85 lines
2.3 KiB
C++
85 lines
2.3 KiB
C++
// Copyright 2010 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <fstream>
|
|
#include <string>
|
|
|
|
#include "Common/FileUtil.h"
|
|
#include "Common/MsgHandler.h"
|
|
#include "Common/StringUtil.h"
|
|
#include "Common/Logging/Log.h"
|
|
#include "VideoBackends/D3D12/D3DBase.h"
|
|
#include "VideoBackends/D3D12/D3DShader.h"
|
|
#include "VideoCommon/VideoConfig.h"
|
|
|
|
namespace DX12
|
|
{
|
|
|
|
namespace D3D
|
|
{
|
|
|
|
bool CompileShader(const std::string& code, ID3DBlob** blob, const D3D_SHADER_MACRO* defines, std::string shader_version_string)
|
|
{
|
|
ID3D10Blob* shader_buffer = nullptr;
|
|
ID3D10Blob* error_buffer = nullptr;
|
|
|
|
#if defined(_DEBUG) || defined(DEBUGFAST)
|
|
UINT flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY | D3DCOMPILE_DEBUG;
|
|
#else
|
|
UINT flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY | D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_SKIP_VALIDATION;
|
|
#endif
|
|
HRESULT hr = d3d_compile(code.c_str(), code.length(), nullptr, defines, nullptr, "main", shader_version_string.data(),
|
|
flags, 0, &shader_buffer, &error_buffer);
|
|
|
|
if (error_buffer)
|
|
{
|
|
INFO_LOG(VIDEO, "Shader compiler messages:\n%s\n",
|
|
static_cast<const char*>(error_buffer->GetBufferPointer()));
|
|
}
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
static int num_failures = 0;
|
|
std::string filename = StringFromFormat("%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), shader_version_string, num_failures++);
|
|
std::ofstream file;
|
|
OpenFStream(file, filename, std::ios_base::out);
|
|
file << code;
|
|
file.close();
|
|
|
|
PanicAlert("Failed to compile shader: %s\nDebug info (%s):\n%s",
|
|
filename.c_str(), shader_version_string, static_cast<const char*>(error_buffer->GetBufferPointer()));
|
|
|
|
*blob = nullptr;
|
|
error_buffer->Release();
|
|
}
|
|
else
|
|
{
|
|
*blob = shader_buffer;
|
|
}
|
|
|
|
return SUCCEEDED(hr);
|
|
}
|
|
|
|
// code->bytecode
|
|
bool CompileVertexShader(const std::string& code, ID3DBlob** blob)
|
|
{
|
|
return CompileShader(code, blob, nullptr, D3D::VertexShaderVersionString());
|
|
}
|
|
|
|
// code->bytecode
|
|
bool CompileGeometryShader(const std::string& code, ID3DBlob** blob, const D3D_SHADER_MACRO* defines)
|
|
{
|
|
return CompileShader(code, blob, defines, D3D::GeometryShaderVersionString());
|
|
}
|
|
|
|
// code->bytecode
|
|
bool CompilePixelShader(const std::string& code, ID3DBlob** blob, const D3D_SHADER_MACRO* defines)
|
|
{
|
|
return CompileShader(code, blob, defines, D3D::PixelShaderVersionString());
|
|
}
|
|
|
|
} // namespace
|
|
|
|
} // namespace DX12
|