// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include <string>

#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"

struct ID3D11PixelShader;
struct ID3D11VertexShader;

namespace DX11
{
namespace D3D
{
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, size_t len);
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, size_t len);
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, size_t len);
ID3D11ComputeShader* CreateComputeShaderFromByteCode(const void* bytecode, size_t len);

// The returned bytecode buffers should be Release()d.
bool CompileVertexShader(const std::string& code, D3DBlob** blob);
bool CompileGeometryShader(const std::string& code, D3DBlob** blob,
                           const D3D_SHADER_MACRO* pDefines = nullptr);
bool CompilePixelShader(const std::string& code, D3DBlob** blob,
                        const D3D_SHADER_MACRO* pDefines = nullptr);
bool CompileComputeShader(const std::string& code, D3DBlob** blob,
                          const D3D_SHADER_MACRO* pDefines = nullptr);

// Utility functions
ID3D11VertexShader* CompileAndCreateVertexShader(const std::string& code);
ID3D11GeometryShader* CompileAndCreateGeometryShader(const std::string& code,
                                                     const D3D_SHADER_MACRO* pDefines = nullptr);
ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code);
ID3D11ComputeShader* CompileAndCreateComputeShader(const std::string& code);

inline ID3D11VertexShader* CreateVertexShaderFromByteCode(D3DBlob* bytecode)
{
  return CreateVertexShaderFromByteCode(bytecode->Data(), bytecode->Size());
}
inline ID3D11GeometryShader* CreateGeometryShaderFromByteCode(D3DBlob* bytecode)
{
  return CreateGeometryShaderFromByteCode(bytecode->Data(), bytecode->Size());
}
inline ID3D11PixelShader* CreatePixelShaderFromByteCode(D3DBlob* bytecode)
{
  return CreatePixelShaderFromByteCode(bytecode->Data(), bytecode->Size());
}
inline ID3D11ComputeShader* CreateComputeShaderFromByteCode(D3DBlob* bytecode)
{
  return CreateComputeShaderFromByteCode(bytecode->Data(), bytecode->Size());
}

inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code)
{
  return CompileAndCreateVertexShader(reinterpret_cast<const char*>(code->Data()));
}

inline ID3D11GeometryShader*
CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = nullptr)
{
  return CompileAndCreateGeometryShader(reinterpret_cast<const char*>(code->Data()), pDefines);
}

inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
{
  return CompileAndCreatePixelShader(reinterpret_cast<const char*>(code->Data()));
}
inline ID3D11ComputeShader* CompileAndCreateComputeShader(D3DBlob* code)
{
  return CompileAndCreateComputeShader(reinterpret_cast<const char*>(code->Data()));
}
}

}  // namespace DX11