141 lines
3.5 KiB
C++
141 lines
3.5 KiB
C++
|
// Copyright 2019 Dolphin Emulator Project
|
||
|
// Licensed under GPLv2+
|
||
|
// Refer to the license.txt file included.
|
||
|
|
||
|
#include <fstream>
|
||
|
#include <wrl/client.h>
|
||
|
|
||
|
#include "Common/Assert.h"
|
||
|
#include "Common/FileUtil.h"
|
||
|
#include "Common/Logging/Log.h"
|
||
|
#include "Common/MsgHandler.h"
|
||
|
#include "Common/StringUtil.h"
|
||
|
|
||
|
#include "VideoBackends/D3DCommon/Shader.h"
|
||
|
#include "VideoCommon/VideoConfig.h"
|
||
|
|
||
|
namespace D3DCommon
|
||
|
{
|
||
|
Shader::Shader(ShaderStage stage, BinaryData bytecode)
|
||
|
: AbstractShader(stage), m_bytecode(std::move(bytecode))
|
||
|
{
|
||
|
}
|
||
|
|
||
|
Shader::~Shader() = default;
|
||
|
|
||
|
AbstractShader::BinaryData Shader::GetBinary() const
|
||
|
{
|
||
|
return m_bytecode;
|
||
|
}
|
||
|
|
||
|
static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage stage)
|
||
|
{
|
||
|
switch (stage)
|
||
|
{
|
||
|
case ShaderStage::Vertex:
|
||
|
{
|
||
|
switch (feature_level)
|
||
|
{
|
||
|
case D3D_FEATURE_LEVEL_10_0:
|
||
|
return "vs_4_0";
|
||
|
case D3D_FEATURE_LEVEL_10_1:
|
||
|
return "vs_4_1";
|
||
|
default:
|
||
|
return "vs_5_0";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
case ShaderStage::Geometry:
|
||
|
{
|
||
|
switch (feature_level)
|
||
|
{
|
||
|
case D3D_FEATURE_LEVEL_10_0:
|
||
|
return "gs_4_0";
|
||
|
case D3D_FEATURE_LEVEL_10_1:
|
||
|
return "gs_4_1";
|
||
|
default:
|
||
|
return "gs_5_0";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
case ShaderStage::Pixel:
|
||
|
{
|
||
|
switch (feature_level)
|
||
|
{
|
||
|
case D3D_FEATURE_LEVEL_10_0:
|
||
|
return "ps_4_0";
|
||
|
case D3D_FEATURE_LEVEL_10_1:
|
||
|
return "ps_4_1";
|
||
|
default:
|
||
|
return "ps_5_0";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
case ShaderStage::Compute:
|
||
|
{
|
||
|
switch (feature_level)
|
||
|
{
|
||
|
case D3D_FEATURE_LEVEL_10_0:
|
||
|
case D3D_FEATURE_LEVEL_10_1:
|
||
|
return "";
|
||
|
|
||
|
default:
|
||
|
return "cs_5_0";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
return "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
|
||
|
ShaderStage stage, const char* source, size_t length)
|
||
|
{
|
||
|
static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
|
||
|
const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
|
||
|
(D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) :
|
||
|
(D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_SKIP_VALIDATION);
|
||
|
const char* target = GetCompileTarget(feature_level, stage);
|
||
|
|
||
|
Microsoft::WRL::ComPtr<ID3DBlob> code;
|
||
|
Microsoft::WRL::ComPtr<ID3DBlob> errors;
|
||
|
HRESULT hr = d3d_compile(source, length, nullptr, macros, nullptr, "main", target, flags, 0,
|
||
|
&code, &errors);
|
||
|
if (FAILED(hr))
|
||
|
{
|
||
|
static int num_failures = 0;
|
||
|
std::string filename = StringFromFormat(
|
||
|
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), target, num_failures++);
|
||
|
std::ofstream file;
|
||
|
File::OpenFStream(file, filename, std::ios_base::out);
|
||
|
file.write(source, length);
|
||
|
file << "\n";
|
||
|
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
|
||
|
file.close();
|
||
|
|
||
|
PanicAlert("Failed to compile %s:\nDebug info (%s):\n%s", filename.c_str(), target,
|
||
|
static_cast<const char*>(errors->GetBufferPointer()));
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (errors && errors->GetBufferSize() > 0)
|
||
|
{
|
||
|
WARN_LOG(VIDEO, "%s compilation succeeded with warnings:\n%s", target,
|
||
|
static_cast<const char*>(errors->GetBufferPointer()));
|
||
|
}
|
||
|
|
||
|
out_bytecode->resize(code->GetBufferSize());
|
||
|
std::memcpy(out_bytecode->data(), code->GetBufferPointer(), code->GetBufferSize());
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
AbstractShader::BinaryData Shader::CreateByteCode(const void* data, size_t length)
|
||
|
{
|
||
|
BinaryData bytecode(length);
|
||
|
std::memcpy(bytecode.data(), data, length);
|
||
|
return bytecode;
|
||
|
}
|
||
|
|
||
|
} // namespace D3DCommon
|