xenia/src/xenia/gpu/d3d11/d3d11_shader_resource.h
Ben Vanik 295910c3d8 Initial refactoring of gpu/.
Runs too fast - now there are ringbuffer wrapping issues.
2014-06-08 11:23:55 -07:00

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