mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Reformat all the things. Have fun with merge conflicts.
This commit is contained in:
@ -6,218 +6,224 @@
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#include <string>
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#include "Common/FileUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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namespace D3D
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{
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// bytecode->shader
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ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len)
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{
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ID3D11VertexShader* v_shader;
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HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, nullptr, &v_shader);
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if (FAILED(hr))
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return nullptr;
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ID3D11VertexShader* v_shader;
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HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, nullptr, &v_shader);
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if (FAILED(hr))
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return nullptr;
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return v_shader;
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return v_shader;
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}
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// code->bytecode
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bool CompileVertexShader(const std::string& code, D3DBlob** blob)
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{
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ID3D10Blob* shaderBuffer = nullptr;
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ID3D10Blob* errorBuffer = nullptr;
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ID3D10Blob* shaderBuffer = nullptr;
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ID3D10Blob* errorBuffer = nullptr;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG;
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY | D3D10_SHADER_DEBUG;
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#else
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY | D3D10_SHADER_OPTIMIZATION_LEVEL3 |
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D3D10_SHADER_SKIP_VALIDATION;
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#endif
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HRESULT hr = PD3DCompile(code.c_str(), code.length(), nullptr, nullptr, nullptr, "main", D3D::VertexShaderVersionString(),
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flags, 0, &shaderBuffer, &errorBuffer);
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if (errorBuffer)
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{
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INFO_LOG(VIDEO, "Vertex shader compiler messages:\n%s\n",
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(const char*)errorBuffer->GetBufferPointer());
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}
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HRESULT hr = PD3DCompile(code.c_str(), code.length(), nullptr, nullptr, nullptr, "main",
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D3D::VertexShaderVersionString(), flags, 0, &shaderBuffer, &errorBuffer);
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if (errorBuffer)
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{
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INFO_LOG(VIDEO, "Vertex shader compiler messages:\n%s\n",
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(const char*)errorBuffer->GetBufferPointer());
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}
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if (FAILED(hr))
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{
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static int num_failures = 0;
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std::string filename = StringFromFormat("%sbad_vs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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file << code;
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file.close();
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if (FAILED(hr))
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{
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static int num_failures = 0;
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std::string filename = StringFromFormat("%sbad_vs_%04i.txt",
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File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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file << code;
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file.close();
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PanicAlert("Failed to compile vertex shader: %s\nDebug info (%s):\n%s",
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filename.c_str(), D3D::VertexShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
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PanicAlert("Failed to compile vertex shader: %s\nDebug info (%s):\n%s", filename.c_str(),
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D3D::VertexShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
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*blob = nullptr;
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errorBuffer->Release();
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}
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else
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{
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*blob = new D3DBlob(shaderBuffer);
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shaderBuffer->Release();
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}
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return SUCCEEDED(hr);
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*blob = nullptr;
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errorBuffer->Release();
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}
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else
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{
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*blob = new D3DBlob(shaderBuffer);
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shaderBuffer->Release();
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}
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return SUCCEEDED(hr);
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}
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// bytecode->shader
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ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len)
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{
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ID3D11GeometryShader* g_shader;
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HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, nullptr, &g_shader);
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if (FAILED(hr))
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return nullptr;
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ID3D11GeometryShader* g_shader;
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HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, nullptr, &g_shader);
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if (FAILED(hr))
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return nullptr;
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return g_shader;
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return g_shader;
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}
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// code->bytecode
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bool CompileGeometryShader(const std::string& code, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines)
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bool CompileGeometryShader(const std::string& code, D3DBlob** blob,
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const D3D_SHADER_MACRO* pDefines)
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{
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ID3D10Blob* shaderBuffer = nullptr;
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ID3D10Blob* errorBuffer = nullptr;
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ID3D10Blob* shaderBuffer = nullptr;
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ID3D10Blob* errorBuffer = nullptr;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG;
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY | D3D10_SHADER_DEBUG;
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#else
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY | D3D10_SHADER_OPTIMIZATION_LEVEL3 |
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D3D10_SHADER_SKIP_VALIDATION;
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#endif
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HRESULT hr = PD3DCompile(code.c_str(), code.length(), nullptr, pDefines, nullptr, "main", D3D::GeometryShaderVersionString(),
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flags, 0, &shaderBuffer, &errorBuffer);
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HRESULT hr =
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PD3DCompile(code.c_str(), code.length(), nullptr, pDefines, nullptr, "main",
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D3D::GeometryShaderVersionString(), flags, 0, &shaderBuffer, &errorBuffer);
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if (errorBuffer)
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{
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INFO_LOG(VIDEO, "Geometry shader compiler messages:\n%s\n",
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(const char*)errorBuffer->GetBufferPointer());
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}
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if (errorBuffer)
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{
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INFO_LOG(VIDEO, "Geometry shader compiler messages:\n%s\n",
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(const char*)errorBuffer->GetBufferPointer());
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}
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if (FAILED(hr))
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{
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static int num_failures = 0;
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std::string filename = StringFromFormat("%sbad_gs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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file << code;
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file.close();
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if (FAILED(hr))
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{
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static int num_failures = 0;
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std::string filename = StringFromFormat("%sbad_gs_%04i.txt",
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File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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file << code;
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file.close();
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PanicAlert("Failed to compile geometry shader: %s\nDebug info (%s):\n%s",
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filename.c_str(), D3D::GeometryShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
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PanicAlert("Failed to compile geometry shader: %s\nDebug info (%s):\n%s", filename.c_str(),
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D3D::GeometryShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
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*blob = nullptr;
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errorBuffer->Release();
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}
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else
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{
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*blob = new D3DBlob(shaderBuffer);
