File: 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