ppsspp/GPU/D3D11/D3D11Util.cpp

133 lines
5.0 KiB
C++
Raw Normal View History

#include <cstdint>
#include <vector>
#include <d3d11.h>
#include <D3Dcompiler.h>
2017-02-09 23:01:56 +00:00
#include "thin3d/d3d11_loader.h"
#include "base/logging.h"
2017-02-09 23:01:56 +00:00
#include "base/stringutil.h"
#include "D3D11Util.h"
static std::vector<uint8_t> CompileShaderToBytecode(const char *code, size_t codeSize, const char *target, UINT flags) {
ID3DBlob *compiledCode = nullptr;
ID3DBlob *errorMsgs = nullptr;
HRESULT result = ptr_D3DCompile(code, codeSize, nullptr, nullptr, nullptr, "main", target, flags, 0, &compiledCode, &errorMsgs);
std::string errors;
if (errorMsgs) {
errors = std::string((const char *)errorMsgs->GetBufferPointer(), errorMsgs->GetBufferSize());
2017-02-09 23:01:56 +00:00
ELOG("%s: %s", SUCCEEDED(result) ? "warnings" : "errors", errors.c_str());
OutputDebugStringA(LineNumberString(code).c_str());
errorMsgs->Release();
}
if (compiledCode) {
const uint8_t *buf = (const uint8_t *)compiledCode->GetBufferPointer();
std::vector<uint8_t> compiled = std::vector<uint8_t>(buf, buf + compiledCode->GetBufferSize());
compiledCode->Release();
return compiled;
}
return std::vector<uint8_t>();
}
ID3D11VertexShader *CreateVertexShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, std::vector<uint8_t> *byteCodeOut, UINT flags) {
std::vector<uint8_t> byteCode = CompileShaderToBytecode(code, codeSize, "vs_5_0", flags);
if (byteCode.empty())
return nullptr;
ID3D11VertexShader *vs;
device->CreateVertexShader(byteCode.data(), byteCode.size(), nullptr, &vs);
if (byteCodeOut)
*byteCodeOut = byteCode;
return vs;
}
ID3D11PixelShader *CreatePixelShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, UINT flags) {
std::vector<uint8_t> byteCode = CompileShaderToBytecode(code, codeSize, "ps_5_0", flags);
if (byteCode.empty())
return nullptr;
ID3D11PixelShader *ps;
device->CreatePixelShader(byteCode.data(), byteCode.size(), nullptr, &ps);
return ps;
}
ID3D11ComputeShader *CreateComputeShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, UINT flags) {
std::vector<uint8_t> byteCode = CompileShaderToBytecode(code, codeSize, "cs_5_0", flags);
if (byteCode.empty())
return nullptr;
ID3D11ComputeShader *cs;
device->CreateComputeShader(byteCode.data(), byteCode.size(), nullptr, &cs);
return cs;
}
ID3D11GeometryShader *CreateGeometryShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, UINT flags) {
std::vector<uint8_t> byteCode = CompileShaderToBytecode(code, codeSize, "gs_5_0", flags);
if (byteCode.empty())
return nullptr;
ID3D11GeometryShader *gs;
device->CreateGeometryShader(byteCode.data(), byteCode.size(), nullptr, &gs);
return gs;
}
void StockObjectsD3D11::Create(ID3D11Device *device) {
D3D11_BLEND_DESC blend_desc{};
blend_desc.RenderTarget[0].BlendEnable = false;
blend_desc.IndependentBlendEnable = false;
for (int i = 0; i < 16; i++) {
blend_desc.RenderTarget[0].RenderTargetWriteMask = i;
device->CreateBlendState(&blend_desc, &blendStateDisabledWithColorMask[i]);
}
D3D11_DEPTH_STENCIL_DESC depth_desc{};
depth_desc.DepthEnable = FALSE;
device->CreateDepthStencilState(&depth_desc, &depthStencilDisabled);
depth_desc.StencilEnable = TRUE;
depth_desc.StencilReadMask = 0xFF;
depth_desc.StencilWriteMask = 0xFF;
depth_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
2017-02-09 12:27:45 +00:00
depth_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
depth_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
depth_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depth_desc.BackFace = depth_desc.FrontFace;
device->CreateDepthStencilState(&depth_desc, &depthDisabledStencilWrite);
D3D11_RASTERIZER_DESC raster_desc{};
raster_desc.FillMode = D3D11_FILL_SOLID;
raster_desc.CullMode = D3D11_CULL_NONE;
raster_desc.ScissorEnable = FALSE;
device->CreateRasterizerState(&raster_desc, &rasterStateNoCull);
D3D11_SAMPLER_DESC sampler_desc{};
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
device->CreateSamplerState(&sampler_desc, &samplerPoint2DWrap);
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
device->CreateSamplerState(&sampler_desc, &samplerLinear2DWrap);
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
device->CreateSamplerState(&sampler_desc, &samplerPoint2DClamp);
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
device->CreateSamplerState(&sampler_desc, &samplerLinear2DClamp);
}
void StockObjectsD3D11::Destroy() {
for (int i = 0; i < 16; i++) {
blendStateDisabledWithColorMask[i]->Release();
}
depthStencilDisabled->Release();
depthDisabledStencilWrite->Release();
rasterStateNoCull->Release();
samplerPoint2DWrap->Release();
samplerLinear2DWrap->Release();
samplerPoint2DClamp->Release();
samplerLinear2DClamp->Release();
}
StockObjectsD3D11 stockD3D11;