203 lines
5.7 KiB
C++
203 lines
5.7 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <fstream>
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#include "Common/Assert.h"
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#include "Common/FileUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/DXShader.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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DXShader::DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader)
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: AbstractShader(stage), m_bytecode(bytecode), m_shader(shader)
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{
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}
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DXShader::~DXShader()
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{
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m_shader->Release();
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}
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ID3D11VertexShader* DXShader::GetD3DVertexShader() const
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{
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DEBUG_ASSERT(m_stage == ShaderStage::Vertex);
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return static_cast<ID3D11VertexShader*>(m_shader);
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}
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ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
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{
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DEBUG_ASSERT(m_stage == ShaderStage::Geometry);
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return static_cast<ID3D11GeometryShader*>(m_shader);
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}
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ID3D11PixelShader* DXShader::GetD3DPixelShader() const
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{
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DEBUG_ASSERT(m_stage == ShaderStage::Pixel);
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return static_cast<ID3D11PixelShader*>(m_shader);
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}
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ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
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{
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DEBUG_ASSERT(m_stage == ShaderStage::Compute);
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return static_cast<ID3D11ComputeShader*>(m_shader);
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}
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bool DXShader::HasBinary() const
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{
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return true;
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}
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AbstractShader::BinaryData DXShader::GetBinary() const
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{
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return m_bytecode;
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}
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std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode)
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{
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switch (stage)
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{
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case ShaderStage::Vertex:
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{
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ID3D11VertexShader* vs;
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HRESULT hr = D3D::device->CreateVertexShader(bytecode.data(), bytecode.size(), nullptr, &vs);
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CHECK(SUCCEEDED(hr), "Create vertex shader");
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if (FAILED(hr))
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return nullptr;
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return std::make_unique<DXShader>(ShaderStage::Vertex, std::move(bytecode), vs);
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}
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case ShaderStage::Geometry:
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{
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ID3D11GeometryShader* gs;
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HRESULT hr = D3D::device->CreateGeometryShader(bytecode.data(), bytecode.size(), nullptr, &gs);
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CHECK(SUCCEEDED(hr), "Create geometry shader");
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if (FAILED(hr))
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return nullptr;
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return std::make_unique<DXShader>(ShaderStage::Geometry, std::move(bytecode), gs);
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}
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break;
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case ShaderStage::Pixel:
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{
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ID3D11PixelShader* ps;
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HRESULT hr = D3D::device->CreatePixelShader(bytecode.data(), bytecode.size(), nullptr, &ps);
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CHECK(SUCCEEDED(hr), "Create pixel shader");
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if (FAILED(hr))
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return nullptr;
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return std::make_unique<DXShader>(ShaderStage::Pixel, std::move(bytecode), ps);
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}
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break;
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case ShaderStage::Compute:
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{
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ID3D11ComputeShader* cs;
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HRESULT hr = D3D::device->CreateComputeShader(bytecode.data(), bytecode.size(), nullptr, &cs);
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CHECK(SUCCEEDED(hr), "Create compute shader");
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if (FAILED(hr))
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return nullptr;
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return std::make_unique<DXShader>(ShaderStage::Compute, std::move(bytecode), cs);
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}
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break;
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default:
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break;
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}
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return nullptr;
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}
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static const char* GetCompileTarget(ShaderStage stage)
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{
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switch (stage)
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{
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case ShaderStage::Vertex:
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return D3D::VertexShaderVersionString();
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case ShaderStage::Geometry:
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return D3D::GeometryShaderVersionString();
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case ShaderStage::Pixel:
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return D3D::PixelShaderVersionString();
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case ShaderStage::Compute:
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return D3D::ComputeShaderVersionString();
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default:
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return "";
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}
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}
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bool DXShader::CompileShader(BinaryData* out_bytecode, ShaderStage stage, const char* source,
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size_t length)
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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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(D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) :
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(D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_SKIP_VALIDATION);
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const char* target = GetCompileTarget(stage);
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ID3DBlob* code = nullptr;
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ID3DBlob* errors = nullptr;
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HRESULT hr = PD3DCompile(source, length, nullptr, macros, nullptr, "main", target, flags, 0,
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&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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std::string filename = StringFromFormat(
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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 << "\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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PanicAlert("Failed to compile %s:\nDebug info (%s):\n%s", filename.c_str(), target,
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static_cast<const char*>(errors->GetBufferPointer()));
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errors->Release();
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return false;
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}
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if (errors && errors->GetBufferSize() > 0)
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{
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WARN_LOG(VIDEO, "%s compilation succeeded with warnings:\n%s", target,
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static_cast<const char*>(errors->GetBufferPointer()));
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}
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SAFE_RELEASE(errors);
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out_bytecode->resize(code->GetBufferSize());
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std::memcpy(out_bytecode->data(), code->GetBufferPointer(), code->GetBufferSize());
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code->Release();
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return true;
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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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{
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BinaryData bytecode;
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if (!CompileShader(&bytecode, stage, source, length))
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return nullptr;
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return CreateFromBytecode(stage, std::move(bytecode));
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}
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std::unique_ptr<DXShader> DXShader::CreateFromBinary(ShaderStage stage, const void* data,
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size_t length)
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{
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if (length == 0)
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return nullptr;
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BinaryData bytecode(length);
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std::memcpy(bytecode.data(), data, length);
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return CreateFromBytecode(stage, std::move(bytecode));
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}
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} // namespace DX11
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