mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
VideoBackends: Add AbstractShader and AbstractPipeline classes
This commit is contained in:
183
Source/Core/VideoBackends/D3D/DXShader.cpp
Normal file
183
Source/Core/VideoBackends/D3D/DXShader.cpp
Normal file
@ -0,0 +1,183 @@
|
||||
// Copyright 2017 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "Common/Assert.h"
|
||||
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/D3DShader.h"
|
||||
#include "VideoBackends/D3D/DXShader.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()
|
||||
{
|
||||
m_shader->Release();
|
||||
m_bytecode->Release();
|
||||
}
|
||||
|
||||
D3DBlob* DXShader::GetByteCode() const
|
||||
{
|
||||
return m_bytecode;
|
||||
}
|
||||
|
||||
ID3D11VertexShader* DXShader::GetD3DVertexShader() const
|
||||
{
|
||||
_dbg_assert_(VIDEO, m_stage == ShaderStage::Vertex);
|
||||
return static_cast<ID3D11VertexShader*>(m_shader);
|
||||
}
|
||||
|
||||
ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
|
||||
{
|
||||
_dbg_assert_(VIDEO, m_stage == ShaderStage::Geometry);
|
||||
return static_cast<ID3D11GeometryShader*>(m_shader);
|
||||
}
|
||||
|
||||
ID3D11PixelShader* DXShader::GetD3DPixelShader() const
|
||||
{
|
||||
_dbg_assert_(VIDEO, m_stage == ShaderStage::Pixel);
|
||||
return static_cast<ID3D11PixelShader*>(m_shader);
|
||||
}
|
||||
|
||||
ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
|
||||
{
|
||||
_dbg_assert_(VIDEO, m_stage == ShaderStage::Compute);
|
||||
return static_cast<ID3D11ComputeShader*>(m_shader);
|
||||
}
|
||||
|
||||
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());
|
||||
}
|
||||
|
||||
std::unique_ptr<DXShader> DXShader::CreateFromBlob(ShaderStage stage, D3DBlob* bytecode)
|
||||
{
|
||||
switch (stage)
|
||||
{
|
||||
case ShaderStage::Vertex:
|
||||
{
|
||||
ID3D11VertexShader* vs = D3D::CreateVertexShaderFromByteCode(bytecode);
|
||||
if (vs)
|
||||
return std::make_unique<DXShader>(bytecode, vs);
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderStage::Geometry:
|
||||
{
|
||||
ID3D11GeometryShader* gs = D3D::CreateGeometryShaderFromByteCode(bytecode);
|
||||
if (gs)
|
||||
return std::make_unique<DXShader>(bytecode, gs);
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderStage::Pixel:
|
||||
{
|
||||
ID3D11PixelShader* ps = D3D::CreatePixelShaderFromByteCode(bytecode);
|
||||
if (ps)
|
||||
return std::make_unique<DXShader>(bytecode, ps);
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderStage::Compute:
|
||||
{
|
||||
ID3D11ComputeShader* cs = D3D::CreateComputeShaderFromByteCode(bytecode);
|
||||
if (cs)
|
||||
return std::make_unique<DXShader>(bytecode, cs);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
|
||||
size_t length)
|
||||
{
|
||||
D3DBlob* bytecode;
|
||||
switch (stage)
|
||||
{
|
||||
case ShaderStage::Vertex:
|
||||
{
|
||||
if (!D3D::CompileVertexShader(std::string(source, length), &bytecode))
|
||||
return nullptr;
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderStage::Geometry:
|
||||
{
|
||||
if (!D3D::CompileGeometryShader(std::string(source, length), &bytecode))
|
||||
return nullptr;
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderStage::Pixel:
|
||||
{
|
||||
if (!D3D::CompilePixelShader(std::string(source, length), &bytecode))
|
||||
return nullptr;
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderStage::Compute:
|
||||
{
|
||||
if (!D3D::CompileComputeShader(std::string(source, length), &bytecode))
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
default:
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
|
||||
if (!shader)
|
||||
{
|
||||
bytecode->Release();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
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();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
} // namespace DX11
|
Reference in New Issue
Block a user