dolphin/Source/Core/VideoBackends/D3D/DXShader.cpp

203 lines
5.7 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <fstream>
#include "Common/Assert.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/DXShader.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
DXShader::DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader)
: AbstractShader(stage), m_bytecode(bytecode), m_shader(shader)
{
}
DXShader::~DXShader()
{
m_shader->Release();
}
ID3D11VertexShader* DXShader::GetD3DVertexShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Vertex);
return static_cast<ID3D11VertexShader*>(m_shader);
}
ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Geometry);
return static_cast<ID3D11GeometryShader*>(m_shader);
}
ID3D11PixelShader* DXShader::GetD3DPixelShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Pixel);
return static_cast<ID3D11PixelShader*>(m_shader);
}
ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Compute);
return static_cast<ID3D11ComputeShader*>(m_shader);
}
bool DXShader::HasBinary() const
{
return true;
}
AbstractShader::BinaryData DXShader::GetBinary() const
{
return m_bytecode;
}
std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode)
{
switch (stage)
{
case ShaderStage::Vertex:
{
ID3D11VertexShader* 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<DXShader>(ShaderStage::Vertex, std::move(bytecode), vs);
}
case ShaderStage::Geometry:
{
ID3D11GeometryShader* 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<DXShader>(ShaderStage::Geometry, std::move(bytecode), gs);
}
break;
case ShaderStage::Pixel:
{
ID3D11PixelShader* 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<DXShader>(ShaderStage::Pixel, std::move(bytecode), ps);
}
break;
case ShaderStage::Compute:
{
ID3D11ComputeShader* 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<DXShader>(ShaderStage::Compute, std::move(bytecode), cs);
}
break;
default:
break;
}
return nullptr;
}
static const char* GetCompileTarget(ShaderStage stage)
{
switch (stage)
{
case ShaderStage::Vertex:
return D3D::VertexShaderVersionString();
case ShaderStage::Geometry:
return D3D::GeometryShaderVersionString();
case ShaderStage::Pixel:
return D3D::PixelShaderVersionString();
case ShaderStage::Compute:
return D3D::ComputeShaderVersionString();
default:
return "";
}
}
bool DXShader::CompileShader(BinaryData* out_bytecode, ShaderStage stage, const char* source,
size_t length)
{
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(stage);
ID3DBlob* code = nullptr;
ID3DBlob* errors = nullptr;
HRESULT hr = PD3DCompile(source, length, nullptr, macros, nullptr, "main", target, flags, 0,
&code, &errors);
if (FAILED(hr))
{
static int num_failures = 0;
std::string filename = StringFromFormat(
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), target, num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file.write(source, length);
file << "\n";
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
file.close();
PanicAlert("Failed to compile %s:\nDebug info (%s):\n%s", filename.c_str(), target,
static_cast<const char*>(errors->GetBufferPointer()));
errors->Release();
return false;
}
if (errors && errors->GetBufferSize() > 0)
{
WARN_LOG(VIDEO, "%s compilation succeeded with warnings:\n%s", target,
static_cast<const char*>(errors->GetBufferPointer()));
}
SAFE_RELEASE(errors);
out_bytecode->resize(code->GetBufferSize());
std::memcpy(out_bytecode->data(), code->GetBufferPointer(), code->GetBufferSize());
code->Release();
return true;
}
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
{
BinaryData bytecode;
if (!CompileShader(&bytecode, stage, source, length))
return nullptr;
return CreateFromBytecode(stage, std::move(bytecode));
}
std::unique_ptr<DXShader> DXShader::CreateFromBinary(ShaderStage stage, const void* data,
size_t length)
{
if (length == 0)
return nullptr;
BinaryData bytecode(length);
std::memcpy(bytecode.data(), data, length);
return CreateFromBytecode(stage, std::move(bytecode));
}
} // namespace DX11