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Greatly simplifies the overall interface when it comes to compiling shaders. Also allows getting rid of a std::string overload of the same name. Now std::string and const char* both go through the same function.
34 lines
788 B
C++
34 lines
788 B
C++
// Copyright 2019 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <string_view>
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#include "VideoBackends/D3DCommon/Common.h"
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#include "VideoCommon/AbstractShader.h"
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namespace D3DCommon
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{
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class Shader : public AbstractShader
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{
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public:
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virtual ~Shader() override;
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const BinaryData& GetByteCode() const { return m_bytecode; }
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BinaryData GetBinary() const override;
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static bool CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
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ShaderStage stage, std::string_view source);
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static BinaryData CreateByteCode(const void* data, size_t length);
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protected:
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Shader(ShaderStage stage, BinaryData bytecode);
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BinaryData m_bytecode;
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};
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} // namespace D3DCommon
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