//
// Copyright (c) 2012-2013 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.h: Defines a D3D11-specific class to contain shader
// executable implementation details.

#ifndef LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_
#define LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_

#include <d3d11.h>

#include "libGLESv2/renderer/ShaderExecutable.h"

namespace rx
{

class ShaderExecutable11 : public ShaderExecutable
{
  public:
    ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable);
    ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable);
    ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable);

    virtual ~ShaderExecutable11();

    static ShaderExecutable11 *makeShaderExecutable11(ShaderExecutable *executable);

    ID3D11PixelShader *getPixelShader() const;
    ID3D11VertexShader *getVertexShader() const;
    ID3D11GeometryShader *getGeometryShader() const;

    ID3D11Buffer *getConstantBuffer(ID3D11Device *device, unsigned int registerCount);

  private:
    DISALLOW_COPY_AND_ASSIGN(ShaderExecutable11);

    ID3D11PixelShader *mPixelExecutable;
    ID3D11VertexShader *mVertexExecutable;
    ID3D11GeometryShader *mGeometryExecutable;

    ID3D11Buffer *mConstantBuffer;
};

}

#endif // LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_
