SDL: Use precompiled D3D11 display shaders

This commit is contained in:
Connor McLaughlin 2020-02-20 23:22:37 +09:00
parent 784a5c789f
commit 3a0f8bffc5
1 changed files with 4 additions and 29 deletions

View File

@ -3,6 +3,8 @@
#include "common/d3d11/shader_compiler.h"
#include "common/log.h"
#include "imgui_impl_sdl.h"
#include "frontend-common/display_ps.hlsl.h"
#include "frontend-common/display_vs.hlsl.h"
#include <SDL_syswm.h>
#include <array>
#include <dxgi1_5.h>
@ -280,39 +282,12 @@ bool D3D11HostDisplay::CreateSwapChainRTV()
bool D3D11HostDisplay::CreateD3DResources()
{
static constexpr char fullscreen_quad_vertex_shader[] = R"(
cbuffer UBOBlock : register(b0)
{
float4 u_src_rect;
};
void main(in uint vertex_id : SV_VertexID,
out float2 v_tex0 : TEXCOORD0,
out float4 o_pos : SV_Position)
{
float2 pos = float2(float((vertex_id << 1) & 2u), float(vertex_id & 2u));
v_tex0 = u_src_rect.xy + pos * u_src_rect.zw;
o_pos = float4(pos * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
}
)";
static constexpr char display_pixel_shader[] = R"(
Texture2D samp0 : register(t0);
SamplerState samp0_ss : register(s0);
void main(in float2 v_tex0 : TEXCOORD0,
out float4 o_col0 : SV_Target)
{
o_col0 = samp0.Sample(samp0_ss, v_tex0);
}
)";
HRESULT hr;
m_display_vertex_shader =
D3D11::ShaderCompiler::CompileAndCreateVertexShader(m_device.Get(), fullscreen_quad_vertex_shader, false);
D3D11::ShaderCompiler::CreateVertexShader(m_device.Get(), s_display_vs_bytecode, sizeof(s_display_vs_bytecode));
m_display_pixel_shader =
D3D11::ShaderCompiler::CompileAndCreatePixelShader(m_device.Get(), display_pixel_shader, false);
D3D11::ShaderCompiler::CreatePixelShader(m_device.Get(), s_display_ps_bytecode, sizeof(s_display_ps_bytecode));
if (!m_display_vertex_shader || !m_display_pixel_shader)
return false;