dolphin/Source/Core/VideoBackends/D3D/DXShader.cpp
2021-12-10 14:49:57 -08:00

108 lines
3.0 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3D/DXShader.h"
#include "Common/Assert.h"
#include "VideoBackends/D3D/D3DBase.h"
namespace DX11
{
DXShader::DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader,
std::string_view name)
: D3DCommon::Shader(stage, std::move(bytecode)), m_shader(shader), m_name(name)
{
if (!m_name.empty())
{
m_shader->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(m_name.size()),
m_name.data());
}
}
DXShader::~DXShader() = default;
ID3D11VertexShader* DXShader::GetD3DVertexShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Vertex);
return static_cast<ID3D11VertexShader*>(m_shader.Get());
}
ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Geometry);
return static_cast<ID3D11GeometryShader*>(m_shader.Get());
}
ID3D11PixelShader* DXShader::GetD3DPixelShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Pixel);
return static_cast<ID3D11PixelShader*>(m_shader.Get());
}
ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Compute);
return static_cast<ID3D11ComputeShader*>(m_shader.Get());
}
std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode,
std::string_view name)
{
switch (stage)
{
case ShaderStage::Vertex:
{
ComPtr<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.Get(), name);
}
case ShaderStage::Geometry:
{
ComPtr<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.Get(), name);
}
break;
case ShaderStage::Pixel:
{
ComPtr<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.Get(), name);
}
break;
case ShaderStage::Compute:
{
ComPtr<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.Get(), name);
}
break;
default:
break;
}
return nullptr;
}
} // namespace DX11