michael@0: #include "precompiled.h" michael@0: // michael@0: // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. michael@0: // Use of this source code is governed by a BSD-style license that can be michael@0: // found in the LICENSE file. michael@0: // michael@0: michael@0: // ShaderExecutable11.cpp: Implements a D3D11-specific class to contain shader michael@0: // executable implementation details. michael@0: michael@0: #include "libGLESv2/renderer/ShaderExecutable11.h" michael@0: michael@0: #include "common/debug.h" michael@0: michael@0: namespace rx michael@0: { michael@0: michael@0: ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable) michael@0: : ShaderExecutable(function, length) michael@0: { michael@0: mPixelExecutable = executable; michael@0: mVertexExecutable = NULL; michael@0: mGeometryExecutable = NULL; michael@0: michael@0: mConstantBuffer = NULL; michael@0: } michael@0: michael@0: ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable) michael@0: : ShaderExecutable(function, length) michael@0: { michael@0: mVertexExecutable = executable; michael@0: mPixelExecutable = NULL; michael@0: mGeometryExecutable = NULL; michael@0: michael@0: mConstantBuffer = NULL; michael@0: } michael@0: michael@0: ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable) michael@0: : ShaderExecutable(function, length) michael@0: { michael@0: mGeometryExecutable = executable; michael@0: mVertexExecutable = NULL; michael@0: mPixelExecutable = NULL; michael@0: michael@0: mConstantBuffer = NULL; michael@0: } michael@0: michael@0: ShaderExecutable11::~ShaderExecutable11() michael@0: { michael@0: if (mVertexExecutable) michael@0: { michael@0: mVertexExecutable->Release(); michael@0: } michael@0: if (mPixelExecutable) michael@0: { michael@0: mPixelExecutable->Release(); michael@0: } michael@0: if (mGeometryExecutable) michael@0: { michael@0: mGeometryExecutable->Release(); michael@0: } michael@0: michael@0: if (mConstantBuffer) michael@0: { michael@0: mConstantBuffer->Release(); michael@0: } michael@0: } michael@0: michael@0: ShaderExecutable11 *ShaderExecutable11::makeShaderExecutable11(ShaderExecutable *executable) michael@0: { michael@0: ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable11*, executable)); michael@0: return static_cast(executable); michael@0: } michael@0: michael@0: ID3D11VertexShader *ShaderExecutable11::getVertexShader() const michael@0: { michael@0: return mVertexExecutable; michael@0: } michael@0: michael@0: ID3D11PixelShader *ShaderExecutable11::getPixelShader() const michael@0: { michael@0: return mPixelExecutable; michael@0: } michael@0: michael@0: ID3D11GeometryShader *ShaderExecutable11::getGeometryShader() const michael@0: { michael@0: return mGeometryExecutable; michael@0: } michael@0: michael@0: ID3D11Buffer *ShaderExecutable11::getConstantBuffer(ID3D11Device *device, unsigned int registerCount) michael@0: { michael@0: if (!mConstantBuffer && registerCount > 0) michael@0: { michael@0: D3D11_BUFFER_DESC constantBufferDescription = {0}; michael@0: constantBufferDescription.ByteWidth = registerCount * sizeof(float[4]); michael@0: constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC; michael@0: constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; michael@0: constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; michael@0: constantBufferDescription.MiscFlags = 0; michael@0: constantBufferDescription.StructureByteStride = 0; michael@0: michael@0: HRESULT result = device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer); michael@0: ASSERT(SUCCEEDED(result)); michael@0: } michael@0: michael@0: return mConstantBuffer; michael@0: } michael@0: michael@0: }