Implement D3D12 backend
This commit is contained in:
@@ -0,0 +1,32 @@
|
||||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
#include <memory>
|
||||
#include "VideoBackends/D3D12/Common.h"
|
||||
#include "VideoBackends/D3DCommon/Shader.h"
|
||||
|
||||
namespace DX12
|
||||
{
|
||||
class DXShader final : public D3DCommon::Shader
|
||||
{
|
||||
public:
|
||||
~DXShader() override;
|
||||
|
||||
ID3D12PipelineState* GetComputePipeline() const { return m_compute_pipeline.Get(); }
|
||||
D3D12_SHADER_BYTECODE GetD3DByteCode() const;
|
||||
|
||||
static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
|
||||
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
|
||||
size_t length);
|
||||
|
||||
private:
|
||||
DXShader(ShaderStage stage, BinaryData bytecode);
|
||||
|
||||
bool CreateComputePipeline();
|
||||
|
||||
ComPtr<ID3D12PipelineState> m_compute_pipeline;
|
||||
};
|
||||
|
||||
} // namespace DX12
|
||||
Reference in New Issue
Block a user