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.h: Defines a D3D11-specific class to contain shader michael@0: // executable implementation details. michael@0: michael@0: #ifndef LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_ michael@0: #define LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_ michael@0: michael@0: #include "libGLESv2/renderer/ShaderExecutable.h" michael@0: michael@0: namespace rx michael@0: { michael@0: michael@0: class ShaderExecutable11 : public ShaderExecutable michael@0: { michael@0: public: michael@0: ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable); michael@0: ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable); michael@0: ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable); michael@0: michael@0: virtual ~ShaderExecutable11(); michael@0: michael@0: static ShaderExecutable11 *makeShaderExecutable11(ShaderExecutable *executable); michael@0: michael@0: ID3D11PixelShader *getPixelShader() const; michael@0: ID3D11VertexShader *getVertexShader() const; michael@0: ID3D11GeometryShader *getGeometryShader() const; michael@0: michael@0: ID3D11Buffer *getConstantBuffer(ID3D11Device *device, unsigned int registerCount); michael@0: michael@0: private: michael@0: DISALLOW_COPY_AND_ASSIGN(ShaderExecutable11); michael@0: michael@0: ID3D11PixelShader *mPixelExecutable; michael@0: ID3D11VertexShader *mVertexExecutable; michael@0: ID3D11GeometryShader *mGeometryExecutable; michael@0: michael@0: ID3D11Buffer *mConstantBuffer; michael@0: }; michael@0: michael@0: } michael@0: michael@0: #endif // LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_