This commit is contained in:
Nitload
2025-08-25 09:50:30 +08:00
parent bd0e31e922
commit 1359ff4ecc
1630 changed files with 738486 additions and 2399 deletions
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,290 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// float scRGB_output; // Offset: 0 Size: 4 [unused]
// float texture_type; // Offset: 4 Size: 4 [unused]
// float input_type; // Offset: 8 Size: 4 [unused]
// float color_scale; // Offset: 12 Size: 4
// float4 texel_size; // Offset: 16 Size: 16 [unused]
// float tonemap_method; // Offset: 32 Size: 4 [unused]
// float tonemap_factor1; // Offset: 36 Size: 4 [unused]
// float tonemap_factor2; // Offset: 40 Size: 4 [unused]
// float sdr_white_point; // Offset: 44 Size: 4 [unused]
// float4 Yoffset; // Offset: 48 Size: 16 [unused]
// float4 Rcoeff; // Offset: 64 Size: 16 [unused]
// float4 Gcoeff; // Offset: 80 Size: 16 [unused]
// float4 Bcoeff; // Offset: 96 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// Constants cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float
// COLOR 0 xyzw 2 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer Start Reg # of Regs Data Conversion
// ---------- ------- --------- --------- ----------------------
// c0 cb0 0 1 ( FLT, FLT, FLT, FLT)
//
//
// Level9 shader bytecode:
//
ps_2_0
dcl t1
mul r0.xyz, t1, c0.w
mov r0.w, t1.w
mov oC0, r0
// approximately 3 instruction slots used
ps_4_0
dcl_constantbuffer CB0[1], immediateIndexed
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 1
mov r0.x, cb0[0].w
mov r0.w, l(1.000000)
mul o0.xyzw, r0.xxxw, v2.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_main[] =
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};
@@ -0,0 +1,338 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// float scRGB_output; // Offset: 0 Size: 4 [unused]
// float texture_type; // Offset: 4 Size: 4 [unused]
// float input_type; // Offset: 8 Size: 4 [unused]
// float color_scale; // Offset: 12 Size: 4
// float4 texel_size; // Offset: 16 Size: 16 [unused]
// float tonemap_method; // Offset: 32 Size: 4 [unused]
// float tonemap_factor1; // Offset: 36 Size: 4 [unused]
// float tonemap_factor2; // Offset: 40 Size: 4 [unused]
// float sdr_white_point; // Offset: 44 Size: 4 [unused]
// float4 Yoffset; // Offset: 48 Size: 16 [unused]
// float4 Rcoeff; // Offset: 64 Size: 16 [unused]
// float4 Gcoeff; // Offset: 80 Size: 16 [unused]
// float4 Bcoeff; // Offset: 96 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// theSampler sampler NA NA s0 1
// theTexture texture float4 2d t0 1
// Constants cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// COLOR 0 xyzw 2 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer Start Reg # of Regs Data Conversion
// ---------- ------- --------- --------- ----------------------
// c0 cb0 0 1 ( FLT, FLT, FLT, FLT)
//
//
// Sampler/Resource to DX9 shader sampler mappings:
//
// Target Sampler Source Sampler Source Resource
// -------------- --------------- ----------------
// s0 s0 t0
//
//
// Level9 shader bytecode:
//
ps_2_0
dcl t0.xy
dcl t1
dcl_2d s0
texld r0, t0, s0
mul r0.xyz, r0, c0.w
mul r0, r0, t1
mov oC0, r0
// approximately 4 instruction slots used (1 texture, 3 arithmetic)
ps_4_0
dcl_constantbuffer CB0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mul r0.xyz, r0.xyzx, cb0[0].wwww
mul o0.xyzw, r0.xyzw, v2.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_main[] =
{
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79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 67,
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79, 83, 71, 78, 44, 0,
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0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 83, 86,
95, 84, 65, 82, 71, 69,
84, 0, 171, 171
};
@@ -0,0 +1,339 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer VertexShaderConstants
// {
//
// row_major float4x4 model; // Offset: 0 Size: 64
// row_major float4x4 projectionAndView;// Offset: 64 Size: 64
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// VertexShaderConstants cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// TEXCOORD 0 xy 1 NONE float xy
