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92 lines
2.7 KiB
C++
92 lines
2.7 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_D3D11_D3D11_SHADER_RESOURCE_H_
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#define XENIA_GPU_D3D11_D3D11_SHADER_RESOURCE_H_
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#include <xenia/gpu/shader_resource.h>
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#include <xenia/gpu/xenos/xenos.h>
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#include <d3d11.h>
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namespace xe {
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namespace gpu {
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namespace d3d11 {
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class D3D11GeometryShader;
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class D3D11ResourceCache;
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struct Output;
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typedef struct {
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Output* output;
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xenos::XE_GPU_SHADER_TYPE type;
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uint32_t tex_fetch_index;
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} xe_gpu_translate_ctx_t;
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class D3D11VertexShaderResource : public VertexShaderResource {
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public:
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D3D11VertexShaderResource(D3D11ResourceCache* resource_cache,
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const MemoryRange& memory_range,
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const Info& info);
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~D3D11VertexShaderResource() override;
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void* handle() const override { return handle_; }
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ID3D11InputLayout* input_layout() const { return input_layout_; }
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const char* translated_src() const { return translated_src_; }
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int Prepare(const xenos::xe_gpu_program_cntl_t& program_cntl) override;
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enum GeometryShaderType {
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POINT_SPRITE_SHADER,
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RECT_LIST_SHADER,
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QUAD_LIST_SHADER,
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MAX_GEOMETRY_SHADER_TYPE, // keep at the end
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};
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int DemandGeometryShader(GeometryShaderType type,
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D3D11GeometryShader** out_shader);
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private:
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int CreateInputLayout(const void* byte_code, size_t byte_code_length);
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D3D11ResourceCache* resource_cache_;
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ID3D11VertexShader* handle_;
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ID3D11InputLayout* input_layout_;
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D3D11GeometryShader* geometry_shaders_[MAX_GEOMETRY_SHADER_TYPE];
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char* translated_src_;
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};
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class D3D11PixelShaderResource : public PixelShaderResource {
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public:
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D3D11PixelShaderResource(D3D11ResourceCache* resource_cache,
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const MemoryRange& memory_range,
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const Info& info);
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~D3D11PixelShaderResource() override;
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void* handle() const override { return handle_; }
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const char* translated_src() const { return translated_src_; }
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int Prepare(const xenos::xe_gpu_program_cntl_t& program_cntl,
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VertexShaderResource* vertex_shader) override;
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private:
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D3D11ResourceCache* resource_cache_;
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ID3D11PixelShader* handle_;
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char* translated_src_;
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};
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} // namespace d3d11
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D11_D3D11_SHADER_RESOURCE_H_
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