// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include "Common/Assert.h" #include "Common/FileUtil.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Common/StringUtil.h" #include "Common/Version.h" #include "VideoBackends/D3DCommon/Shader.h" #include "VideoCommon/VideoBackendBase.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 ""; } } std::optional 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 ? (D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) : (D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_SKIP_VALIDATION); const char* target = GetCompileTarget(feature_level, stage); Microsoft::WRL::ComPtr code; Microsoft::WRL::ComPtr errors; HRESULT hr = d3d_compile(source.data(), source.size(), nullptr, macros, nullptr, "main", target, flags, 0, &code, &errors); if (FAILED(hr)) { static int num_failures = 0; std::string filename = VideoBackendBase::BadShaderFilename(target, num_failures++); std::ofstream file; File::OpenFStream(file, filename, std::ios_base::out); file.write(source.data(), source.size()); file << "\n"; file.write(static_cast(errors->GetBufferPointer()), errors->GetBufferSize()); file << "\n"; file << "Dolphin Version: " + Common::scm_rev_str + "\n"; file << "Video Backend: " + g_video_backend->GetDisplayName(); file.close(); PanicAlert("Failed to compile %s:\nDebug info (%s):\n%s", filename.c_str(), target, static_cast(errors->GetBufferPointer())); return std::nullopt; } if (errors && errors->GetBufferSize() > 0) { WARN_LOG(VIDEO, "%s compilation succeeded with warnings:\n%s", target, static_cast(errors->GetBufferPointer())); } return CreateByteCode(code->GetBufferPointer(), code->GetBufferSize()); } AbstractShader::BinaryData Shader::CreateByteCode(const void* data, size_t length) { const auto* const begin = static_cast(data); const auto* const end = begin + length; return {begin, end}; } } // namespace D3DCommon