VideoCommon/RenderBase: Use a std::string_view with CreateShaderFromSource()
Greatly simplifies the overall interface when it comes to compiling shaders. Also allows getting rid of a std::string overload of the same name. Now std::string and const char* both go through the same function.
This commit is contained in:
parent
80d8173d29
commit
e60268bd42
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@ -113,10 +113,10 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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const char* source, size_t length)
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std::string_view source)
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{
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DXShader::BinaryData bytecode;
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if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source, length))
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if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source))
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return nullptr;
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return DXShader::CreateFromBytecode(stage, std::move(bytecode));
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@ -5,7 +5,7 @@
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#pragma once
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#include <d3d11.h>
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#include <string>
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#include <string_view>
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoCommon/RenderBase.h"
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@ -28,8 +28,8 @@ public:
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
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std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
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size_t length) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length) override;
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std::unique_ptr<NativeVertexFormat>
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@ -24,11 +24,10 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
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return shader;
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}
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std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
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size_t length)
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std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, std::string_view source)
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{
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BinaryData bytecode;
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if (!CompileShader(g_dx_context->GetFeatureLevel(), &bytecode, stage, source, length))
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if (!CompileShader(g_dx_context->GetFeatureLevel(), &bytecode, stage, source))
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return nullptr;
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return CreateFromBytecode(stage, std::move(bytecode));
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@ -3,7 +3,9 @@
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <string_view>
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3DCommon/Shader.h"
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@ -18,8 +20,7 @@ public:
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D3D12_SHADER_BYTECODE GetD3DByteCode() const;
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static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
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static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
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size_t length);
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static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, std::string_view source);
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private:
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DXShader(ShaderStage stage, BinaryData bytecode);
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@ -82,9 +82,9 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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const char* source, size_t length)
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std::string_view source)
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{
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return DXShader::CreateFromSource(stage, source, length);
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return DXShader::CreateFromSource(stage, source);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#pragma once
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#include <d3d12.h>
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "VideoCommon/RenderBase.h"
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@ -35,8 +36,8 @@ public:
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
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size_t length) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length) override;
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std::unique_ptr<NativeVertexFormat>
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@ -90,7 +90,7 @@ static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage
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}
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bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
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ShaderStage stage, const char* source, size_t length)
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ShaderStage stage, std::string_view source)
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{
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static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
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const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
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@ -100,8 +100,8 @@ bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_byte
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Microsoft::WRL::ComPtr<ID3DBlob> code;
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Microsoft::WRL::ComPtr<ID3DBlob> errors;
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HRESULT hr = d3d_compile(source, length, nullptr, macros, nullptr, "main", target, flags, 0,
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&code, &errors);
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HRESULT hr = d3d_compile(source.data(), source.size(), nullptr, macros, nullptr, "main", target,
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flags, 0, &code, &errors);
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if (FAILED(hr))
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{
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static int num_failures = 0;
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@ -109,7 +109,7 @@ bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_byte
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"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), target, num_failures++);
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std::ofstream file;
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File::OpenFStream(file, filename, std::ios_base::out);
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file.write(source, length);
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file.write(source.data(), source.size());
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file << "\n";
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file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
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file.close();
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@ -3,7 +3,8 @@
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <string_view>
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#include "VideoBackends/D3DCommon/Common.h"
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#include "VideoCommon/AbstractShader.h"
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@ -19,7 +20,7 @@ public:
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BinaryData GetBinary() const override;
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static bool CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
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ShaderStage stage, const char* source, size_t length);
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ShaderStage stage, std::string_view source);
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static BinaryData CreateByteCode(const void* data, size_t length);
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@ -48,8 +48,8 @@ public:
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~NullShader() = default;
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};
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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const char* source, size_t length)
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std::unique_ptr<AbstractShader>
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Renderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
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{
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return std::make_unique<NullShader>(stage);
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}
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@ -22,8 +22,8 @@ public:
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
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size_t length) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length) override;
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std::unique_ptr<NativeVertexFormat>
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@ -45,10 +45,9 @@ OGLShader::~OGLShader()
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glDeleteProgram(m_gl_compute_program_id);
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}
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std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, const char* source,
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size_t length)
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std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, std::string_view source)
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{
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std::string source_str(source, length);
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std::string source_str(source);
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if (stage != ShaderStage::Compute)
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{
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GLenum shader_type = GetGLShaderTypeForStage(stage);
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@ -6,6 +6,7 @@
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#include <cstddef>
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#include <memory>
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#include <string_view>
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLUtil.h"
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@ -26,8 +27,7 @@ public:
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GLuint GetGLComputeProgramID() const { return m_gl_compute_program_id; }
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const std::string& GetSource() const { return m_source; }
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static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, const char* source,
