dolphin/Source/Core/VideoBackends/D3DCommon/Shader.cpp
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

144 lines
3.7 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <fstream>
#include <wrl/client.h>
#include "Common/Assert.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Common/Version.h"
#include "VideoBackends/D3DCommon/Shader.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
namespace D3DCommon
{
Shader::Shader(ShaderStage stage, BinaryData bytecode)
: AbstractShader(stage), m_bytecode(std::move(bytecode))
{
}
Shader::~Shader() = default;
AbstractShader::BinaryData Shader::GetBinary() const
{
return m_bytecode;
}
static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage stage)
{
switch (stage)
{
case ShaderStage::Vertex:
{
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
return "vs_4_0";
case D3D_FEATURE_LEVEL_10_1:
return "vs_4_1";
default:
return "vs_5_0";
}
}
case ShaderStage::Geometry:
{
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
return "gs_4_0";
case D3D_FEATURE_LEVEL_10_1:
return "gs_4_1";
default:
return "gs_5_0";
}
}
case ShaderStage::Pixel:
{
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
return "ps_4_0";
case D3D_FEATURE_LEVEL_10_1:
return "ps_4_1";
default:
return "ps_5_0";
}
}
case ShaderStage::Compute:
{
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
case D3D_FEATURE_LEVEL_10_1:
return "";
default:
return "cs_5_0";
}
}
default:
return "";
}
}
std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL feature_level,
ShaderStage stage, std::string_view source)
{
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(feature_level, stage);
Microsoft::WRL::ComPtr<ID3DBlob> code;
Microsoft::WRL::ComPtr<ID3DBlob> errors;
HRESULT hr = d3d_compile(source.data(), source.size(), nullptr, macros, nullptr, "main", target,
flags, 0, &code, &errors);
if (FAILED(hr))
{
static int num_failures = 0;
std::string filename = VideoBackendBase::BadShaderFilename(target, num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file.write(source.data(), source.size());
file << "\n";
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
file << "\n";
file << "Dolphin Version: " + Common::scm_rev_str + "\n";
file << "Video Backend: " + g_video_backend->GetDisplayName();
file.close();
PanicAlertFmt("Failed to compile {}:\nDebug info ({}):\n{}", filename, target,
static_cast<const char*>(errors->GetBufferPointer()));
return std::nullopt;
}
if (errors && errors->GetBufferSize() > 0)
{
WARN_LOG_FMT(VIDEO, "{} compilation succeeded with warnings:\n{}", target,
static_cast<const char*>(errors->GetBufferPointer()));
}
return CreateByteCode(code->GetBufferPointer(), code->GetBufferSize());
}
AbstractShader::BinaryData Shader::CreateByteCode(const void* data, size_t length)
{
const auto* const begin = static_cast<const u8*>(data);
const auto* const end = begin + length;
return {begin, end};
}
} // namespace D3DCommon