#include "ppsspp_config.h" #include #include #include #include #include #include #if PPSSPP_PLATFORM(UWP) #define ptr_D3DCompile D3DCompile #else #include "Common/GPU/D3D11/D3D11Loader.h" #endif #include "Common/CommonFuncs.h" #include "Common/Log.h" #include "Common/StringUtils.h" #include "D3D11Util.h" std::vector CompileShaderToBytecodeD3D11(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()); std::string numberedCode = LineNumberString(code); if (SUCCEEDED(result)) { std::vector lines; SplitString(errors, '\n', lines); for (auto &line : lines) { auto trimmed = StripSpaces(line); // Ignore the useless warning about taking the power of negative numbers. if (trimmed.find("pow(f, e) will not work for negative f") != std::string::npos) { continue; } if (trimmed.size() > 1) { // ignore single nulls, not sure how they appear. WARN_LOG(Log::G3D, "%.*s", (int)trimmed.length(), trimmed.data()); } } } else { ERROR_LOG(Log::G3D, "%s: %s\n\n%s", "errors", errors.c_str(), numberedCode.c_str()); } OutputDebugStringA(errors.c_str()); OutputDebugStringA(numberedCode.c_str()); errorMsgs->Release(); } if (compiledCode) { // Success! const uint8_t *buf = (const uint8_t *)compiledCode->GetBufferPointer(); std::vector compiled = std::vector(buf, buf + compiledCode->GetBufferSize()); _assert_(compiled.size() != 0); compiledCode->Release(); return compiled; } return std::vector(); } ID3D11VertexShader *CreateVertexShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, std::vector *byteCodeOut, D3D_FEATURE_LEVEL featureLevel, UINT flags) { const char *profile = featureLevel <= D3D_FEATURE_LEVEL_9_3 ? "vs_4_0_level_9_1" : "vs_4_0"; std::vector byteCode = CompileShaderToBytecodeD3D11(code, codeSize, profile, 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, D3D_FEATURE_LEVEL featureLevel, UINT flags) { const char *profile = featureLevel <= D3D_FEATURE_LEVEL_9_3 ? "ps_4_0_level_9_1" : "ps_4_0"; std::vector byteCode = CompileShaderToBytecodeD3D11(code, codeSize, profile, 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, D3D_FEATURE_LEVEL featureLevel, UINT flags) { if (featureLevel <= D3D_FEATURE_LEVEL_9_3) return nullptr; std::vector byteCode = CompileShaderToBytecodeD3D11(code, codeSize, "cs_4_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, D3D_FEATURE_LEVEL featureLevel, UINT flags) { if (featureLevel <= D3D_FEATURE_LEVEL_9_3) return nullptr; std::vector byteCode = CompileShaderToBytecodeD3D11(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; ASSERT_SUCCESS(device->CreateBlendState(&blend_desc, &blendStateDisabledWithColorMask[i])); } D3D11_DEPTH_STENCIL_DESC depth_desc{}; depth_desc.DepthEnable = FALSE; ASSERT_SUCCESS(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; 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; ASSERT_SUCCESS(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; raster_desc.DepthClipEnable = TRUE; // the default! FALSE is unsupported on D3D11 level 9 ASSERT_SUCCESS(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; sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER; for (int i = 0; i < 4; i++) sampler_desc.BorderColor[i] = 1.0f; sampler_desc.MinLOD = -FLT_MAX; sampler_desc.MaxLOD = FLT_MAX; sampler_desc.MipLODBias = 0.0f; sampler_desc.MaxAnisotropy = 1; ASSERT_SUCCESS(device->CreateSamplerState(&sampler_desc, &samplerPoint2DWrap)); sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; ASSERT_SUCCESS(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; ASSERT_SUCCESS(device->CreateSamplerState(&sampler_desc, &samplerPoint2DClamp)); sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; ASSERT_SUCCESS(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;