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#ifdef SDL_VIDEO_RENDER_D3D11
24
25#define COBJMACROS
26#include "../../core/windows/SDL_windows.h"
27#include <d3d11_1.h>
28
29#include "SDL_shaders_d3d11.h"
30
31#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
32
33#if SDL_WINAPI_FAMILY_PHONE
34#error Need to build shaders with level_9_3
35#endif
36
37// The shaders here were compiled with compile_shaders.bat
38
39#define g_main D3D11_PixelShader_Colors
40#include "D3D11_PixelShader_Colors.h"
41#undef g_main
42
43#define g_main D3D11_PixelShader_Textures
44#include "D3D11_PixelShader_Textures.h"
45#undef g_main
46
47#define g_main D3D11_PixelShader_Advanced
48#include "D3D11_PixelShader_Advanced.h"
49#undef g_main
50
51#define g_main D3D11_VertexShader
52#include "D3D11_VertexShader.h"
53#undef g_main
54
55
56static struct
57{
58 const void *shader_data;
59 SIZE_T shader_size;
60} D3D11_shaders[] = {
61 { NULL, 0 },
62 { D3D11_PixelShader_Colors, sizeof(D3D11_PixelShader_Colors) },
63 { D3D11_PixelShader_Textures, sizeof(D3D11_PixelShader_Textures) },
64 { D3D11_PixelShader_Advanced, sizeof(D3D11_PixelShader_Advanced) },
65};
66SDL_COMPILE_TIME_ASSERT(D3D11_shaders, SDL_arraysize(D3D11_shaders) == NUM_SHADERS);
67
68bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout)
69{
70 // Declare how the input layout for SDL's vertex shader will be setup:
71 const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = {
72 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
73 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
74 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
75 };
76 HRESULT result;
77
78 // Load in SDL's one and only vertex shader:
79 result = ID3D11Device_CreateVertexShader(d3dDevice,
80 D3D11_VertexShader,
81 sizeof(D3D11_VertexShader),
82 NULL,
83 vertexShader);
84 if (FAILED(result)) {
85 return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result);
86 }
87
88 // Create an input layout for SDL's vertex shader:
89 result = ID3D11Device_CreateInputLayout(d3dDevice,
90 vertexDesc,
91 ARRAYSIZE(vertexDesc),
92 D3D11_VertexShader,
93 sizeof(D3D11_VertexShader),
94 inputLayout);
95 if (FAILED(result)) {
96 return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result);
97 }
98 return true;
99}
100
101bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader)
102{
103 HRESULT result;
104
105 result = ID3D11Device_CreatePixelShader(d3dDevice,
106 D3D11_shaders[shader].shader_data,
107 D3D11_shaders[shader].shader_size,
108 NULL,
109 pixelShader);
110 if (FAILED(result)) {
111 return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader"), result);
112 }
113 return true;
114}
115
116#endif // SDL_VIDEO_RENDER_D3D11
117