Atlas - SDL_shaders_d3d12_xboxseries.cpp

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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2025 Sam Lantinga <[email protected]> 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_XBOXSERIES) 24 25#include <SDL3/SDL_stdinc.h> 26 27#include "../../core/windows/SDL_windows.h" 28#include "../../video/directx/SDL_d3d12.h" 29 30#include "SDL_shaders_d3d12.h" 31 32#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str 33 34 35// Shader blob headers are generated with a pre-build step using compile_shaders_xbox.bat 36 37#define g_main D3D12_PixelShader_Colors 38#include "D3D12_PixelShader_Colors_Series.h" 39#undef g_main 40 41#define g_main D3D12_PixelShader_Textures 42#include "D3D12_PixelShader_Textures_Series.h" 43#undef g_main 44 45#define g_main D3D12_PixelShader_Advanced 46#include "D3D12_PixelShader_Advanced_Series.h" 47#undef g_main 48 49 50#define g_mainColor D3D12_VertexShader_Colors 51#include "D3D12_VertexShader_Color_Series.h" 52#undef g_mainColor 53 54#define g_mainTexture D3D12_VertexShader_Textures 55#include "D3D12_VertexShader_Texture_Series.h" 56#undef g_mainTexture 57 58#define g_mainAdvanced D3D12_VertexShader_Advanced 59#include "D3D12_VertexShader_Advanced_Series.h" 60#undef g_mainAdvanced 61 62 63#define g_ColorRS D3D12_RootSig_Color 64#include "D3D12_RootSig_Color_Series.h" 65#undef g_ColorRS 66 67#define g_TextureRS D3D12_RootSig_Texture 68#include "D3D12_RootSig_Texture_Series.h" 69#undef g_TextureRS 70 71#define g_AdvancedRS D3D12_RootSig_Advanced 72#include "D3D12_RootSig_Advanced_Series.h" 73#undef g_AdvancedRS 74 75 76static struct 77{ 78 const void *ps_shader_data; 79 SIZE_T ps_shader_size; 80 const void *vs_shader_data; 81 SIZE_T vs_shader_size; 82 D3D12_RootSignature root_sig; 83} D3D12_shaders[NUM_SHADERS] = { 84 { D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors), 85 D3D12_VertexShader_Colors, sizeof(D3D12_VertexShader_Colors), 86 ROOTSIG_COLOR }, 87 { D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures), 88 D3D12_VertexShader_Textures, sizeof(D3D12_VertexShader_Textures), 89 ROOTSIG_TEXTURE }, 90 { D3D12_PixelShader_Advanced, sizeof(D3D12_PixelShader_Advanced), 91 D3D12_VertexShader_Advanced, sizeof(D3D12_VertexShader_Advanced), 92 ROOTSIG_ADVANCED }, 93}; 94 95static struct 96{ 97 const void *rs_shader_data; 98 SIZE_T rs_shader_size; 99} D3D12_rootsigs[NUM_ROOTSIGS] = { 100 { D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) }, 101 { D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) }, 102 { D3D12_RootSig_Advanced, sizeof(D3D12_RootSig_Advanced) }, 103}; 104 105extern "C" 106void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) 107{ 108 outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data; 109 outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size; 110} 111 112extern "C" 113void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) 114{ 115 outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data; 116 outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size; 117} 118 119extern "C" 120D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader) 121{ 122 return D3D12_shaders[shader].root_sig; 123} 124 125extern "C" 126void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode) 127{ 128 outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data; 129 outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size; 130} 131 132#endif // SDL_VIDEO_RENDER_D3D12 && SDL_PLATFORM_XBOXSERIES 133 134
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