| // |
| // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // ShaderExecutable11.h: Defines a D3D11-specific class to contain shader |
| // executable implementation details. |
| |
| #ifndef LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_ |
| #define LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_ |
| |
| #include "libGLESv2/renderer/ShaderExecutable.h" |
| |
| namespace rx |
| { |
| class Renderer11; |
| class UniformStorage11; |
| |
| class ShaderExecutable11 : public ShaderExecutable |
| { |
| public: |
| ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable); |
| ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable); |
| ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable); |
| |
| virtual ~ShaderExecutable11(); |
| |
| static ShaderExecutable11 *makeShaderExecutable11(ShaderExecutable *executable); |
| |
| ID3D11PixelShader *getPixelShader() const; |
| ID3D11VertexShader *getVertexShader() const; |
| ID3D11GeometryShader *getGeometryShader() const; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(ShaderExecutable11); |
| |
| ID3D11PixelShader *mPixelExecutable; |
| ID3D11VertexShader *mVertexExecutable; |
| ID3D11GeometryShader *mGeometryExecutable; |
| }; |
| |
| class UniformStorage11 : public UniformStorage |
| { |
| public: |
| UniformStorage11(Renderer11 *renderer, size_t initialSize); |
| virtual ~UniformStorage11(); |
| |
| static const UniformStorage11 *makeUniformStorage11(const UniformStorage *uniformStorage); |
| |
| ID3D11Buffer *getConstantBuffer() const { return mConstantBuffer; } |
| |
| private: |
| ID3D11Buffer *mConstantBuffer; |
| }; |
| |
| } |
| |
| #endif // LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_ |