SDL: Use precompiled D3D11 display shaders
This commit is contained in:
parent
784a5c789f
commit
3a0f8bffc5
|
@ -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;
|
||||
|
||||
|
|
Loading…
Reference in New Issue