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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.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"
namespace rx
{
class Renderer11;
class UniformStorage11;
class ShaderExecutable11 : public ShaderExecutableD3D
{
public:
ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable);
ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable, ID3D11GeometryShader *streamOut);
ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable);
ShaderExecutable11(const void *function, size_t length, ID3D11ComputeShader *executable);
virtual ~ShaderExecutable11();
ID3D11PixelShader *getPixelShader() const;
ID3D11VertexShader *getVertexShader() const;
ID3D11GeometryShader *getGeometryShader() const;
ID3D11GeometryShader *getStreamOutShader() const;
ID3D11ComputeShader *getComputeShader() const;
private:
ID3D11PixelShader *mPixelExecutable;
ID3D11VertexShader *mVertexExecutable;
ID3D11GeometryShader *mGeometryExecutable;
ID3D11GeometryShader *mStreamOutExecutable;
ID3D11ComputeShader *mComputeExecutable;
};
class UniformStorage11 : public UniformStorageD3D
{
public:
UniformStorage11(Renderer11 *renderer, size_t initialSize);
virtual ~UniformStorage11();
ID3D11Buffer *getConstantBuffer() const { return mConstantBuffer; }
private:
ID3D11Buffer *mConstantBuffer;
};
}
#endif // LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_