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184 lines
4.1 KiB
C++
184 lines
4.1 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Common/Assert.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/DXShader.h"
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namespace DX11
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{
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DXShader::DXShader(D3DBlob* bytecode, ID3D11VertexShader* vs)
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: AbstractShader(ShaderStage::Vertex), m_bytecode(bytecode), m_shader(vs)
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{
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}
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DXShader::DXShader(D3DBlob* bytecode, ID3D11GeometryShader* gs)
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: AbstractShader(ShaderStage::Geometry), m_bytecode(bytecode), m_shader(gs)
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{
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}
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DXShader::DXShader(D3DBlob* bytecode, ID3D11PixelShader* ps)
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: AbstractShader(ShaderStage::Pixel), m_bytecode(bytecode), m_shader(ps)
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{
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}
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DXShader::DXShader(D3DBlob* bytecode, ID3D11ComputeShader* cs)
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: AbstractShader(ShaderStage::Compute), m_bytecode(bytecode), m_shader(cs)
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{
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}
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DXShader::~DXShader()
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{
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m_shader->Release();
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m_bytecode->Release();
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}
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D3DBlob* DXShader::GetByteCode() const
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{
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return m_bytecode;
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}
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ID3D11VertexShader* DXShader::GetD3DVertexShader() const
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{
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_dbg_assert_(VIDEO, m_stage == ShaderStage::Vertex);
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return static_cast<ID3D11VertexShader*>(m_shader);
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}
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ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
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{
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_dbg_assert_(VIDEO, m_stage == ShaderStage::Geometry);
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return static_cast<ID3D11GeometryShader*>(m_shader);
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}
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ID3D11PixelShader* DXShader::GetD3DPixelShader() const
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{
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_dbg_assert_(VIDEO, m_stage == ShaderStage::Pixel);
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return static_cast<ID3D11PixelShader*>(m_shader);
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}
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ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
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{
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_dbg_assert_(VIDEO, m_stage == ShaderStage::Compute);
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return static_cast<ID3D11ComputeShader*>(m_shader);
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}
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bool DXShader::HasBinary() const
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{
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_assert_(m_bytecode);
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return true;
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}
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AbstractShader::BinaryData DXShader::GetBinary() const
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{
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return BinaryData(m_bytecode->Data(), m_bytecode->Data() + m_bytecode->Size());
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}
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std::unique_ptr<DXShader> DXShader::CreateFromBlob(ShaderStage stage, D3DBlob* bytecode)
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{
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switch (stage)
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{
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case ShaderStage::Vertex:
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{
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ID3D11VertexShader* vs = D3D::CreateVertexShaderFromByteCode(bytecode);
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if (vs)
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return std::make_unique<DXShader>(bytecode, vs);
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}
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break;
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case ShaderStage::Geometry:
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{
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ID3D11GeometryShader* gs = D3D::CreateGeometryShaderFromByteCode(bytecode);
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if (gs)
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return std::make_unique<DXShader>(bytecode, gs);
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}
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break;
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case ShaderStage::Pixel:
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{
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ID3D11PixelShader* ps = D3D::CreatePixelShaderFromByteCode(bytecode);
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if (ps)
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return std::make_unique<DXShader>(bytecode, ps);
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}
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break;
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case ShaderStage::Compute:
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{
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ID3D11ComputeShader* cs = D3D::CreateComputeShaderFromByteCode(bytecode);
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if (cs)
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return std::make_unique<DXShader>(bytecode, cs);
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}
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break;
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default:
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break;
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}
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return nullptr;
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}
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std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
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size_t length)
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{
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D3DBlob* bytecode;
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switch (stage)
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{
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case ShaderStage::Vertex:
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{
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if (!D3D::CompileVertexShader(std::string(source, length), &bytecode))
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return nullptr;
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}
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break;
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case ShaderStage::Geometry:
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{
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if (!D3D::CompileGeometryShader(std::string(source, length), &bytecode))
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return nullptr;
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}
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break;
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case ShaderStage::Pixel:
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{
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if (!D3D::CompilePixelShader(std::string(source, length), &bytecode))
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return nullptr;
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}
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break;
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case ShaderStage::Compute:
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{
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if (!D3D::CompileComputeShader(std::string(source, length), &bytecode))
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return nullptr;
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}
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default:
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return nullptr;
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}
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std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
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if (!shader)
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{
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bytecode->Release();
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return nullptr;
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}
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return shader;
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}
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std::unique_ptr<DXShader> DXShader::CreateFromBinary(ShaderStage stage, const void* data,
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size_t length)
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{
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D3DBlob* bytecode = new D3DBlob(static_cast<unsigned int>(length), static_cast<const u8*>(data));
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std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
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if (!shader)
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{
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bytecode->Release();
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return nullptr;
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}
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return shader;
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}
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} // namespace DX11
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