// COLOR 0 xyzw 2 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// COLOR 0 xyzw 2 NONE float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer Start Reg # of Regs Data Conversion
// ---------- ------- --------- --------- ----------------------
// c1 cb0 0 8 ( FLT, FLT, FLT, FLT)
//
//
// Runtime generated constant mappings:
//
// Target Reg Constant Description
// ---------- --------------------------------------------------
// c0 Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
vs_2_0
dcl_texcoord v0
dcl_texcoord1 v1
dcl_texcoord2 v2
mul r0, v0.y, c2
mad r0, v0.x, c1, r0
mad r0, v0.z, c3, r0
add r0, r0, c4
mul r1, r0.y, c6
mad r1, r0.x, c5, r1
mad r1, r0.z, c7, r1
mad r0, r0.w, c8, r1
mad oPos.xy, r0.w, c0, r0
mov oPos.zw, r0
mov oT0.xy, v1
mov oT1, v2
// approximately 12 instruction slots used
vs_4_0
dcl_constantbuffer CB0[8], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb0[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
mul r1.xyzw, r0.yyyy, cb0[5].xyzw
mad r1.xyzw, r0.xxxx, cb0[4].xyzw, r1.xyzw
mad r1.xyzw, r0.zzzz, cb0[6].xyzw, r1.xyzw
mad o0.xyzw, r0.wwww, cb0[7].xyzw, r1.xyzw
mov o1.xy, v1.xyxx
mov o2.xyzw, v2.xyzw
ret
// Approximately 11 instruction slots used
#endif
const BYTE g_main[] =
{
68, 88, 66, 67, 152, 172,
81, 45, 198, 200, 12, 38,
143, 4, 178, 228, 158, 175,
169, 64, 1, 0, 0, 0,
140, 5, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
108, 1, 0, 0, 52, 3,
0, 0, 176, 3, 0, 0,
168, 4, 0, 0, 24, 5,
0, 0, 65, 111, 110, 57,
44, 1, 0, 0, 44, 1,
0, 0, 0, 2, 254, 255,
248, 0, 0, 0, 52, 0,
0, 0, 1, 0, 36, 0,
0, 0, 48, 0, 0, 0,
48, 0, 0, 0, 36, 0,
1, 0, 48, 0, 0, 0,
0, 0, 8, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 2, 254, 255,
31, 0, 0, 2, 5, 0,
0, 128, 0, 0, 15, 144,
31, 0, 0, 2, 5, 0,
1, 128, 1, 0, 15, 144,
31, 0, 0, 2, 5, 0,
2, 128, 2, 0, 15, 144,
5, 0, 0, 3, 0, 0,
15, 128, 0, 0, 85, 144,
2, 0, 228, 160, 4, 0,
0, 4, 0, 0, 15, 128,
0, 0, 0, 144, 1, 0,
228, 160, 0, 0, 228, 128,
4, 0, 0, 4, 0, 0,
15, 128, 0, 0, 170, 144,
3, 0, 228, 160, 0, 0,
228, 128, 2, 0, 0, 3,
0, 0, 15, 128, 0, 0,
228, 128, 4, 0, 228, 160,
5, 0, 0, 3, 1, 0,
15, 128, 0, 0, 85, 128,
6, 0, 228, 160, 4, 0,
0, 4, 1, 0, 15, 128,
0, 0, 0, 128, 5, 0,
228, 160, 1, 0, 228, 128,
4, 0, 0, 4, 1, 0,
15, 128, 0, 0, 170, 128,
7, 0, 228, 160, 1, 0,
228, 128, 4, 0, 0, 4,
0, 0, 15, 128, 0, 0,
255, 128, 8, 0, 228, 160,
1, 0, 228, 128, 4, 0,
0, 4, 0, 0, 3, 192,
0, 0, 255, 128, 0, 0,
228, 160, 0, 0, 228, 128,
1, 0, 0, 2, 0, 0,
12, 192, 0, 0, 228, 128,
1, 0, 0, 2, 0, 0,
3, 224, 1, 0, 228, 144,
1, 0, 0, 2, 1, 0,
15, 224, 2, 0, 228, 144,
255, 255, 0, 0, 83, 72,
68, 82, 192, 1, 0, 0,
64, 0, 1, 0, 112, 0,
0, 0, 89, 0, 0, 4,
70, 142, 32, 0, 0, 0,
0, 0, 8, 0, 0, 0,
95, 0, 0, 3, 114, 16,
16, 0, 0, 0, 0, 0,
95, 0, 0, 3, 50, 16,
16, 0, 1, 0, 0, 0,
95, 0, 0, 3, 242, 16,
16, 0, 2, 0, 0, 0,
103, 0, 0, 4, 242, 32,
16, 0, 0, 0, 0, 0,
1, 0, 0, 0, 101, 0,
0, 3, 50, 32, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
2, 0, 0, 0, 104, 0,
0, 2, 2, 0, 0, 0,
56, 0, 0, 8, 242, 0,
16, 0, 0, 0, 0, 0,
86, 21, 16, 0, 0, 0,
0, 0, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 50, 0, 0, 10,
242, 0, 16, 0, 0, 0,
0, 0, 6, 16, 16, 0,
0, 0, 0, 0, 70, 142,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 70, 14,
16, 0, 0, 0, 0, 0,
50, 0, 0, 10, 242, 0,
16, 0, 0, 0, 0, 0,
166, 26, 16, 0, 0, 0,
0, 0, 70, 142, 32, 0,
0, 0, 0, 0, 2, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 0, 0,
0, 8, 242, 0, 16, 0,
0, 0, 0, 0, 70, 14,
16, 0, 0, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 3, 0, 0, 0,
56, 0, 0, 8, 242, 0,
16, 0, 1, 0, 0, 0,
86, 5, 16, 0, 0, 0,
0, 0, 70, 142, 32, 0,
0, 0, 0, 0, 5, 0,
0, 0, 50, 0, 0, 10,
242, 0, 16, 0, 1, 0,
0, 0, 6, 0, 16, 0,
0, 0, 0, 0, 70, 142,
32, 0, 0, 0, 0, 0,
4, 0, 0, 0, 70, 14,
16, 0, 1, 0, 0, 0,
50, 0, 0, 10, 242, 0,
16, 0, 1, 0, 0, 0,
166, 10, 16, 0, 0, 0,
0, 0, 70, 142, 32, 0,
0, 0, 0, 0, 6, 0,
0, 0, 70, 14, 16, 0,
1, 0, 0, 0, 50, 0,
0, 10, 242, 32, 16, 0,
0, 0, 0, 0, 246, 15,
16, 0, 0, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 7, 0, 0, 0,
70, 14, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5,
50, 32, 16, 0, 1, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0,
2, 0, 0, 0, 70, 30,
