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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h new file mode 100644 index 0000000000..75c71b3238 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h @@ -0,0 +1,69 @@ +// +// Copyright 2012 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 LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_ +#define LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_ + +#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h" +#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h" + +namespace gl +{ +class Context; +} // namespace gl + +namespace rx +{ +class Renderer11; +class UniformStorage11; + +class ShaderExecutable11 : public ShaderExecutableD3D +{ + public: + ShaderExecutable11(const void *function, size_t length, d3d11::PixelShader &&executable); + ShaderExecutable11(const void *function, + size_t length, + d3d11::VertexShader &&executable, + d3d11::GeometryShader &&streamOut); + ShaderExecutable11(const void *function, size_t length, d3d11::GeometryShader &&executable); + ShaderExecutable11(const void *function, size_t length, d3d11::ComputeShader &&executable); + + ~ShaderExecutable11() override; + + const d3d11::PixelShader &getPixelShader() const; + const d3d11::VertexShader &getVertexShader() const; + const d3d11::GeometryShader &getGeometryShader() const; + const d3d11::GeometryShader &getStreamOutShader() const; + const d3d11::ComputeShader &getComputeShader() const; + + private: + d3d11::PixelShader mPixelExecutable; + d3d11::VertexShader mVertexExecutable; + d3d11::GeometryShader mGeometryExecutable; + d3d11::GeometryShader mStreamOutExecutable; + d3d11::ComputeShader mComputeExecutable; +}; + +class UniformStorage11 : public UniformStorageD3D +{ + public: + UniformStorage11(size_t initialSize); + ~UniformStorage11() override; + + angle::Result getConstantBuffer(const gl::Context *context, + Renderer11 *renderer, + const d3d11::Buffer **bufferOut); + + private: + d3d11::Buffer mConstantBuffer; +}; + +} // namespace rx + +#endif // LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_ |