#include "SDL_internal.h"
#ifdef SDL_VIDEO_RENDER_D3D
#include "../../core/windows/SDL_windows.h"
#include <d3d9.h>
#include "SDL_shaders_d3d.h"
#define g_ps20_main D3D9_PixelShader_Palette_Nearest
#include "D3D9_PixelShader_Palette_Nearest.h"
#undef g_ps20_main
#define g_ps20_main D3D9_PixelShader_Palette_Linear
#include "D3D9_PixelShader_Palette_Linear.h"
#undef g_ps20_main
#define g_ps20_main D3D9_PixelShader_YUV
#include "D3D9_PixelShader_YUV.h"
#undef g_ps20_main
static const BYTE *D3D9_shaders[] = {
NULL,
D3D9_PixelShader_Palette_Nearest,
D3D9_PixelShader_Palette_Linear,
D3D9_PixelShader_YUV
};
SDL_COMPILE_TIME_ASSERT(D3D9_shaders, SDL_arraysize(D3D9_shaders) == NUM_SHADERS);
HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader)
{
return IDirect3DDevice9_CreatePixelShader(d3dDevice, (const DWORD *)D3D9_shaders[shader], pixelShader);
}
#endif