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//
// 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 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_