From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../src/render/direct3d11/SDL_shaders_d3d11.c | 116 --------------------- 1 file changed, 116 deletions(-) delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c (limited to 'contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c') 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 deleted file mode 100644 index 18965e2..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c +++ /dev/null @@ -1,116 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#ifdef SDL_VIDEO_RENDER_D3D11 - -#define COBJMACROS -#include "../../core/windows/SDL_windows.h" -#include - -#include "SDL_shaders_d3d11.h" - -#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str - -#if SDL_WINAPI_FAMILY_PHONE -#error Need to build shaders with level_9_3 -#endif - -// The shaders here were compiled with compile_shaders.bat - -#define g_main D3D11_PixelShader_Colors -#include "D3D11_PixelShader_Colors.h" -#undef g_main - -#define g_main D3D11_PixelShader_Textures -#include "D3D11_PixelShader_Textures.h" -#undef g_main - -#define g_main D3D11_PixelShader_Advanced -#include "D3D11_PixelShader_Advanced.h" -#undef g_main - -#define g_main D3D11_VertexShader -#include "D3D11_VertexShader.h" -#undef g_main - - -static struct -{ - const void *shader_data; - SIZE_T shader_size; -} D3D11_shaders[] = { - { NULL, 0 }, - { D3D11_PixelShader_Colors, sizeof(D3D11_PixelShader_Colors) }, - { D3D11_PixelShader_Textures, sizeof(D3D11_PixelShader_Textures) }, - { D3D11_PixelShader_Advanced, sizeof(D3D11_PixelShader_Advanced) }, -}; -SDL_COMPILE_TIME_ASSERT(D3D11_shaders, SDL_arraysize(D3D11_shaders) == NUM_SHADERS); - -bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout) -{ - // Declare how the input layout for SDL's vertex shader will be setup: - const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; - HRESULT result; - - // Load in SDL's one and only vertex shader: - result = ID3D11Device_CreateVertexShader(d3dDevice, - D3D11_VertexShader, - sizeof(D3D11_VertexShader), - NULL, - vertexShader); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result); - } - - // Create an input layout for SDL's vertex shader: - result = ID3D11Device_CreateInputLayout(d3dDevice, - vertexDesc, - ARRAYSIZE(vertexDesc), - D3D11_VertexShader, - sizeof(D3D11_VertexShader), - inputLayout); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result); - } - return true; -} - -bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader) -{ - HRESULT result; - - result = ID3D11Device_CreatePixelShader(d3dDevice, - D3D11_shaders[shader].shader_data, - D3D11_shaders[shader].shader_size, - NULL, - pixelShader); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader"), result); - } - return true; -} - -#endif // SDL_VIDEO_RENDER_D3D11 -- cgit v1.2.3