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 | |