From 5a079a2d114f96d4847d1ee305d5b7c16eeec50e Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 27 Dec 2025 12:03:39 -0800 Subject: Initial commit --- .../direct3d12/SDL_shaders_d3d12_xboxseries.cpp | 133 +++++++++++++++++++++ 1 file changed, 133 insertions(+) create mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxseries.cpp (limited to 'contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxseries.cpp') diff --git a/contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxseries.cpp b/contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxseries.cpp new file mode 100644 index 0000000..6c1c037 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxseries.cpp @@ -0,0 +1,133 @@ +/* + 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" + +#if defined(SDL_VIDEO_RENDER_D3D12) && defined(SDL_PLATFORM_XBOXSERIES) + +#include + +#include "../../core/windows/SDL_windows.h" +#include "../../video/directx/SDL_d3d12.h" + +#include "SDL_shaders_d3d12.h" + +#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str + + +// Shader blob headers are generated with a pre-build step using compile_shaders_xbox.bat + +#define g_main D3D12_PixelShader_Colors +#include "D3D12_PixelShader_Colors_Series.h" +#undef g_main + +#define g_main D3D12_PixelShader_Textures +#include "D3D12_PixelShader_Textures_Series.h" +#undef g_main + +#define g_main D3D12_PixelShader_Advanced +#include "D3D12_PixelShader_Advanced_Series.h" +#undef g_main + + +#define g_mainColor D3D12_VertexShader_Colors +#include "D3D12_VertexShader_Color_Series.h" +#undef g_mainColor + +#define g_mainTexture D3D12_VertexShader_Textures +#include "D3D12_VertexShader_Texture_Series.h" +#undef g_mainTexture + +#define g_mainAdvanced D3D12_VertexShader_Advanced +#include "D3D12_VertexShader_Advanced_Series.h" +#undef g_mainAdvanced + + +#define g_ColorRS D3D12_RootSig_Color +#include "D3D12_RootSig_Color_Series.h" +#undef g_ColorRS + +#define g_TextureRS D3D12_RootSig_Texture +#include "D3D12_RootSig_Texture_Series.h" +#undef g_TextureRS + +#define g_AdvancedRS D3D12_RootSig_Advanced +#include "D3D12_RootSig_Advanced_Series.h" +#undef g_AdvancedRS + + +static struct +{ + const void *ps_shader_data; + SIZE_T ps_shader_size; + const void *vs_shader_data; + SIZE_T vs_shader_size; + D3D12_RootSignature root_sig; +} D3D12_shaders[NUM_SHADERS] = { + { D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors), + D3D12_VertexShader_Colors, sizeof(D3D12_VertexShader_Colors), + ROOTSIG_COLOR }, + { D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures), + D3D12_VertexShader_Textures, sizeof(D3D12_VertexShader_Textures), + ROOTSIG_TEXTURE }, + { D3D12_PixelShader_Advanced, sizeof(D3D12_PixelShader_Advanced), + D3D12_VertexShader_Advanced, sizeof(D3D12_VertexShader_Advanced), + ROOTSIG_ADVANCED }, +}; + +static struct +{ + const void *rs_shader_data; + SIZE_T rs_shader_size; +} D3D12_rootsigs[NUM_ROOTSIGS] = { + { D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) }, + { D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) }, + { D3D12_RootSig_Advanced, sizeof(D3D12_RootSig_Advanced) }, +}; + +extern "C" +void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data; + outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size; +} + +extern "C" +void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data; + outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size; +} + +extern "C" +D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader) +{ + return D3D12_shaders[shader].root_sig; +} + +extern "C" +void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data; + outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size; +} + +#endif // SDL_VIDEO_RENDER_D3D12 && SDL_PLATFORM_XBOXSERIES + -- cgit v1.2.3