obs-studio/libobs-d3d11/d3d11-shaderprocessor.hpp
jp9000 c9df41c1e2 (API Change) Remove pointers from all typedefs
Typedef pointers are unsafe.  If you do:
typedef struct bla *bla_t;
then you cannot use it as a constant, such as: const bla_t, because
that constant will be to the pointer itself rather than to the
underlying data.  I admit this was a fundamental mistake that must
be corrected.

All typedefs that were pointer types will now have their pointers
removed from the type itself, and the pointers will be used when they
are actually used as variables/parameters/returns instead.

This does not break ABI though, which is pretty nice.
2014-09-25 21:48:11 -07:00

41 lines
1.4 KiB
C++

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#pragma once
#include <graphics/shader-parser.h>
struct ShaderParser : shader_parser {
inline ShaderParser() {shader_parser_init(this);}
inline ~ShaderParser() {shader_parser_free(this);}
};
struct ShaderProcessor {
gs_device_t *device;
ShaderParser parser;
void BuildInputLayout(vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
void BuildParams(vector<gs_shader_param> &params);
void BuildSamplers(vector<ShaderSampler> &samplers);
void BuildString(string &outputString);
void Process(const char *shader_string, const char *file);
inline ShaderProcessor(gs_device_t *device) : device(device)
{
}
};