From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../direct3d12/SDL_shaders_d3d12_xboxone.cpp | 132 --------------------- 1 file changed, 132 deletions(-) delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp (limited to 'contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp') diff --git a/contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp b/contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp deleted file mode 100644 index bc6146b..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp +++ /dev/null @@ -1,132 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "../../SDL_internal.h" - -#if defined(SDL_VIDEO_RENDER_D3D12) && defined(SDL_PLATFORM_XBOXONE) - -#include - -#include "../../core/windows/SDL_windows.h" -#include "../../video/directx/SDL_d3d12.h" - -#include "SDL_shaders_d3d12.h" - -#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str - -// Shader blob headers are generated with a pre-build step using compile_shaders_xbox.bat - -#define g_main D3D12_PixelShader_Colors -#include "D3D12_PixelShader_Colors_One.h" -#undef g_main - -#define g_main D3D12_PixelShader_Textures -#include "D3D12_PixelShader_Textures_One.h" -#undef g_main - -#define g_main D3D12_PixelShader_Advanced -#include "D3D12_PixelShader_Advanced_One.h" -#undef g_main - - -#define g_mainColor D3D12_VertexShader_Colors -#include "D3D12_VertexShader_Color_One.h" -#undef g_mainColor - -#define g_mainTexture D3D12_VertexShader_Textures -#include "D3D12_VertexShader_Texture_One.h" -#undef g_mainTexture - -#define g_mainAdvanced D3D12_VertexShader_Advanced -#include "D3D12_VertexShader_Advanced_One.h" -#undef g_mainAdvanced - - -#define g_ColorRS D3D12_RootSig_Color -#include "D3D12_RootSig_Color_One.h" -#undef g_ColorRS - -#define g_TextureRS D3D12_RootSig_Texture -#include "D3D12_RootSig_Texture_One.h" -#undef g_TextureRS - -#define g_AdvancedRS D3D12_RootSig_Advanced -#include "D3D12_RootSig_Advanced_One.h" -#undef g_AdvancedRS - - -static struct -{ - const void *ps_shader_data; - SIZE_T ps_shader_size; - const void *vs_shader_data; - SIZE_T vs_shader_size; - D3D12_RootSignature root_sig; -} D3D12_shaders[NUM_SHADERS] = { - { D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors), - D3D12_VertexShader_Colors, sizeof(D3D12_VertexShader_Colors), - ROOTSIG_COLOR }, - { D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures), - D3D12_VertexShader_Textures, sizeof(D3D12_VertexShader_Textures), - ROOTSIG_TEXTURE }, - { D3D12_PixelShader_Advanced, sizeof(D3D12_PixelShader_Advanced), - D3D12_VertexShader_Advanced, sizeof(D3D12_VertexShader_Advanced), - ROOTSIG_ADVANCED }, -}; - -static struct -{ - const void *rs_shader_data; - SIZE_T rs_shader_size; -} D3D12_rootsigs[NUM_ROOTSIGS] = { - { D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) }, - { D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) }, - { D3D12_RootSig_Advanced, sizeof(D3D12_RootSig_Advanced) }, -}; - -extern "C" -void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) -{ - outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data; - outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size; -} - -extern "C" -void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) -{ - outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data; - outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size; -} - -extern "C" -D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader) -{ - return D3D12_shaders[shader].root_sig; -} - -extern "C" -void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode) -{ - outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data; - outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size; -} - -#endif // SDL_VIDEO_RENDER_D3D12 && SDL_PLATFORM_XBOXONE - -- cgit v1.2.3