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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <string>
#include "Common/StringUtil.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
namespace D3D
{
// bytecode->shader
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len)
{
ID3D11VertexShader* v_shader;
HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, nullptr, &v_shader);
if (FAILED(hr))
return nullptr;
return v_shader;
}
// code->bytecode
bool CompileVertexShader(const std::string& code, D3DBlob** blob)
{
ID3D10Blob* shaderBuffer = nullptr;
ID3D10Blob* errorBuffer = nullptr;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG;
#else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif
HRESULT hr = PD3DCompile(code.c_str(), code.length(), nullptr, nullptr, nullptr, "main", D3D::VertexShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
if (errorBuffer)
{
INFO_LOG(VIDEO, "Vertex shader compiler messages:\n%s\n",
(const char*)errorBuffer->GetBufferPointer());
}
if (FAILED(hr))
{
static int num_failures = 0;
std::string filename = StringFromFormat("%sbad_vs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << code;
file.close();
PanicAlert("Failed to compile vertex shader: %s\nDebug info (%s):\n%s",
filename.c_str(), D3D::VertexShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
*blob = nullptr;
errorBuffer->Release();
}
else
{
*blob = new D3DBlob(shaderBuffer);
shaderBuffer->Release();
}
return SUCCEEDED(hr);
}
// bytecode->shader
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len)
{
ID3D11GeometryShader* g_shader;
HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, nullptr, &g_shader);
if (FAILED(hr))
return nullptr;
return g_shader;
}
// code->bytecode
bool CompileGeometryShader(const std::string& code, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines)
{
ID3D10Blob* shaderBuffer = nullptr;
ID3D10Blob* errorBuffer = nullptr;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG;
#else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif
HRESULT hr = PD3DCompile(code.c_str(), code.length(), nullptr, pDefines, nullptr, "main", D3D::GeometryShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
if (errorBuffer)
{
INFO_LOG(VIDEO, "Geometry shader compiler messages:\n%s\n",
(const char*)errorBuffer->GetBufferPointer());
}
if (FAILED(hr))
{
static int num_failures = 0;
std::string filename = StringFromFormat("%sbad_gs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << code;
file.close();
PanicAlert("Failed to compile geometry shader: %s\nDebug info (%s):\n%s",
filename.c_str(), D3D::GeometryShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
*blob = nullptr;
errorBuffer->Release();
}
else
{
*blob = new D3DBlob(shaderBuffer);
shaderBuffer->Release();
}
return SUCCEEDED(hr);
}
// bytecode->shader
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len)
{
ID3D11PixelShader* p_shader;
HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, nullptr, &p_shader);
if (FAILED(hr))
{
PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
p_shader = nullptr;
}
return p_shader;
}
// code->bytecode
bool CompilePixelShader(const std::string& code, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines)
{
ID3D10Blob* shaderBuffer = nullptr;
ID3D10Blob* errorBuffer = nullptr;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_DEBUG;
#else
UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
#endif
HRESULT hr = PD3DCompile(code.c_str(), code.length(), nullptr, pDefines, nullptr, "main", D3D::PixelShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
if (errorBuffer)
{
INFO_LOG(VIDEO, "Pixel shader compiler messages:\n%s",
(const char*)errorBuffer->GetBufferPointer());
}
if (FAILED(hr))
{
static int num_failures = 0;
std::string filename = StringFromFormat("%sbad_ps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << code;
file.close();
PanicAlert("Failed to compile pixel shader: %s\nDebug info (%s):\n%s",
filename.c_str(), D3D::PixelShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
*blob = nullptr;
errorBuffer->Release();
}
else
{
*blob = new D3DBlob(shaderBuffer);
shaderBuffer->Release();
}
return SUCCEEDED(hr);
}
ID3D11VertexShader* CompileAndCreateVertexShader(const std::string& code)
{
D3DBlob* blob = nullptr;
if (CompileVertexShader(code, &blob))
{
ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
blob->Release();
return v_shader;
}
return nullptr;
}
ID3D11GeometryShader* CompileAndCreateGeometryShader(const std::string& code, const D3D_SHADER_MACRO* pDefines)
{
D3DBlob* blob = nullptr;
if (CompileGeometryShader(code, &blob, pDefines))
{
ID3D11GeometryShader* g_shader = CreateGeometryShaderFromByteCode(blob);
blob->Release();
return g_shader;
}
return nullptr;
}
ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code)
{
D3DBlob* blob = nullptr;
CompilePixelShader(code, &blob);
if (blob)
{
ID3D11PixelShader* p_shader = CreatePixelShaderFromByteCode(blob);
blob->Release();
return p_shader;
}
return nullptr;
}
} // namespace
} // namespace DX11
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