pcsx2/common/D3D11/ShaderCompiler.cpp

216 lines
7.6 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "common/D3D11/ShaderCompiler.h"
#include "common/Console.h"
#include "common/StringUtil.h"
#include <array>
#include <d3dcompiler.h>
#include <fstream>
static unsigned s_next_bad_shader_id = 1;
wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCompiler::CompileShader(Type type, D3D_FEATURE_LEVEL feature_level, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
const char* target;
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
{
static constexpr std::array<const char*, 4> targets = {{"vs_4_0", "gs_4_0", "ps_4_0", "cs_4_0"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_10_1:
{
static constexpr std::array<const char*, 4> targets = {{"vs_4_1", "gs_4_1", "ps_4_1", "cs_4_1"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_11_0:
{
static constexpr std::array<const char*, 4> targets = {{"vs_5_0", "gs_5_0", "ps_5_0", "cs_5_0"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_11_1:
default:
{
static constexpr std::array<const char*, 4> targets = {{"vs_5_1", "gs_5_1", "ps_5_1", "cs_5_1"}};
target = targets[static_cast<int>(type)];
}
break;
}
static constexpr UINT flags_non_debug = D3DCOMPILE_OPTIMIZATION_LEVEL3;
static constexpr UINT flags_debug = D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_DEBUG;
wil::com_ptr_nothrow<ID3DBlob> blob;
wil::com_ptr_nothrow<ID3DBlob> error_blob;
const HRESULT hr =
D3DCompile(code.data(), code.size(), "0", macros, nullptr, entry_point, target, debug ? flags_debug : flags_non_debug,
0, blob.put(), error_blob.put());
std::string error_string;
if (error_blob)
{
error_string.append(static_cast<const char*>(error_blob->GetBufferPointer()), error_blob->GetBufferSize());
error_blob.reset();
}
if (FAILED(hr))
{
Console.WriteLn("Failed to compile '%s':\n%s", target, error_string.c_str());
std::ofstream ofs(StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
std::ofstream::out | std::ofstream::binary);
if (ofs.is_open())
{
ofs << code;
ofs << "\n\nCompile as " << target << " failed: " << hr << "\n";
ofs.write(error_string.c_str(), error_string.size());
ofs.close();
}
return {};
}
if (!error_string.empty())
Console.Warning("'%s' compiled with warnings:\n%s", target, error_string.c_str());
return blob;
}
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CompileAndCreateVertexShader(ID3D11Device* device, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Vertex, device->GetFeatureLevel(), debug, code, macros, entry_point);
if (!blob)
return {};
return CreateVertexShader(device, blob.get());
}
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CompileAndCreateGeometryShader(ID3D11Device* device, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Geometry, device->GetFeatureLevel(), debug, code, macros, entry_point);
if (!blob)
return {};
return CreateGeometryShader(device, blob.get());
}
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CompileAndCreatePixelShader(ID3D11Device* device, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Pixel, device->GetFeatureLevel(), debug, code, macros, entry_point);
if (!blob)
return {};
return CreatePixelShader(device, blob.get());
}
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCompiler::CompileAndCreateComputeShader(ID3D11Device* device, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Compute, device->GetFeatureLevel(), debug, code, macros, entry_point);
if (!blob)
return {};
return CreateComputeShader(device, blob.get());
}
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
wil::com_ptr_nothrow<ID3D11VertexShader> shader;
const HRESULT hr = device->CreateVertexShader(bytecode, bytecode_length, nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create vertex shader: 0x%08X", hr);
return {};
}
return shader;
}
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreateVertexShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
wil::com_ptr_nothrow<ID3D11GeometryShader> shader;
const HRESULT hr = device->CreateGeometryShader(bytecode, bytecode_length, nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create geometry shader: 0x%08X", hr);
return {};
}
return shader;
}
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreateGeometryShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
wil::com_ptr_nothrow<ID3D11PixelShader> shader;
const HRESULT hr = device->CreatePixelShader(bytecode, bytecode_length, nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create pixel shader: 0x%08X", hr);
return {};
}
return shader;
}
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreatePixelShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCompiler::CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
wil::com_ptr_nothrow<ID3D11ComputeShader> shader;
const HRESULT hr = device->CreateComputeShader(bytecode, bytecode_length, nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create compute shader: 0x%08X", hr);
return {};
}
return shader;
}
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCompiler::CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreateComputeShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}