dolphin/Source/Plugins/Plugin_VideoDX11/Src/D3DShader.h
NeoBrainX 4f339ebc82 DX11: Introduce a D3DBlob class.
Advantages:
- easier to use
- drops our dependence on d3d10.lib, without depending on the June 2010 DX SDK
- makes finding unreleased buffers easier
- possibly more ;P


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5728 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-16 23:25:19 +00:00

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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#pragma once
#include "D3DBase.h"
namespace D3D
{
ID3D11VertexShader* CreateVertexShaderFromByteCode(void* bytecode, unsigned int len);
ID3D11PixelShader* CreatePixelShaderFromByteCode(void* bytecode, unsigned int len);
// The returned bytecode buffers should be Release()d.
bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob);
bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob);
// Utility functions
ID3D11VertexShader* CompileAndCreateVertexShader(const char* code, unsigned int len);
ID3D11PixelShader* CompileAndCreatePixelShader(const char* code, unsigned int len);
inline ID3D11VertexShader* CreateVertexShaderFromByteCode(D3DBlob* bytecode) { return CreateVertexShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
inline ID3D11PixelShader* CreatePixelShaderFromByteCode(D3DBlob* bytecode) { return CreatePixelShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code) { return CompileAndCreateVertexShader((const char*)code->Data(), code->Size()); }
inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code) { return CompileAndCreatePixelShader((const char*)code->Data(), code->Size()); }
}