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 | |
56 | static 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 | }; |
66 | SDL_COMPILE_TIME_ASSERT(D3D11_shaders, SDL_arraysize(D3D11_shaders) == NUM_SHADERS); |
67 | |
68 | bool 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 | |
101 | bool 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 | |