// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D12/DXShader.h" #include "VideoBackends/D3D12/Common.h" #include "VideoBackends/D3D12/DXContext.h" namespace DX12 { DXShader::DXShader(ShaderStage stage, BinaryData bytecode) : D3DCommon::Shader(stage, std::move(bytecode)) { } DXShader::~DXShader() = default; std::unique_ptr DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode) { std::unique_ptr shader(new DXShader(stage, std::move(bytecode))); if (stage == ShaderStage::Compute && !shader->CreateComputePipeline()) return nullptr; return shader; } std::unique_ptr DXShader::CreateFromSource(ShaderStage stage, std::string_view source) { auto bytecode = CompileShader(g_dx_context->GetFeatureLevel(), stage, source); if (!bytecode) return nullptr; return CreateFromBytecode(stage, std::move(*bytecode)); } 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