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size_t length);
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static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, std::string_view source);
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private:
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u64 m_id;
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@ -832,9 +832,9 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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const char* source, size_t length)
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std::string_view source)
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{
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return OGLShader::CreateFromSource(stage, source, length);
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return OGLShader::CreateFromSource(stage, source);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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@ -95,8 +95,8 @@ public:
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
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std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
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size_t length) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length) override;
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std::unique_ptr<NativeVertexFormat>
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@ -68,7 +68,7 @@ public:
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};
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std::unique_ptr<AbstractShader>
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SWRenderer::CreateShaderFromSource(ShaderStage stage, const char* source, size_t length)
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SWRenderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
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{
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return std::make_unique<SWShader>(stage);
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}
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@ -27,8 +27,8 @@ public:
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
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size_t length) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length) override;
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std::unique_ptr<NativeVertexFormat>
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@ -95,9 +95,9 @@ std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTe
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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const char* source, size_t length)
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std::string_view source)
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{
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return VKShader::CreateFromSource(stage, source, length);
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return VKShader::CreateFromSource(stage, source);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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@ -42,8 +42,8 @@ public:
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
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size_t length) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length) override;
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std::unique_ptr<NativeVertexFormat>
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@ -35,11 +35,6 @@ bool InitializeGlslang();
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// Resource limits used when compiling shaders
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static const TBuiltInResource* GetCompilerResourceLimits();
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// Compile a shader to SPIR-V via glslang
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static bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage,
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const char* stage_filename, const char* source_code,
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size_t source_code_length, const char* header, size_t header_length);
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// Regarding the UBO bind points, we subtract one from the binding index because
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// the OpenGL backend requires UBO #0 for non-block uniforms (at least on NV).
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// This allows us to share the same shaders but use bind point #0 in the Vulkan
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@ -114,8 +109,7 @@ static const char SUBGROUP_HELPER_HEADER[] = R"(
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)";
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bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char* stage_filename,
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const char* source_code, size_t source_code_length, const char* header,
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size_t header_length)
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std::string_view source, std::string_view header)
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{
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if (!InitializeGlslang())
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return false;
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@ -129,16 +123,16 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
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int default_version = 450;
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std::string full_source_code;
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const char* pass_source_code = source_code;
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int pass_source_code_length = static_cast<int>(source_code_length);
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if (header_length > 0)
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const char* pass_source_code = source.data();
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int pass_source_code_length = static_cast<int>(source.size());
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if (!header.empty())
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{
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constexpr size_t subgroup_helper_header_length = ArraySize(SUBGROUP_HELPER_HEADER) - 1;
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full_source_code.reserve(header_length + subgroup_helper_header_length + source_code_length);
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full_source_code.append(header, header_length);
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full_source_code.reserve(header.size() + subgroup_helper_header_length + source.size());
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full_source_code.append(header);
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if (g_vulkan_context->SupportsShaderSubgroupOperations())
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full_source_code.append(SUBGROUP_HELPER_HEADER, subgroup_helper_header_length);
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full_source_code.append(source_code, source_code_length);
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full_source_code.append(source);
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pass_source_code = full_source_code.c_str();
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pass_source_code_length = static_cast<int>(full_source_code.length());
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}
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@ -362,32 +356,24 @@ const TBuiltInResource* GetCompilerResourceLimits()
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return &limits;
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}
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bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length)
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bool CompileVertexShader(SPIRVCodeVector* out_code, std::string_view source_code)
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{
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return CompileShaderToSPV(out_code, EShLangVertex, "vs", source_code, source_code_length,
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SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
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return CompileShaderToSPV(out_code, EShLangVertex, "vs", source_code, SHADER_HEADER);
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}
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bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length)
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bool CompileGeometryShader(SPIRVCodeVector* out_code, std::string_view source_code)
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{
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return CompileShaderToSPV(out_code, EShLangGeometry, "gs", source_code, source_code_length,
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SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
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return CompileShaderToSPV(out_code, EShLangGeometry, "gs", source_code, SHADER_HEADER);
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}
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bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length)
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bool CompileFragmentShader(SPIRVCodeVector* out_code, std::string_view source_code)
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{
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return CompileShaderToSPV(out_code, EShLangFragment, "ps", source_code, source_code_length,
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SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
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return CompileShaderToSPV(out_code, EShLangFragment, "ps", source_code, SHADER_HEADER);
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}
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bool CompileComputeShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length)
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bool CompileComputeShader(SPIRVCodeVector* out_code, std::string_view source_code)
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{
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return CompileShaderToSPV(out_code, EShLangCompute, "cs", source_code, source_code_length,
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COMPUTE_SHADER_HEADER, sizeof(COMPUTE_SHADER_HEADER) - 1);
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return CompileShaderToSPV(out_code, EShLangCompute, "cs", source_code, COMPUTE_SHADER_HEADER);
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}
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} // namespace ShaderCompiler
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@ -5,6 +5,7 @@
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#pragma once
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#include <cstddef>
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#include <string_view>
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#include <vector>
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#include "Common/CommonTypes.h"
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@ -18,20 +19,16 @@ using SPIRVCodeType = u32;
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using SPIRVCodeVector = std::vector<SPIRVCodeType>;
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// Compile a vertex shader to SPIR-V.
