mirror of
https://github.com/RetroDECK/Duckstation.git
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199 lines
6.2 KiB
C++
199 lines
6.2 KiB
C++
#include "shader_compiler.h"
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#include "../log.h"
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#include "../string_util.h"
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#include <array>
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#include <d3dcompiler.h>
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#include <fstream>
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Log_SetChannel(D3D11);
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namespace D3D11::ShaderCompiler {
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static unsigned s_next_bad_shader_id = 1;
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ComPtr<ID3DBlob> CompileShader(Type type, D3D_FEATURE_LEVEL feature_level, std::string_view code, bool debug)
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{
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const char* target;
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switch (feature_level)
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{
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case D3D_FEATURE_LEVEL_10_0:
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{
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static constexpr std::array<const char*, 4> targets = {{"vs_4_0", "gs_4_0", "ps_4_0", "cs_4_0"}};
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target = targets[static_cast<int>(type)];
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}
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break;
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case D3D_FEATURE_LEVEL_10_1:
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{
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static constexpr std::array<const char*, 4> targets = {{"vs_4_1", "gs_4_1", "ps_4_1", "cs_4_1"}};
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target = targets[static_cast<int>(type)];
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}
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break;
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case D3D_FEATURE_LEVEL_11_0:
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{
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static constexpr std::array<const char*, 4> targets = {{"vs_5_0", "gs_5_0", "ps_5_0", "cs_5_0"}};
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target = targets[static_cast<int>(type)];
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}
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break;
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case D3D_FEATURE_LEVEL_11_1:
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default:
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{
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static constexpr std::array<const char*, 4> targets = {{"vs_5_1", "gs_5_1", "ps_5_1", "cs_5_1"}};
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target = targets[static_cast<int>(type)];
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}
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break;
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}
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static constexpr UINT flags_non_debug = D3DCOMPILE_OPTIMIZATION_LEVEL3;
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static constexpr UINT flags_debug = D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_DEBUG;
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ComPtr<ID3DBlob> blob;
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ComPtr<ID3DBlob> error_blob;
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const HRESULT hr =
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D3DCompile(code.data(), code.size(), "0", nullptr, nullptr, "main", target, debug ? flags_debug : flags_non_debug,
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0, blob.GetAddressOf(), error_blob.GetAddressOf());
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std::string error_string;
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if (error_blob)
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{
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error_string.append(static_cast<const char*>(error_blob->GetBufferPointer()), error_blob->GetBufferSize());
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error_blob.Reset();
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}
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to compile '%s':\n%s", target, error_string.c_str());
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std::ofstream ofs(StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
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std::ofstream::out | std::ofstream::binary);
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if (ofs.is_open())
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{
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ofs << code;
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ofs << "\n\nCompile as " << target << " failed: " << hr << "\n";
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ofs.write(error_string.c_str(), error_string.size());
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ofs.close();
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}
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return {};
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}
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if (!error_string.empty())
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Log_WarningPrintf("'%s' compiled with warnings:\n%s", target, error_string.c_str());
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return blob;
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}
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ComPtr<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, std::string_view code, bool debug)
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{
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ComPtr<ID3DBlob> blob = CompileShader(Type::Vertex, device->GetFeatureLevel(), std::move(code), debug);
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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 = 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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return {};
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}
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return shader;
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}
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ComPtr<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob)
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{
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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 = 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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return {};
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}
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return shader;
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}
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ComPtr<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob)
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{
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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 = 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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return {};
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}
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return shader;
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}
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ComPtr<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob)
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{
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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 = 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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return {};
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}
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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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