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//
// Copyright (c) 2012-2014 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.cpp: Implements a D3D11-specific class to contain shader
// executable implementation details.
#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
namespace rx
{
ShaderExecutable11::ShaderExecutable11(const void *function,
size_t length,
d3d11::PixelShader &&executable)
: ShaderExecutableD3D(function, length),
mPixelExecutable(std::move(executable)),
mVertexExecutable(),
mGeometryExecutable(),
mStreamOutExecutable(),
mComputeExecutable()
{}
ShaderExecutable11::ShaderExecutable11(const void *function,
size_t length,
d3d11::VertexShader &&executable,
d3d11::GeometryShader &&streamOut)
: ShaderExecutableD3D(function, length),
mPixelExecutable(),
mVertexExecutable(std::move(executable)),
mGeometryExecutable(),
mStreamOutExecutable(std::move(streamOut)),
mComputeExecutable()
{}
ShaderExecutable11::ShaderExecutable11(const void *function,
size_t length,
d3d11::GeometryShader &&executable)
: ShaderExecutableD3D(function, length),
mPixelExecutable(),
mVertexExecutable(),
mGeometryExecutable(std::move(executable)),
mStreamOutExecutable(),
mComputeExecutable()
{}
ShaderExecutable11::ShaderExecutable11(const void *function,
size_t length,
d3d11::ComputeShader &&executable)
: ShaderExecutableD3D(function, length),
mPixelExecutable(),
mVertexExecutable(),
mGeometryExecutable(),
mStreamOutExecutable(),
mComputeExecutable(std::move(executable))
{}
ShaderExecutable11::~ShaderExecutable11() {}
const d3d11::VertexShader &ShaderExecutable11::getVertexShader() const
{
return mVertexExecutable;
}
const d3d11::PixelShader &ShaderExecutable11::getPixelShader() const
{
return mPixelExecutable;
}
const d3d11::GeometryShader &ShaderExecutable11::getGeometryShader() const
{
return mGeometryExecutable;
}
const d3d11::GeometryShader &ShaderExecutable11::getStreamOutShader() const
{
return mStreamOutExecutable;
}
const d3d11::ComputeShader &ShaderExecutable11::getComputeShader() const
{
return mComputeExecutable;
}
UniformStorage11::UniformStorage11(size_t initialSize)
: UniformStorageD3D(initialSize), mConstantBuffer()
{}
UniformStorage11::~UniformStorage11() {}
angle::Result UniformStorage11::getConstantBuffer(const gl::Context *context,
Renderer11 *renderer,
const d3d11::Buffer **bufferOut)
{
if (size() > 0 && !mConstantBuffer.valid())
{
D3D11_BUFFER_DESC desc = {0};
desc.ByteWidth = static_cast<unsigned int>(size());
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
ANGLE_TRY(
renderer->allocateResource(GetImplAs<Context11>(context), desc, &mConstantBuffer));
}
*bufferOut = &mConstantBuffer;
return angle::Result::Continue;
}
} // namespace rx