}
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extern "C"
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void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode)
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{
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outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data;
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outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size;
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}
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#endif // SDL_VIDEO_RENDER_D3D12 && SDL_PLATFORM_XBOXONE
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