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diff --git a/contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp b/contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp
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+++ b/contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp
@@ -0,0 +1,132 @@
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#if defined(SDL_VIDEO_RENDER_D3D12) && defined(SDL_PLATFORM_XBOXONE)
24
25#include <SDL3/SDL_stdinc.h>
26
27#include "../../core/windows/SDL_windows.h"
28#include "../../video/directx/SDL_d3d12.h"
29
30#include "SDL_shaders_d3d12.h"
31
32#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
33
34// Shader blob headers are generated with a pre-build step using compile_shaders_xbox.bat
35
36#define g_main D3D12_PixelShader_Colors
37#include "D3D12_PixelShader_Colors_One.h"
38#undef g_main
39
40#define g_main D3D12_PixelShader_Textures
41#include "D3D12_PixelShader_Textures_One.h"
42#undef g_main
43
44#define g_main D3D12_PixelShader_Advanced
45#include "D3D12_PixelShader_Advanced_One.h"
46#undef g_main
47
48
49#define g_mainColor D3D12_VertexShader_Colors
50#include "D3D12_VertexShader_Color_One.h"
51#undef g_mainColor
52
53#define g_mainTexture D3D12_VertexShader_Textures
54#include "D3D12_VertexShader_Texture_One.h"
55#undef g_mainTexture
56
57#define g_mainAdvanced D3D12_VertexShader_Advanced
58#include "D3D12_VertexShader_Advanced_One.h"
59#undef g_mainAdvanced
60
61
62#define g_ColorRS D3D12_RootSig_Color
63#include "D3D12_RootSig_Color_One.h"
64#undef g_ColorRS
65
66#define g_TextureRS D3D12_RootSig_Texture
67#include "D3D12_RootSig_Texture_One.h"
68#undef g_TextureRS
69
70#define g_AdvancedRS D3D12_RootSig_Advanced
71#include "D3D12_RootSig_Advanced_One.h"
72#undef g_AdvancedRS
73
74
75static struct
76{
77 const void *ps_shader_data;
78 SIZE_T ps_shader_size;
79 const void *vs_shader_data;
80 SIZE_T vs_shader_size;
81 D3D12_RootSignature root_sig;
82} D3D12_shaders[NUM_SHADERS] = {
83 { D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors),
84 D3D12_VertexShader_Colors, sizeof(D3D12_VertexShader_Colors),
85 ROOTSIG_COLOR },
86 { D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures),
87 D3D12_VertexShader_Textures, sizeof(D3D12_VertexShader_Textures),
88 ROOTSIG_TEXTURE },
89 { D3D12_PixelShader_Advanced, sizeof(D3D12_PixelShader_Advanced),
90 D3D12_VertexShader_Advanced, sizeof(D3D12_VertexShader_Advanced),
91 ROOTSIG_ADVANCED },
92};
93
94static struct
95{
96 const void *rs_shader_data;
97 SIZE_T rs_shader_size;
98} D3D12_rootsigs[NUM_ROOTSIGS] = {
99 { D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) },
100 { D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) },
101 { D3D12_RootSig_Advanced, sizeof(D3D12_RootSig_Advanced) },
102};
103
104extern "C"
105void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode)
106{
107 outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data;
108 outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size;
109}
110
111extern "C"
112void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode)
113{
114 outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data;
115 outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size;
116}
117
118extern "C"
119D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader)
120{
121 return D3D12_shaders[shader].root_sig;
122}
123
124extern "C"
125void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode)
126{
127 outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data;
128 outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size;
129}
130
131#endif // SDL_VIDEO_RENDER_D3D12 && SDL_PLATFORM_XBOXONE
132