16, 0, 2, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
11, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
6, 0, 0, 0, 8, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 82, 68, 69, 70,
240, 0, 0, 0, 1, 0,
0, 0, 84, 0, 0, 0,
1, 0, 0, 0, 28, 0,
0, 0, 0, 4, 254, 255,
0, 1, 0, 0, 198, 0,
0, 0, 60, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 86, 101,
114, 116, 101, 120, 83, 104,
97, 100, 101, 114, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 60, 0,
0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 128, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 156, 0,
0, 0, 0, 0, 0, 0,
64, 0, 0, 0, 2, 0,
0, 0, 164, 0, 0, 0,
0, 0, 0, 0, 180, 0,
0, 0, 64, 0, 0, 0,
64, 0, 0, 0, 2, 0,
0, 0, 164, 0, 0, 0,
0, 0, 0, 0, 109, 111,
100, 101, 108, 0, 171, 171,
2, 0, 3, 0, 4, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 112, 114,
111, 106, 101, 99, 116, 105,
111, 110, 65, 110, 100, 86,
105, 101, 119, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 49, 48, 46,
49, 0, 171, 171, 73, 83,
71, 78, 104, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 7, 7,
0, 0, 89, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 98, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 15, 15,
0, 0, 80, 79, 83, 73,
84, 73, 79, 78, 0, 84,
69, 88, 67, 79, 79, 82,
68, 0, 67, 79, 76, 79,
82, 0, 79, 83, 71, 78,
108, 0, 0, 0, 3, 0,
0, 0, 8, 0, 0, 0,
80, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
92, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 3, 12, 0, 0,
101, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 67, 79, 76,
79, 82, 0, 171
};
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,116 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#ifdef SDL_VIDEO_RENDER_D3D11
#define COBJMACROS
#include "../../core/windows/SDL_windows.h"
#include <d3d11_1.h>
#include "SDL_shaders_d3d11.h"
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
#if SDL_WINAPI_FAMILY_PHONE
#error Need to build shaders with level_9_3
#endif
// The shaders here were compiled with compile_shaders.bat
#define g_main D3D11_PixelShader_Colors
#include "D3D11_PixelShader_Colors.h"
#undef g_main
#define g_main D3D11_PixelShader_Textures
#include "D3D11_PixelShader_Textures.h"
#undef g_main
#define g_main D3D11_PixelShader_Advanced
#include "D3D11_PixelShader_Advanced.h"
#undef g_main
#define g_main D3D11_VertexShader
#include "D3D11_VertexShader.h"
#undef g_main
static struct
{
const void *shader_data;
SIZE_T shader_size;
} D3D11_shaders[] = {
{ NULL, 0 },
{ D3D11_PixelShader_Colors, sizeof(D3D11_PixelShader_Colors) },
{ D3D11_PixelShader_Textures, sizeof(D3D11_PixelShader_Textures) },
{ D3D11_PixelShader_Advanced, sizeof(D3D11_PixelShader_Advanced) },
};
SDL_COMPILE_TIME_ASSERT(D3D11_shaders, SDL_arraysize(D3D11_shaders) == NUM_SHADERS);
bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout)
{
// Declare how the input layout for SDL's vertex shader will be setup:
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
HRESULT result;
// Load in SDL's one and only vertex shader:
result = ID3D11Device_CreateVertexShader(d3dDevice,
D3D11_VertexShader,
sizeof(D3D11_VertexShader),
NULL,
vertexShader);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result);
}
// Create an input layout for SDL's vertex shader:
result = ID3D11Device_CreateInputLayout(d3dDevice,
vertexDesc,
ARRAYSIZE(vertexDesc),
D3D11_VertexShader,
sizeof(D3D11_VertexShader),
inputLayout);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result);
}
return true;
}
bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader)
{
HRESULT result;
result = ID3D11Device_CreatePixelShader(d3dDevice,
D3D11_shaders[shader].shader_data,
D3D11_shaders[shader].shader_size,
NULL,
pixelShader);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader"), result);
}
return true;
}
#endif // SDL_VIDEO_RENDER_D3D11
@@ -0,0 +1,35 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
// D3D11 shader implementation
typedef enum
{
SHADER_NONE,
SHADER_SOLID,
SHADER_RGB,
SHADER_ADVANCED,
NUM_SHADERS
} D3D11_Shader;
extern bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout);
extern bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader);