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kc3-lang/angle/src/libGLESv2/renderer/ShaderExecutable9.cpp

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  • Author : daniel@transgaming.com
    Date : 2012-11-28 21:04:10
    Hash : 7b18d0c4
    Message : Store the shader bytecode in ShaderExecutable to pass it to CreateInputLayout. TRAC #22191 Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1535 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/ShaderExecutable9.cpp
  • //
    // Copyright (c) 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.
    //
    
    // ShaderExecutable9.cpp: Implements a D3D9-specific class to contain shader
    // executable implementation details.
    
    #include "libGLESv2/renderer/ShaderExecutable9.h"
    
    #include "common/debug.h"
    
    namespace rx
    {
    
    ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DPixelShader9 *executable, gl::D3DConstantTable *constantTable)
        : ShaderExecutable(function, length)
    {
        mPixelExecutable = executable;
        mVertexExecutable = NULL;
        mConstantTable = constantTable;
    }
    
    ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DVertexShader9 *executable, gl::D3DConstantTable *constantTable)
        : ShaderExecutable(function, length)
    {
        mVertexExecutable = executable;
        mPixelExecutable = NULL;
        mConstantTable = constantTable;
    }
    
    ShaderExecutable9::~ShaderExecutable9()
    {
        if (mVertexExecutable)
        {
            mVertexExecutable->Release();
        }
        if (mPixelExecutable)
        {
            mPixelExecutable->Release();
        }
    
        delete mConstantTable;
    }
    
    ShaderExecutable9 *ShaderExecutable9::makeShaderExecutable9(ShaderExecutable *executable)
    {
        ASSERT(dynamic_cast<ShaderExecutable9*>(executable) != NULL);
        return static_cast<ShaderExecutable9*>(executable);
    }
    
    IDirect3DVertexShader9 *ShaderExecutable9::getVertexShader()
    {
        return mVertexExecutable;
    }
    
    IDirect3DPixelShader9 *ShaderExecutable9::getPixelShader()
    {
        return mPixelExecutable;
    }
    
    gl::D3DConstantTable *ShaderExecutable9::getConstantTable()
    {
        return mConstantTable;
    }
    
    }