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shaderBuffer->Release();
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}
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return SUCCEEDED(hr);
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*blob = nullptr;
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errorBuffer->Release();
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}
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else
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{
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*blob = new D3DBlob(shaderBuffer);
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shaderBuffer->Release();
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}
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return SUCCEEDED(hr);
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}
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// bytecode->shader
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ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len)
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{
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ID3D11PixelShader* p_shader;
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HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, nullptr, &p_shader);
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if (FAILED(hr))
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{
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PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
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p_shader = nullptr;
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}
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return p_shader;
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ID3D11PixelShader* p_shader;
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HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, nullptr, &p_shader);
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if (FAILED(hr))
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{
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PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
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p_shader = nullptr;
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}
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return p_shader;
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}
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// code->bytecode
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bool CompilePixelShader(const std::string& code, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines)
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{
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ID3D10Blob* shaderBuffer = nullptr;
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ID3D10Blob* errorBuffer = nullptr;
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ID3D10Blob* shaderBuffer = nullptr;
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ID3D10Blob* errorBuffer = nullptr;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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UINT flags = D3D10_SHADER_DEBUG;
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UINT flags = D3D10_SHADER_DEBUG;
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#else
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UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
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UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
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#endif
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HRESULT hr = PD3DCompile(code.c_str(), code.length(), nullptr, pDefines, nullptr, "main", D3D::PixelShaderVersionString(),
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flags, 0, &shaderBuffer, &errorBuffer);
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HRESULT hr = PD3DCompile(code.c_str(), code.length(), nullptr, pDefines, nullptr, "main",
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D3D::PixelShaderVersionString(), flags, 0, &shaderBuffer, &errorBuffer);
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if (errorBuffer)
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{
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INFO_LOG(VIDEO, "Pixel shader compiler messages:\n%s",
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(const char*)errorBuffer->GetBufferPointer());
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}
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if (errorBuffer)
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{
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INFO_LOG(VIDEO, "Pixel shader compiler messages:\n%s",
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(const char*)errorBuffer->GetBufferPointer());
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}
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if (FAILED(hr))
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{
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static int num_failures = 0;
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std::string filename = StringFromFormat("%sbad_ps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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file << code;
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file.close();
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if (FAILED(hr))
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{
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static int num_failures = 0;
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std::string filename = StringFromFormat("%sbad_ps_%04i.txt",
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File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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file << code;
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file.close();
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PanicAlert("Failed to compile pixel shader: %s\nDebug info (%s):\n%s",
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filename.c_str(), D3D::PixelShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
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PanicAlert("Failed to compile pixel shader: %s\nDebug info (%s):\n%s", filename.c_str(),
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D3D::PixelShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
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*blob = nullptr;
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errorBuffer->Release();
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}
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else
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{
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*blob = new D3DBlob(shaderBuffer);
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shaderBuffer->Release();
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}
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*blob = nullptr;
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errorBuffer->Release();
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}
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else
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{
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*blob = new D3DBlob(shaderBuffer);
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shaderBuffer->Release();
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}
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return SUCCEEDED(hr);
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return SUCCEEDED(hr);
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}
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ID3D11VertexShader* CompileAndCreateVertexShader(const std::string& code)
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{
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D3DBlob* blob = nullptr;
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if (CompileVertexShader(code, &blob))
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{
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ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
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blob->Release();
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return v_shader;
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}
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return nullptr;
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D3DBlob* blob = nullptr;
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if (CompileVertexShader(code, &blob))
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{
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ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
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blob->Release();
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return v_shader;
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}
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return nullptr;
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}
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ID3D11GeometryShader* CompileAndCreateGeometryShader(const std::string& code, const D3D_SHADER_MACRO* pDefines)
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ID3D11GeometryShader* CompileAndCreateGeometryShader(const std::string& code,
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const D3D_SHADER_MACRO* pDefines)
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{
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D3DBlob* blob = nullptr;
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if (CompileGeometryShader(code, &blob, pDefines))
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{
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ID3D11GeometryShader* g_shader = CreateGeometryShaderFromByteCode(blob);
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blob->Release();
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return g_shader;
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}
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return nullptr;
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D3DBlob* blob = nullptr;
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if (CompileGeometryShader(code, &blob, pDefines))
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{
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ID3D11GeometryShader* g_shader = CreateGeometryShaderFromByteCode(blob);
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blob->Release();
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return g_shader;
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}
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return nullptr;
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}
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ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code)
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{
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D3DBlob* blob = nullptr;
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CompilePixelShader(code, &blob);
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if (blob)
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{
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ID3D11PixelShader* p_shader = CreatePixelShaderFromByteCode(blob);
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blob->Release();
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return p_shader;
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}
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return nullptr;
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D3DBlob* blob = nullptr;
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CompilePixelShader(code, &blob);
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if (blob)
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{
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ID3D11PixelShader* p_shader = CreatePixelShaderFromByteCode(blob);
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blob->Release();
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return p_shader;
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}
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return nullptr;
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}
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} // namespace
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