diff options
| author | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
| commit | 5a079a2d114f96d4847d1ee305d5b7c16eeec50e (patch) | |
| tree | 8926ab44f168acf787d8e19608857b3af0f82758 /contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c | |
Initial commit
Diffstat (limited to 'contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c')
| -rw-r--r-- | contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c new file mode 100644 index 0000000..18965e2 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c | |||
| @@ -0,0 +1,116 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
| 4 | |||
| 5 | This software is provided 'as-is', without any express or implied | ||
| 6 | warranty. In no event will the authors be held liable for any damages | ||
| 7 | arising from the use of this software. | ||
| 8 | |||
| 9 | Permission is granted to anyone to use this software for any purpose, | ||
| 10 | including commercial applications, and to alter it and redistribute it | ||
| 11 | freely, subject to the following restrictions: | ||
| 12 | |||
| 13 | 1. The origin of this software must not be misrepresented; you must not | ||
| 14 | claim that you wrote the original software. If you use this software | ||
| 15 | in a product, an acknowledgment in the product documentation would be | ||
| 16 | appreciated but is not required. | ||
| 17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 | misrepresented as being the original software. | ||
| 19 | 3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | #include "SDL_internal.h" | ||
| 22 | |||
| 23 | #ifdef SDL_VIDEO_RENDER_D3D11 | ||
| 24 | |||
| 25 | #define COBJMACROS | ||
| 26 | #include "../../core/windows/SDL_windows.h" | ||
| 27 | #include <d3d11_1.h> | ||
| 28 | |||
| 29 | #include "SDL_shaders_d3d11.h" | ||
| 30 | |||
| 31 | #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str | ||
| 32 | |||
| 33 | #if SDL_WINAPI_FAMILY_PHONE | ||
| 34 | #error Need to build shaders with level_9_3 | ||
| 35 | #endif | ||
| 36 | |||
| 37 | // The shaders here were compiled with compile_shaders.bat | ||
| 38 | |||
| 39 | #define g_main D3D11_PixelShader_Colors | ||
| 40 | #include "D3D11_PixelShader_Colors.h" | ||
| 41 | #undef g_main | ||
| 42 | |||
| 43 | #define g_main D3D11_PixelShader_Textures | ||
| 44 | #include "D3D11_PixelShader_Textures.h" | ||
| 45 | #undef g_main | ||
| 46 | |||
| 47 | #define g_main D3D11_PixelShader_Advanced | ||
| 48 | #include "D3D11_PixelShader_Advanced.h" | ||
| 49 | #undef g_main | ||
| 50 | |||
| 51 | #define g_main D3D11_VertexShader | ||
| 52 | #include "D3D11_VertexShader.h" | ||
| 53 | #undef g_main | ||
| 54 | |||
| 55 | |||
| 56 | static struct | ||
| 57 | { | ||
| 58 | const void *shader_data; | ||
| 59 | SIZE_T shader_size; | ||
| 60 | } D3D11_shaders[] = { | ||
| 61 | { NULL, 0 }, | ||
| 62 | { D3D11_PixelShader_Colors, sizeof(D3D11_PixelShader_Colors) }, | ||
| 63 | { D3D11_PixelShader_Textures, sizeof(D3D11_PixelShader_Textures) }, | ||
| 64 | { D3D11_PixelShader_Advanced, sizeof(D3D11_PixelShader_Advanced) }, | ||
| 65 | }; | ||
| 66 | SDL_COMPILE_TIME_ASSERT(D3D11_shaders, SDL_arraysize(D3D11_shaders) == NUM_SHADERS); | ||
| 67 | |||
| 68 | bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout) | ||
| 69 | { | ||
| 70 | // Declare how the input layout for SDL's vertex shader will be setup: | ||
| 71 | const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = { | ||
| 72 | { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, | ||
| 73 | { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, | ||
| 74 | { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 }, | ||
| 75 | }; | ||
| 76 | HRESULT result; | ||
| 77 | |||
| 78 | // Load in SDL's one and only vertex shader: | ||
| 79 | result = ID3D11Device_CreateVertexShader(d3dDevice, | ||
| 80 | D3D11_VertexShader, | ||
| 81 | sizeof(D3D11_VertexShader), | ||
| 82 | NULL, | ||
| 83 | vertexShader); | ||
| 84 | if (FAILED(result)) { | ||
| 85 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result); | ||
| 86 | } | ||
| 87 | |||
| 88 | // Create an input layout for SDL's vertex shader: | ||
| 89 | result = ID3D11Device_CreateInputLayout(d3dDevice, | ||
| 90 | vertexDesc, | ||
| 91 | ARRAYSIZE(vertexDesc), | ||
| 92 | D3D11_VertexShader, | ||
| 93 | sizeof(D3D11_VertexShader), | ||
| 94 | inputLayout); | ||
| 95 | if (FAILED(result)) { | ||
| 96 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result); | ||
| 97 | } | ||
| 98 | return true; | ||
| 99 | } | ||
| 100 | |||
| 101 | bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader) | ||
| 102 | { | ||
| 103 | HRESULT result; | ||
| 104 | |||
| 105 | result = ID3D11Device_CreatePixelShader(d3dDevice, | ||
| 106 | D3D11_shaders[shader].shader_data, | ||
| 107 | D3D11_shaders[shader].shader_size, | ||
| 108 | NULL, | ||
| 109 | pixelShader); | ||
| 110 | if (FAILED(result)) { | ||
| 111 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader"), result); | ||
| 112 | } | ||
| 113 | return true; | ||
| 114 | } | ||
| 115 | |||
| 116 | #endif // SDL_VIDEO_RENDER_D3D11 | ||
