1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/gfx/angle/src/libGLESv2/renderer/ShaderExecutable11.cpp Wed Dec 31 06:09:35 2014 +0100 1.3 @@ -0,0 +1,109 @@ 1.4 +#include "precompiled.h" 1.5 +// 1.6 +// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. 1.7 +// Use of this source code is governed by a BSD-style license that can be 1.8 +// found in the LICENSE file. 1.9 +// 1.10 + 1.11 +// ShaderExecutable11.cpp: Implements a D3D11-specific class to contain shader 1.12 +// executable implementation details. 1.13 + 1.14 +#include "libGLESv2/renderer/ShaderExecutable11.h" 1.15 + 1.16 +#include "common/debug.h" 1.17 + 1.18 +namespace rx 1.19 +{ 1.20 + 1.21 +ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable) 1.22 + : ShaderExecutable(function, length) 1.23 +{ 1.24 + mPixelExecutable = executable; 1.25 + mVertexExecutable = NULL; 1.26 + mGeometryExecutable = NULL; 1.27 + 1.28 + mConstantBuffer = NULL; 1.29 +} 1.30 + 1.31 +ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable) 1.32 + : ShaderExecutable(function, length) 1.33 +{ 1.34 + mVertexExecutable = executable; 1.35 + mPixelExecutable = NULL; 1.36 + mGeometryExecutable = NULL; 1.37 + 1.38 + mConstantBuffer = NULL; 1.39 +} 1.40 + 1.41 +ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable) 1.42 + : ShaderExecutable(function, length) 1.43 +{ 1.44 + mGeometryExecutable = executable; 1.45 + mVertexExecutable = NULL; 1.46 + mPixelExecutable = NULL; 1.47 + 1.48 + mConstantBuffer = NULL; 1.49 +} 1.50 + 1.51 +ShaderExecutable11::~ShaderExecutable11() 1.52 +{ 1.53 + if (mVertexExecutable) 1.54 + { 1.55 + mVertexExecutable->Release(); 1.56 + } 1.57 + if (mPixelExecutable) 1.58 + { 1.59 + mPixelExecutable->Release(); 1.60 + } 1.61 + if (mGeometryExecutable) 1.62 + { 1.63 + mGeometryExecutable->Release(); 1.64 + } 1.65 + 1.66 + if (mConstantBuffer) 1.67 + { 1.68 + mConstantBuffer->Release(); 1.69 + } 1.70 +} 1.71 + 1.72 +ShaderExecutable11 *ShaderExecutable11::makeShaderExecutable11(ShaderExecutable *executable) 1.73 +{ 1.74 + ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable11*, executable)); 1.75 + return static_cast<ShaderExecutable11*>(executable); 1.76 +} 1.77 + 1.78 +ID3D11VertexShader *ShaderExecutable11::getVertexShader() const 1.79 +{ 1.80 + return mVertexExecutable; 1.81 +} 1.82 + 1.83 +ID3D11PixelShader *ShaderExecutable11::getPixelShader() const 1.84 +{ 1.85 + return mPixelExecutable; 1.86 +} 1.87 + 1.88 +ID3D11GeometryShader *ShaderExecutable11::getGeometryShader() const 1.89 +{ 1.90 + return mGeometryExecutable; 1.91 +} 1.92 + 1.93 +ID3D11Buffer *ShaderExecutable11::getConstantBuffer(ID3D11Device *device, unsigned int registerCount) 1.94 +{ 1.95 + if (!mConstantBuffer && registerCount > 0) 1.96 + { 1.97 + D3D11_BUFFER_DESC constantBufferDescription = {0}; 1.98 + constantBufferDescription.ByteWidth = registerCount * sizeof(float[4]); 1.99 + constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC; 1.100 + constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; 1.101 + constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 1.102 + constantBufferDescription.MiscFlags = 0; 1.103 + constantBufferDescription.StructureByteStride = 0; 1.104 + 1.105 + HRESULT result = device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer); 1.106 + ASSERT(SUCCEEDED(result)); 1.107 + } 1.108 + 1.109 + return mConstantBuffer; 1.110 +} 1.111 + 1.112 +} 1.113 \ No newline at end of file