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bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length);
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bool CompileVertexShader(SPIRVCodeVector* out_code, std::string_view source_code);
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// Compile a geometry shader to SPIR-V.
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bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length);
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bool CompileGeometryShader(SPIRVCodeVector* out_code, std::string_view source_code);
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// Compile a fragment shader to SPIR-V.
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bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length);
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bool CompileFragmentShader(SPIRVCodeVector* out_code, std::string_view source_code);
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// Compile a compute shader to SPIR-V.
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bool CompileComputeShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length);
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bool CompileComputeShader(SPIRVCodeVector* out_code, std::string_view source_code);
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} // namespace ShaderCompiler
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} // namespace Vulkan
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|
|
|
@ -86,24 +86,23 @@ static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,
|
|||
return std::make_unique<VKShader>(std::move(spv), pipeline);
|
||||
}
|
||||
|
||||
std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, const char* source,
|
||||
size_t length)
|
||||
std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, std::string_view source)
|
||||
{
|
||||
ShaderCompiler::SPIRVCodeVector spv;
|
||||
bool result;
|
||||
switch (stage)
|
||||
{
|
||||
case ShaderStage::Vertex:
|
||||
result = ShaderCompiler::CompileVertexShader(&spv, source, length);
|
||||
result = ShaderCompiler::CompileVertexShader(&spv, source);
|
||||
break;
|
||||
case ShaderStage::Geometry:
|
||||
result = ShaderCompiler::CompileGeometryShader(&spv, source, length);
|
||||
result = ShaderCompiler::CompileGeometryShader(&spv, source);
|
||||
break;
|
||||
case ShaderStage::Pixel:
|
||||
result = ShaderCompiler::CompileFragmentShader(&spv, source, length);
|
||||
result = ShaderCompiler::CompileFragmentShader(&spv, source);
|
||||
break;
|
||||
case ShaderStage::Compute:
|
||||
result = ShaderCompiler::CompileComputeShader(&spv, source, length);
|
||||
result = ShaderCompiler::CompileComputeShader(&spv, source);
|
||||
break;
|
||||
default:
|
||||
result = false;
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
#include <cstddef>
|
||||
#include <memory>
|
||||
#include <string_view>
|
||||
#include <vector>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
|
@ -25,8 +26,7 @@ public:
|
|||
VkPipeline GetComputePipeline() const { return m_compute_pipeline; }
|
||||
BinaryData GetBinary() const override;
|
||||
|
||||
static std::unique_ptr<VKShader> CreateFromSource(ShaderStage stage, const char* source,
|
||||
size_t length);
|
||||
static std::unique_ptr<VKShader> CreateFromSource(ShaderStage stage, std::string_view source);
|
||||
static std::unique_ptr<VKShader> CreateFromBinary(ShaderStage stage, const void* data,
|
||||
size_t length);
|
||||
|
||||
|
|
|
@ -148,12 +148,6 @@ void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
|
|||
m_current_framebuffer = framebuffer;
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
|
||||
const std::string& source)
|
||||
{
|
||||
return CreateShaderFromSource(stage, source.c_str(), source.size());
|
||||
}
|
||||
|
||||
bool Renderer::EFBHasAlphaChannel() const
|
||||
{
|
||||
return m_prev_efb_format == PEControl::RGBA6_Z24;
|
||||
|
@ -980,10 +974,10 @@ bool Renderer::InitializeImGui()
|
|||
|
||||
const std::string vertex_shader_source = GenerateImGuiVertexShader();
|
||||
const std::string pixel_shader_source = GenerateImGuiPixelShader();
|
||||
std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
|
||||
ShaderStage::Vertex, vertex_shader_source.c_str(), vertex_shader_source.size());
|
||||
std::unique_ptr<AbstractShader> pixel_shader = CreateShaderFromSource(
|
||||
ShaderStage::Pixel, pixel_shader_source.c_str(), pixel_shader_source.size());
|
||||
std::unique_ptr<AbstractShader> vertex_shader =
|
||||
CreateShaderFromSource(ShaderStage::Vertex, vertex_shader_source);
|
||||
std::unique_ptr<AbstractShader> pixel_shader =
|
||||
CreateShaderFromSource(ShaderStage::Pixel, pixel_shader_source);
|
||||
if (!vertex_shader || !pixel_shader)
|
||||
{
|
||||
PanicAlert("Failed to compile imgui shaders");
|
||||
|
|
|
@ -18,6 +18,7 @@
|
|||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
#include <thread>
|
||||
#include <tuple>
|
||||
#include <vector>
|
||||
|
@ -123,8 +124,8 @@ public:
|
|||
virtual void PresentBackbuffer() {}
|
||||
|
||||
// Shader modules/objects.
