D3D: Support compiling compute shaders

This commit is contained in:
Stenzek committed 2018-02-22 19:11:25 +10:00
1 parent aaea515d71
commit e8ff2b2006
4 files changed
+99 -3

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+15 -3
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@@ -19,6 +19,7 @@ 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);
@@ -26,12 +27,15 @@ 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)
{
@@ -45,21 +49,29 @@ 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((const char*)code->Data());
return CompileAndCreateVertexShader(reinterpret_cast<const char*>(code->Data()));
}
inline ID3D11GeometryShader*
CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = nullptr)
{
return CompileAndCreateGeometryShader((const char*)code->Data(), pDefines);
return CompileAndCreateGeometryShader(reinterpret_cast<const char*>(code->Data()), pDefines);
}
inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
{
return CompileAndCreatePixelShader((const char*)code->Data());
return CompileAndCreatePixelShader(reinterpret_cast<const char*>(code->Data()));
}
inline ID3D11ComputeShader* CompileAndCreateComputeShader(D3DBlob* code)
{
return CompileAndCreateComputeShader(reinterpret_cast<const char*>(code->Data()));
}
}