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authorLiang Qi <liang.qi@theqtcompany.com>2015-04-22 09:04:29 +0200
committerLiang Qi <liang.qi@theqtcompany.com>2015-04-22 09:25:54 +0200
commitaed5a7168354c6ae47687d20b4bd3f0adcc14f8e (patch)
treed2060479a7c12fdba8c1955e5d363754feffabb8 /src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp
parentd3d10cf23d61f4a011f1a7e9abdee1a92717e80f (diff)
parent628fa13ea4d6ff0e2e2ee76c9adfc78676de3c59 (diff)
Merge remote-tracking branch 'origin/5.5' into dev
Conflicts: src/corelib/statemachine/qstatemachine.cpp src/corelib/statemachine/qstatemachine_p.h src/gui/painting/qdrawhelper.cpp src/plugins/platforms/xcb/qxcbnativeinterface.cpp src/plugins/platforms/xcb/qxcbwindow.cpp src/plugins/platforms/xcb/qxcbwindow.h src/testlib/qtestblacklist.cpp src/tools/qdoc/node.cpp src/tools/qdoc/node.h tests/auto/gui/painting/qcolor/tst_qcolor.cpp Change-Id: I6c78b7b162001712d5774293f501b06b4ff32684
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp110
1 files changed, 110 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp
new file mode 100644
index 0000000000..7e64c3183d
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp
@@ -0,0 +1,110 @@
+//
+// 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.cpp: Implements a D3D11-specific class to contain shader
+// executable implementation details.
+
+#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable)
+ : ShaderExecutableD3D(function, length)
+{
+ mPixelExecutable = executable;
+ mVertexExecutable = NULL;
+ mGeometryExecutable = NULL;
+ mStreamOutExecutable = NULL;
+}
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable, ID3D11GeometryShader *streamOut)
+ : ShaderExecutableD3D(function, length)
+{
+ mVertexExecutable = executable;
+ mPixelExecutable = NULL;
+ mGeometryExecutable = NULL;
+ mStreamOutExecutable = streamOut;
+}
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable)
+ : ShaderExecutableD3D(function, length)
+{
+ mGeometryExecutable = executable;
+ mVertexExecutable = NULL;
+ mPixelExecutable = NULL;
+ mStreamOutExecutable = NULL;
+}
+
+ShaderExecutable11::~ShaderExecutable11()
+{
+ SafeRelease(mVertexExecutable);
+ SafeRelease(mPixelExecutable);
+ SafeRelease(mGeometryExecutable);
+ SafeRelease(mStreamOutExecutable);
+}
+
+ShaderExecutable11 *ShaderExecutable11::makeShaderExecutable11(ShaderExecutableD3D *executable)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable11*, executable));
+ return static_cast<ShaderExecutable11*>(executable);
+}
+
+ID3D11VertexShader *ShaderExecutable11::getVertexShader() const
+{
+ return mVertexExecutable;
+}
+
+ID3D11PixelShader *ShaderExecutable11::getPixelShader() const
+{
+ return mPixelExecutable;
+}
+
+ID3D11GeometryShader *ShaderExecutable11::getGeometryShader() const
+{
+ return mGeometryExecutable;
+}
+
+ID3D11GeometryShader *ShaderExecutable11::getStreamOutShader() const
+{
+ return mStreamOutExecutable;
+}
+
+UniformStorage11::UniformStorage11(Renderer11 *renderer, size_t initialSize)
+ : UniformStorageD3D(initialSize),
+ mConstantBuffer(NULL)
+{
+ ID3D11Device *d3d11Device = renderer->getDevice();
+
+ if (initialSize > 0)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = initialSize;
+ constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = d3d11Device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ }
+}
+
+UniformStorage11::~UniformStorage11()
+{
+ SafeRelease(mConstantBuffer);
+}
+
+const UniformStorage11 *UniformStorage11::makeUniformStorage11(const UniformStorageD3D *uniformStorage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(const UniformStorage11*, uniformStorage));
+ return static_cast<const UniformStorage11*>(uniformStorage);
+}
+
+}