|
||||
virtual std::unique_ptr<AbstractShader>
|
||||
CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0;
|
||||
virtual std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
|
||||
std::string_view source) = 0;
|
||||
virtual std::unique_ptr<AbstractShader>
|
||||
CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) = 0;
|
||||
virtual std::unique_ptr<NativeVertexFormat>
|
||||
|
@ -132,8 +133,6 @@ public:
|
|||
virtual std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
|
||||
const void* cache_data = nullptr,
|
||||
size_t cache_data_length = 0) = 0;
|
||||
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
|
||||
const std::string& source);
|
||||
|
||||
AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; }
|
||||
|
||||
|
|
|
@ -392,32 +392,32 @@ void ShaderCache::CompileMissingPipelines()
|
|||
|
||||
std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
|
||||
{
|
||||
ShaderCode source_code = GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
|
||||
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer().c_str(),
|
||||
source_code.GetBuffer().size());
|
||||
const ShaderCode source_code =
|
||||
GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
|
||||
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader>
|
||||
ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const
|
||||
{
|
||||
ShaderCode source_code = UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
|
||||
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer().c_str(),
|
||||
source_code.GetBuffer().size());
|
||||
const ShaderCode source_code =
|
||||
UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
|
||||
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
|
||||
{
|
||||
ShaderCode source_code = GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
|
||||
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer().c_str(),
|
||||
source_code.GetBuffer().size());
|
||||
const ShaderCode source_code =
|
||||
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
|
||||
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader>
|
||||
ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
|
||||
{
|
||||
ShaderCode source_code = UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
|
||||
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer().c_str(),
|
||||
source_code.GetBuffer().size());
|
||||
const ShaderCode source_code =
|
||||
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
|
||||
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
|
||||
}
|
||||
|
||||
const AbstractShader* ShaderCache::InsertVertexShader(const VertexShaderUid& uid,
|
||||
|
@ -510,9 +510,10 @@ const AbstractShader* ShaderCache::InsertPixelUberShader(const UberShader::Pixel
|
|||
|
||||
const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid& uid)
|
||||
{
|
||||
ShaderCode source_code = GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
|
||||
std::unique_ptr<AbstractShader> shader = g_renderer->CreateShaderFromSource(
|
||||
ShaderStage::Geometry, source_code.GetBuffer().c_str(), source_code.GetBuffer().size());
|
||||
const ShaderCode source_code =
|
||||
GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
|
||||
std::unique_ptr<AbstractShader> shader =
|
||||
g_renderer->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer());
|
||||
|
||||
auto& entry = m_gs_cache.shader_map[uid];
|
||||
entry.pending = false;
|
||||
|
@ -1150,9 +1151,9 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
|
|||
if (iter != m_efb_copy_to_ram_pipelines.end())
|
||||
return iter->second.get();
|
||||
|
||||
auto shader_code = TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
|
||||
auto shader =
|
||||
g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code, std::strlen(shader_code));
|
||||
const char* const shader_code =
|
||||
TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
|
||||
const auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code);
|
||||
if (!shader)
|
||||
{
|
||||
m_efb_copy_to_ram_pipelines.emplace(uid, nullptr);
|
||||
|
|
Loading…
Reference in New Issue