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D3D: Support compiling compute shaders
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@ -188,6 +188,66 @@ bool CompilePixelShader(const std::string& code, D3DBlob** blob, const D3D_SHADE
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return SUCCEEDED(hr);
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}
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// bytecode->shader
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ID3D11ComputeShader* CreateComputeShaderFromByteCode(const void* bytecode, size_t len)
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{
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ID3D11ComputeShader* shader;
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HRESULT hr = D3D::device->CreateComputeShader(bytecode, len, nullptr, &shader);
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if (FAILED(hr))
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{
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PanicAlert("CreateComputeShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
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return nullptr;
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}
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return shader;
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}
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// code->bytecode
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bool CompileComputeShader(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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#if defined(_DEBUG) || defined(DEBUGFAST)
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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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#endif
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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::ComputeShaderVersionString(), flags, 0, &shaderBuffer, &errorBuffer);
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if (errorBuffer)
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{
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INFO_LOG(VIDEO, "Compute 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_cs_%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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File::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 compute shader: %s\nDebug info (%s):\n%s", filename.c_str(),
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D3D::ComputeShaderVersionString(),
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reinterpret_cast<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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}
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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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@ -226,6 +286,19 @@ ID3D11PixelShader* CompileAndCreatePixelShader(const std::string& code)
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return nullptr;
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}
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ID3D11ComputeShader* CompileAndCreateComputeShader(const std::string& code)
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{
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D3DBlob* blob = nullptr;
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CompileComputeShader(code, &blob);
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if (blob)
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{
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ID3D11ComputeShader* shader = CreateComputeShaderFromByteCode(blob);
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blob->Release();
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return shader;
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}
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return nullptr;
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}
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} // namespace
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} // namespace DX11
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