// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D/DXShader.h" #include "Common/Assert.h" #include "VideoBackends/D3D/D3DBase.h" namespace DX11 { DXShader::DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader) : D3DCommon::Shader(stage, std::move(bytecode)), m_shader(shader) { } DXShader::~DXShader() = default; ID3D11VertexShader* DXShader::GetD3DVertexShader() const { DEBUG_ASSERT(m_stage == ShaderStage::Vertex); return static_cast(m_shader.Get()); } ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const { DEBUG_ASSERT(m_stage == ShaderStage::Geometry); return static_cast(m_shader.Get()); } ID3D11PixelShader* DXShader::GetD3DPixelShader() const { DEBUG_ASSERT(m_stage == ShaderStage::Pixel); return static_cast(m_shader.Get()); } ID3D11ComputeShader* DXShader::GetD3DComputeShader() const { DEBUG_ASSERT(m_stage == ShaderStage::Compute); return static_cast(m_shader.Get()); } std::unique_ptr DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode) { switch (stage) { case ShaderStage::Vertex: { ComPtr vs; HRESULT hr = D3D::device->CreateVertexShader(bytecode.data(), bytecode.size(), nullptr, &vs); CHECK(SUCCEEDED(hr), "Create vertex shader"); if (FAILED(hr)) return nullptr; return std::make_unique(ShaderStage::Vertex, std::move(bytecode), vs.Get()); } case ShaderStage::Geometry: { ComPtr gs; HRESULT hr = D3D::device->CreateGeometryShader(bytecode.data(), bytecode.size(), nullptr, &gs); CHECK(SUCCEEDED(hr), "Create geometry shader"); if (FAILED(hr)) return nullptr; return std::make_unique(ShaderStage::Geometry, std::move(bytecode), gs.Get()); } break; case ShaderStage::Pixel: { ComPtr ps; HRESULT hr = D3D::device->CreatePixelShader(bytecode.data(), bytecode.size(), nullptr, &ps); CHECK(SUCCEEDED(hr), "Create pixel shader"); if (FAILED(hr)) return nullptr; return std::make_unique(ShaderStage::Pixel, std::move(bytecode), ps.Get()); } break; case ShaderStage::Compute: { ComPtr cs; HRESULT hr = D3D::device->CreateComputeShader(bytecode.data(), bytecode.size(), nullptr, &cs); CHECK(SUCCEEDED(hr), "Create compute shader"); if (FAILED(hr)) return nullptr; return std::make_unique(ShaderStage::Compute, std::move(bytecode), cs.Get()); } break; default: break; } return nullptr; } } // namespace DX11