Merge pull request #8266 from lioncash/shadowing

D3DCommon/Shader: Use std::optional where applicable
This commit is contained in:
Connor McLaughlin 2019-07-28 14:24:32 +10:00 committed by GitHub
commit b0113b6c64
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 17 additions and 19 deletions

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@ -16,8 +16,6 @@ public:
DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader);
~DXShader() override;
const BinaryData& GetByteCode() const { return m_bytecode; }
ID3D11VertexShader* GetD3DVertexShader() const;
ID3D11GeometryShader* GetD3DGeometryShader() const;
ID3D11PixelShader* GetD3DPixelShader() const;

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@ -115,11 +115,11 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
std::string_view source)
{
DXShader::BinaryData bytecode;
if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source))
auto bytecode = DXShader::CompileShader(D3D::feature_level, stage, source);
if (!bytecode)
return nullptr;
return DXShader::CreateFromBytecode(stage, std::move(bytecode));
return DXShader::CreateFromBytecode(stage, std::move(*bytecode));
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,

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@ -26,11 +26,11 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, std::string_view source)
{
BinaryData bytecode;
if (!CompileShader(g_dx_context->GetFeatureLevel(), &bytecode, stage, source))
auto bytecode = CompileShader(g_dx_context->GetFeatureLevel(), stage, source);
if (!bytecode)
return nullptr;
return CreateFromBytecode(stage, std::move(bytecode));
return CreateFromBytecode(stage, std::move(*bytecode));
}
D3D12_SHADER_BYTECODE DXShader::GetD3DByteCode() const

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@ -89,8 +89,8 @@ static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage
}
}
bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
ShaderStage stage, std::string_view source)
std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL feature_level,
ShaderStage stage, std::string_view source)
{
static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
@ -116,7 +116,7 @@ bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_byte
PanicAlert("Failed to compile %s:\nDebug info (%s):\n%s", filename.c_str(), target,
static_cast<const char*>(errors->GetBufferPointer()));
return false;
return std::nullopt;
}
if (errors && errors->GetBufferSize() > 0)
@ -125,16 +125,15 @@ bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_byte
static_cast<const char*>(errors->GetBufferPointer()));
}
out_bytecode->resize(code->GetBufferSize());
std::memcpy(out_bytecode->data(), code->GetBufferPointer(), code->GetBufferSize());
return true;
return CreateByteCode(code->GetBufferPointer(), code->GetBufferSize());
}
AbstractShader::BinaryData Shader::CreateByteCode(const void* data, size_t length)
{
BinaryData bytecode(length);
std::memcpy(bytecode.data(), data, length);
return bytecode;
const auto* const begin = static_cast<const u8*>(data);
const auto* const end = begin + length;
return {begin, end};
}
} // namespace D3DCommon

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@ -4,6 +4,7 @@
#pragma once
#include <optional>
#include <string_view>
#include "VideoBackends/D3DCommon/Common.h"
#include "VideoCommon/AbstractShader.h"
@ -19,8 +20,8 @@ public:
BinaryData GetBinary() const override;
static bool CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
ShaderStage stage, std::string_view source);
static std::optional<BinaryData> CompileShader(D3D_FEATURE_LEVEL feature_level, ShaderStage stage,
std::string_view source);
static BinaryData CreateByteCode(const void* data, size_t length);