dolphin/Source/Core/VideoBackends/D3D12/DX12Shader.cpp

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// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D12/DX12Shader.h"
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#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/DX12Context.h"
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namespace DX12
{
DXShader::DXShader(ShaderStage stage, BinaryData bytecode)
: D3DCommon::Shader(stage, std::move(bytecode))
{
}
DXShader::~DXShader() = default;
std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode)
{
std::unique_ptr<DXShader> shader(new DXShader(stage, std::move(bytecode)));
if (stage == ShaderStage::Compute && !shader->CreateComputePipeline())
return nullptr;
return shader;
}
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, std::string_view source)
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{
auto bytecode = CompileShader(g_dx_context->GetFeatureLevel(), stage, source);
if (!bytecode)
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return nullptr;
return CreateFromBytecode(stage, std::move(*bytecode));
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}
D3D12_SHADER_BYTECODE DXShader::GetD3DByteCode() const
{
return D3D12_SHADER_BYTECODE{m_bytecode.data(), m_bytecode.size()};
}
bool DXShader::CreateComputePipeline()
{
D3D12_COMPUTE_PIPELINE_STATE_DESC desc = {};
desc.pRootSignature = g_dx_context->GetComputeRootSignature();
desc.CS = GetD3DByteCode();
desc.NodeMask = 1;
HRESULT hr = g_dx_context->GetDevice()->CreateComputePipelineState(
&desc, IID_PPV_ARGS(&m_compute_pipeline));
CHECK(SUCCEEDED(hr), "Creating compute pipeline failed");
return SUCCEEDED(hr);
}
} // namespace DX12