mirror of
https://github.com/libretro/dolphin
synced 2024-11-09 15:01:46 -05:00
287b446ef7
This is already provided in the base class, which performs the same exact behavior. Given the function in the base class isn't virtual, this also essentially resolves an instance of shadowing.
31 lines
780 B
C++
31 lines
780 B
C++
// Copyright 2017 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#pragma once
|
|
#include <memory>
|
|
|
|
#include "VideoBackends/D3D/D3DBase.h"
|
|
#include "VideoBackends/D3DCommon/Shader.h"
|
|
|
|
namespace DX11
|
|
{
|
|
class DXShader final : public D3DCommon::Shader
|
|
{
|
|
public:
|
|
DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader);
|
|
~DXShader() override;
|
|
|
|
ID3D11VertexShader* GetD3DVertexShader() const;
|
|
ID3D11GeometryShader* GetD3DGeometryShader() const;
|
|
ID3D11PixelShader* GetD3DPixelShader() const;
|
|
ID3D11ComputeShader* GetD3DComputeShader() const;
|
|
|
|
static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
|
|
|
|
private:
|
|
ComPtr<ID3D11DeviceChild> m_shader;
|
|
};
|
|
|
|
} // namespace DX11
|