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
73static 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
92static 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
102void 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
108void 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
114D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader)
115{
116 return D3D12_shaders[shader].root_sig;
117}
118
119void 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