Common: Simplify D3D shader object creation with helpers
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11b90b2beb
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@ -2,6 +2,7 @@
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#include "../file_system.h"
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#include "../log.h"
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#include "../md5_digest.h"
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#include "shader_compiler.h"
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#include <d3dcompiler.h>
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Log_SetChannel(D3D11::ShaderCache);
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@ -234,15 +235,7 @@ ShaderCache::ComPtr<ID3D11VertexShader> ShaderCache::GetVertexShader(ID3D11Devic
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if (!blob)
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return {};
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ComPtr<ID3D11VertexShader> vs;
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HRESULT hr = device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, vs.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create vertex shader from blob: 0x%08X", hr);
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return {};
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}
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return vs;
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return D3D11::ShaderCompiler::CreateVertexShader(device, blob.Get());
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}
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ShaderCache::ComPtr<ID3D11GeometryShader> ShaderCache::GetGeometryShader(ID3D11Device* device,
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@ -252,16 +245,7 @@ ShaderCache::ComPtr<ID3D11GeometryShader> ShaderCache::GetGeometryShader(ID3D11D
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if (!blob)
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return {};
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ComPtr<ID3D11GeometryShader> gs;
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HRESULT hr =
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device->CreateGeometryShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, gs.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create geometry shader from blob: 0x%08X", hr);
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return {};
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}
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return gs;
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return D3D11::ShaderCompiler::CreateGeometryShader(device, blob.Get());
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}
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ShaderCache::ComPtr<ID3D11PixelShader> ShaderCache::GetPixelShader(ID3D11Device* device, std::string_view shader_code)
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@ -270,15 +254,7 @@ ShaderCache::ComPtr<ID3D11PixelShader> ShaderCache::GetPixelShader(ID3D11Device*
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if (!blob)
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return {};
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ComPtr<ID3D11PixelShader> ps;
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HRESULT hr = device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, ps.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create pixel shader from blob: 0x%08X", hr);
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return {};
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}
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return ps;
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return D3D11::ShaderCompiler::CreatePixelShader(device, blob.Get());
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}
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ShaderCache::ComPtr<ID3D11ComputeShader> ShaderCache::GetComputeShader(ID3D11Device* device,
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@ -288,15 +264,7 @@ ShaderCache::ComPtr<ID3D11ComputeShader> ShaderCache::GetComputeShader(ID3D11Dev
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if (!blob)
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return {};
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ComPtr<ID3D11ComputeShader> cs;
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HRESULT hr = device->CreateComputeShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, cs.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create compute shader from blob: 0x%08X", hr);
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return {};
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}
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return cs;
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return D3D11::ShaderCompiler::CreateComputeShader(device, blob.Get());
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}
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ShaderCache::ComPtr<ID3DBlob> ShaderCache::CompileAndAddShaderBlob(const CacheIndexKey& key,
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@ -90,9 +90,40 @@ ComPtr<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, st
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if (!blob)
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return {};
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return CreateVertexShader(device, blob.Get());
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}
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ComPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device, std::string_view code, bool debug)
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{
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ComPtr<ID3DBlob> blob = CompileShader(Type::Geometry, device->GetFeatureLevel(), std::move(code), debug);
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if (!blob)
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return {};
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return CreateGeometryShader(device, blob.Get());
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}
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ComPtr<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, std::string_view code, bool debug)
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{
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ComPtr<ID3DBlob> blob = CompileShader(Type::Pixel, device->GetFeatureLevel(), std::move(code), debug);
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if (!blob)
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return {};
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return CreatePixelShader(device, blob.Get());
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}
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ComPtr<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, std::string_view code, bool debug)
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{
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ComPtr<ID3DBlob> blob = CompileShader(Type::Compute, device->GetFeatureLevel(), std::move(code), debug);
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if (!blob)
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return {};
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return CreateComputeShader(device, blob.Get());
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}
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ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
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{
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ComPtr<ID3D11VertexShader> shader;
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const HRESULT hr =
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device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.GetAddressOf());
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const HRESULT hr = device->CreateVertexShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create vertex shader: 0x%08X", hr);
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@ -102,15 +133,16 @@ ComPtr<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, st
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return shader;
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}
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ComPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device, std::string_view code, bool debug)
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ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob)
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{
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ComPtr<ID3DBlob> blob = CompileShader(Type::Geometry, device->GetFeatureLevel(), std::move(code), debug);
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if (!blob)
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return {};
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return CreateVertexShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
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const_cast<ID3DBlob*>(blob)->GetBufferSize());
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}
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ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
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{
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ComPtr<ID3D11GeometryShader> shader;
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const HRESULT hr =
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device->CreateGeometryShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.GetAddressOf());
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const HRESULT hr = device->CreateGeometryShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create geometry shader: 0x%08X", hr);
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@ -120,15 +152,16 @@ ComPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device
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return shader;
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}
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ComPtr<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, std::string_view code, bool debug)
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ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob)
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{
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ComPtr<ID3DBlob> blob = CompileShader(Type::Pixel, device->GetFeatureLevel(), std::move(code), debug);
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if (!blob)
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return {};
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return CreateGeometryShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
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const_cast<ID3DBlob*>(blob)->GetBufferSize());
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}
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ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
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{
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ComPtr<ID3D11PixelShader> shader;
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const HRESULT hr =
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device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.GetAddressOf());
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const HRESULT hr = device->CreatePixelShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create pixel shader: 0x%08X", hr);
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@ -138,15 +171,16 @@ ComPtr<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, std:
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return shader;
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}
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ComPtr<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, std::string_view code, bool debug)
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ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob)
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{
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ComPtr<ID3DBlob> blob = CompileShader(Type::Compute, device->GetFeatureLevel(), std::move(code), debug);
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if (!blob)
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return {};
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return CreatePixelShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
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const_cast<ID3DBlob*>(blob)->GetBufferSize());
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}
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ComPtr<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
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{
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ComPtr<ID3D11ComputeShader> shader;
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const HRESULT hr =
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device->CreateComputeShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.GetAddressOf());
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const HRESULT hr = device->CreateComputeShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create compute shader: 0x%08X", hr);
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@ -156,4 +190,10 @@ ComPtr<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device,
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return shader;
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}
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ComPtr<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob)
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{
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return CreateComputeShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
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const_cast<ID3DBlob*>(blob)->GetBufferSize());
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}
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} // namespace D3D11::ShaderCompiler
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@ -24,4 +24,13 @@ ComPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device
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ComPtr<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, std::string_view code, bool debug);
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ComPtr<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, std::string_view code, bool debug);
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ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
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ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob);
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ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
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ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob);
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ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
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ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob);
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ComPtr<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
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ComPtr<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob);
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}; // namespace D3D11::ShaderCompiler
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