Duckstation/src/common/d3d11/shader_compiler.cpp
2020-02-19 22:04:21 +09:00

199 lines
6.2 KiB
C++

#include "shader_compiler.h"
#include "../log.h"
#include "../string_util.h"
#include <array>
#include <d3dcompiler.h>
#include <fstream>
Log_SetChannel(D3D11);
namespace D3D11::ShaderCompiler {
static unsigned s_next_bad_shader_id = 1;
ComPtr<ID3DBlob> CompileShader(Type type, D3D_FEATURE_LEVEL feature_level, std::string_view code, bool debug)
{
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;
ComPtr<ID3DBlob> blob;
ComPtr<ID3DBlob> error_blob;
const HRESULT hr =
D3DCompile(code.data(), code.size(), "0", nullptr, nullptr, "main", target, debug ? flags_debug : flags_non_debug,
0, blob.GetAddressOf(), error_blob.GetAddressOf());
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))
{
Log_ErrorPrintf("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())
Log_WarningPrintf("'%s' compiled with warnings:\n%s", target, error_string.c_str());
return blob;
}
ComPtr<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, std::string_view code, bool debug)
{
ComPtr<ID3DBlob> blob = CompileShader(Type::Vertex, device->GetFeatureLevel(), std::move(code), debug);
if (!blob)
return {};
return CreateVertexShader(device, blob.Get());
}
ComPtr<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device, std::string_view code, bool debug)
{
ComPtr<ID3DBlob> blob = CompileShader(Type::Geometry, device->GetFeatureLevel(), std::move(code), debug);
if (!blob)
return {};
return CreateGeometryShader(device, blob.Get());
}
ComPtr<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, std::string_view code, bool debug)
{
ComPtr<ID3DBlob> blob = CompileShader(Type::Pixel, device->GetFeatureLevel(), std::move(code), debug);
if (!blob)
return {};
return CreatePixelShader(device, blob.Get());
}
ComPtr<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, std::string_view code, bool debug)
{
ComPtr<ID3DBlob> blob = CompileShader(Type::Compute, device->GetFeatureLevel(), std::move(code), debug);
if (!blob)
return {};
return CreateComputeShader(device, blob.Get());
}
ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
ComPtr<ID3D11VertexShader> shader;
const HRESULT hr = device->CreateVertexShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("Failed to create vertex shader: 0x%08X", hr);
return {};
}
return shader;
}
ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreateVertexShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
ComPtr<ID3D11GeometryShader> shader;
const HRESULT hr = device->CreateGeometryShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("Failed to create geometry shader: 0x%08X", hr);
return {};
}
return shader;
}
ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreateGeometryShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
ComPtr<ID3D11PixelShader> shader;
const HRESULT hr = device->CreatePixelShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("Failed to create pixel shader: 0x%08X", hr);
return {};
}
return shader;
}
ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreatePixelShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
ComPtr<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
ComPtr<ID3D11ComputeShader> shader;
const HRESULT hr = device->CreateComputeShader(bytecode, bytecode_length, nullptr, shader.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("Failed to create compute shader: 0x%08X", hr);
return {};
}
return shader;
}
ComPtr<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreateComputeShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
} // namespace D3D11::ShaderCompiler