Move most backend functionality to VideoCommon

This commit is contained in:
Stenzek
2019-02-15 11:59:50 +10:00
parent 933f3ba008
commit f039149198
182 changed files with 8334 additions and 15917 deletions

View File

@ -2,43 +2,28 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <fstream>
#include "Common/Assert.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/DXShader.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
DXShader::DXShader(D3DBlob* bytecode, ID3D11VertexShader* vs)
: AbstractShader(ShaderStage::Vertex), m_bytecode(bytecode), m_shader(vs)
{
}
DXShader::DXShader(D3DBlob* bytecode, ID3D11GeometryShader* gs)
: AbstractShader(ShaderStage::Geometry), m_bytecode(bytecode), m_shader(gs)
{
}
DXShader::DXShader(D3DBlob* bytecode, ID3D11PixelShader* ps)
: AbstractShader(ShaderStage::Pixel), m_bytecode(bytecode), m_shader(ps)
{
}
DXShader::DXShader(D3DBlob* bytecode, ID3D11ComputeShader* cs)
: AbstractShader(ShaderStage::Compute), m_bytecode(bytecode), m_shader(cs)
DXShader::DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader)
: AbstractShader(stage), m_bytecode(bytecode), m_shader(shader)
{
}
DXShader::~DXShader()
{
m_shader->Release();
m_bytecode->Release();
}
D3DBlob* DXShader::GetByteCode() const
{
return m_bytecode;
}
ID3D11VertexShader* DXShader::GetD3DVertexShader() const
@ -67,48 +52,62 @@ ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
bool DXShader::HasBinary() const
{
ASSERT(m_bytecode);
return true;
}
AbstractShader::BinaryData DXShader::GetBinary() const
{
return BinaryData(m_bytecode->Data(), m_bytecode->Data() + m_bytecode->Size());
return m_bytecode;
}
std::unique_ptr<DXShader> DXShader::CreateFromBlob(ShaderStage stage, D3DBlob* bytecode)
std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode)
{
switch (stage)
{
case ShaderStage::Vertex:
{
ID3D11VertexShader* vs = D3D::CreateVertexShaderFromByteCode(bytecode);
if (vs)
return std::make_unique<DXShader>(bytecode, vs);
ID3D11VertexShader* vs;
HRESULT hr = D3D::device->CreateVertexShader(bytecode.data(), bytecode.size(), nullptr, &vs);
CHECK(SUCCEEDED(hr), "Create vertex shader");
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Vertex, std::move(bytecode), vs);
}
break;
case ShaderStage::Geometry:
{
ID3D11GeometryShader* gs = D3D::CreateGeometryShaderFromByteCode(bytecode);
if (gs)
return std::make_unique<DXShader>(bytecode, gs);
ID3D11GeometryShader* gs;
HRESULT hr = D3D::device->CreateGeometryShader(bytecode.data(), bytecode.size(), nullptr, &gs);
CHECK(SUCCEEDED(hr), "Create geometry shader");
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Geometry, std::move(bytecode), gs);
}
break;
case ShaderStage::Pixel:
{
ID3D11PixelShader* ps = D3D::CreatePixelShaderFromByteCode(bytecode);
if (ps)
return std::make_unique<DXShader>(bytecode, ps);
ID3D11PixelShader* ps;
HRESULT hr = D3D::device->CreatePixelShader(bytecode.data(), bytecode.size(), nullptr, &ps);
CHECK(SUCCEEDED(hr), "Create pixel shader");
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Pixel, std::move(bytecode), ps);
}
break;
case ShaderStage::Compute:
{
ID3D11ComputeShader* cs = D3D::CreateComputeShaderFromByteCode(bytecode);
if (cs)
return std::make_unique<DXShader>(bytecode, cs);
ID3D11ComputeShader* cs;
HRESULT hr = D3D::device->CreateComputeShader(bytecode.data(), bytecode.size(), nullptr, &cs);
CHECK(SUCCEEDED(hr), "Create compute shader");
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Compute, std::move(bytecode), cs);
}
break;
@ -119,65 +118,85 @@ std::unique_ptr<DXShader> DXShader::CreateFromBlob(ShaderStage stage, D3DBlob* b
return nullptr;
}
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
static const char* GetCompileTarget(ShaderStage stage)
{
D3DBlob* bytecode;
switch (stage)
{
case ShaderStage::Vertex:
{
if (!D3D::CompileVertexShader(std::string(source, length), &bytecode))
return nullptr;
}
break;
return D3D::VertexShaderVersionString();
case ShaderStage::Geometry:
{
if (!D3D::CompileGeometryShader(std::string(source, length), &bytecode))
return nullptr;
}
break;
return D3D::GeometryShaderVersionString();
case ShaderStage::Pixel:
{
if (!D3D::CompilePixelShader(std::string(source, length), &bytecode))
return nullptr;
}
break;
return D3D::PixelShaderVersionString();
case ShaderStage::Compute:
{
if (!D3D::CompileComputeShader(std::string(source, length), &bytecode))
return nullptr;
}
return D3D::ComputeShaderVersionString();
default:
return nullptr;
return "";
}
}
std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
if (!shader)
bool DXShader::CompileShader(BinaryData* out_bytecode, ShaderStage stage, const char* source,
size_t length)
{
static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
(D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) :
(D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_SKIP_VALIDATION);
const char* target = GetCompileTarget(stage);
ID3DBlob* code = nullptr;
ID3DBlob* errors = nullptr;
HRESULT hr = PD3DCompile(source, length, nullptr, macros, nullptr, "main", target, flags, 0,
&code, &errors);
if (FAILED(hr))
{
bytecode->Release();
return nullptr;
static int num_failures = 0;
std::string filename = StringFromFormat(
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), target, num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file.write(source, length);
file << "\n";
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
file.close();
PanicAlert("Failed to compile %s:\nDebug info (%s):\n%s", filename.c_str(), target,
static_cast<const char*>(errors->GetBufferPointer()));
errors->Release();
return false;
}
return shader;
if (errors && errors->GetBufferSize() > 0)
{
WARN_LOG(VIDEO, "%s compilation succeeded with warnings:\n%s", target,
static_cast<const char*>(errors->GetBufferPointer()));
}
SAFE_RELEASE(errors);
out_bytecode->resize(code->GetBufferSize());
std::memcpy(out_bytecode->data(), code->GetBufferPointer(), code->GetBufferSize());
code->Release();
return true;
}
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
{
BinaryData bytecode;
if (!CompileShader(&bytecode, stage, source, length))
return nullptr;
return CreateFromBytecode(stage, std::move(bytecode));
}
std::unique_ptr<DXShader> DXShader::CreateFromBinary(ShaderStage stage, const void* data,
size_t length)
{
D3DBlob* bytecode = new D3DBlob(static_cast<unsigned int>(length), static_cast<const u8*>(data));
std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
if (!shader)
{
bytecode->Release();
if (length == 0)
return nullptr;
}
return shader;
BinaryData bytecode(length);
std::memcpy(bytecode.data(), data, length);
return CreateFromBytecode(stage, std::move(bytecode));
}
} // namespace DX11