| 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 | #if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| 24 | |
| 25 | #include "../../core/windows/SDL_windows.h" |
| 26 | #include "../../video/directx/SDL_d3d12.h" |
| 27 | |
| 28 | #include "SDL_shaders_d3d12.h" |
| 29 | |
| 30 | #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str |
| 31 | |
| 32 | // The shaders here were compiled with compile_shaders.bat |
| 33 | |
| 34 | #define g_main D3D12_PixelShader_Colors |
| 35 | #include "D3D12_PixelShader_Colors.h" |
| 36 | #undef g_main |
| 37 | |
| 38 | #define g_main D3D12_PixelShader_Textures |
| 39 | #include "D3D12_PixelShader_Textures.h" |
| 40 | #undef g_main |
| 41 | |
| 42 | #define g_main D3D12_PixelShader_Advanced |
| 43 | #include "D3D12_PixelShader_Advanced.h" |
| 44 | #undef g_main |
| 45 | |
| 46 | |
| 47 | #define g_mainColor D3D12_VertexShader_Colors |
| 48 | #include "D3D12_VertexShader_Color.h" |
| 49 | #undef g_mainColor |
| 50 | |
| 51 | #define g_mainTexture D3D12_VertexShader_Textures |
| 52 | #include "D3D12_VertexShader_Texture.h" |
| 53 | #undef g_mainTexture |
| 54 | |
| 55 | #define g_mainAdvanced D3D12_VertexShader_Advanced |
| 56 | #include "D3D12_VertexShader_Advanced.h" |
| 57 | #undef g_mainAdvanced |
| 58 | |
| 59 | |
| 60 | #define g_ColorRS D3D12_RootSig_Color |
| 61 | #include "D3D12_RootSig_Color.h" |
| 62 | #undef g_ColorRS |
| 63 | |
| 64 | #define g_TextureRS D3D12_RootSig_Texture |
| 65 | #include "D3D12_RootSig_Texture.h" |
| 66 | #undef g_TextureRS |
| 67 | |
| 68 | #define g_AdvancedRS D3D12_RootSig_Advanced |
| 69 | #include "D3D12_RootSig_Advanced.h" |
| 70 | #undef g_AdvancedRS |
| 71 | |
| 72 | |
| 73 | static struct |
| 74 | { |
| 75 | const void *ps_shader_data; |
| 76 | SIZE_T ps_shader_size; |
| 77 | const void *vs_shader_data; |
| 78 | SIZE_T vs_shader_size; |
| 79 | D3D12_RootSignature root_sig; |
| 80 | } D3D12_shaders[NUM_SHADERS] = { |
| 81 | { D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors), |
| 82 | D3D12_VertexShader_Colors, sizeof(D3D12_VertexShader_Colors), |
| 83 | ROOTSIG_COLOR }, |
| 84 | { D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures), |
| 85 | D3D12_VertexShader_Textures, sizeof(D3D12_VertexShader_Textures), |
| 86 | ROOTSIG_TEXTURE }, |
| 87 | { D3D12_PixelShader_Advanced, sizeof(D3D12_PixelShader_Advanced), |
| 88 | D3D12_VertexShader_Advanced, sizeof(D3D12_VertexShader_Advanced), |
| 89 | ROOTSIG_ADVANCED }, |
| 90 | }; |
| 91 | |
| 92 | static struct |
| 93 | { |
| 94 | const void *rs_shader_data; |
| 95 | SIZE_T rs_shader_size; |
| 96 | } D3D12_rootsigs[NUM_ROOTSIGS] = { |
| 97 | { D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) }, |
| 98 | { D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) }, |
| 99 | { D3D12_RootSig_Advanced, sizeof(D3D12_RootSig_Advanced) }, |
| 100 | }; |
| 101 | |
| 102 | void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) |
| 103 | { |
| 104 | outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data; |
| 105 | outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size; |
| 106 | } |
| 107 | |
| 108 | void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) |
| 109 | { |
| 110 | outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data; |
| 111 | outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size; |
| 112 | } |
| 113 | |
| 114 | D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader) |
| 115 | { |
| 116 | return D3D12_shaders[shader].root_sig; |
| 117 | } |
| 118 | |
| 119 | void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode) |
| 120 | { |
| 121 | outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data; |
| 122 | outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size; |
| 123 | } |
| 124 | |
| 125 | #endif // SDL_VIDEO_RENDER_D3D12 && !SDL_PLATFORM_XBOXONE && !SDL_PLATFORM_XBOXSERIES |
| 126 | |