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* DirectX 12 Renderer (27 squashed commits) * Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters * Fixed OpenWatcom build failure * Dynapi fix Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
58 lines
1.8 KiB
C
58 lines
1.8 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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/* D3D12 shader implementation */
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typedef enum {
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SHADER_SOLID,
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SHADER_RGB,
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#if SDL_HAVE_YUV
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SHADER_YUV_JPEG,
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SHADER_YUV_BT601,
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SHADER_YUV_BT709,
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SHADER_NV12_JPEG,
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SHADER_NV12_BT601,
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SHADER_NV12_BT709,
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SHADER_NV21_JPEG,
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SHADER_NV21_BT601,
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SHADER_NV21_BT709,
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#endif
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NUM_SHADERS
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} D3D12_Shader;
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typedef enum {
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ROOTSIG_COLOR,
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ROOTSIG_TEXTURE,
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#if SDL_HAVE_YUV
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ROOTSIG_YUV,
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ROOTSIG_NV,
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#endif
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NUM_ROOTSIGS
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} D3D12_RootSignature;
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extern void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode);
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extern void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode);
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extern D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader);
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extern void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE* outBytecode);
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/* vi: set ts=4 sw=4 expandtab: */
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