mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-28 07:50:49 +00:00
111 lines
4.2 KiB
C++
111 lines
4.2 KiB
C++
#include <cstdint>
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#include <vector>
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#include <d3d11.h>
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#include <D3Dcompiler.h>
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#include "thin3d/d3d11_loader.h"
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#include "base/logging.h"
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#include "base/stringutil.h"
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#include "D3D11Util.h"
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static std::vector<uint8_t> CompileShaderToBytecode(const char *code, size_t codeSize, const char *target) {
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ID3DBlob *compiledCode = nullptr;
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ID3DBlob *errorMsgs = nullptr;
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HRESULT result = ptr_D3DCompile(code, codeSize, nullptr, nullptr, nullptr, "main", target, 0, 0, &compiledCode, &errorMsgs);
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std::string errors;
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if (errorMsgs) {
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errors = std::string((const char *)errorMsgs->GetBufferPointer(), errorMsgs->GetBufferSize());
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ELOG("%s: %s", SUCCEEDED(result) ? "warnings" : "errors", errors.c_str());
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OutputDebugStringA(LineNumberString(code).c_str());
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errorMsgs->Release();
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}
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if (compiledCode) {
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const uint8_t *buf = (const uint8_t *)compiledCode->GetBufferPointer();
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std::vector<uint8_t> compiled = std::vector<uint8_t>(buf, buf + compiledCode->GetBufferSize());
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compiledCode->Release();
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return compiled;
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}
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Crash();
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return std::vector<uint8_t>();
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}
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ID3D11VertexShader *CreateVertexShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, std::vector<uint8_t> *byteCodeOut) {
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std::vector<uint8_t> byteCode = CompileShaderToBytecode(code, codeSize, "vs_5_0");
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if (byteCode.empty())
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return nullptr;
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ID3D11VertexShader *vs;
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device->CreateVertexShader(byteCode.data(), byteCode.size(), nullptr, &vs);
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if (byteCodeOut)
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*byteCodeOut = byteCode;
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return vs;
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}
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ID3D11PixelShader *CreatePixelShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize) {
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std::vector<uint8_t> byteCode = CompileShaderToBytecode(code, codeSize, "ps_5_0");
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if (byteCode.empty())
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return nullptr;
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ID3D11PixelShader *ps;
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device->CreatePixelShader(byteCode.data(), byteCode.size(), nullptr, &ps);
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return ps;
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}
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void StockObjectsD3D11::Create(ID3D11Device *device) {
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D3D11_BLEND_DESC blend_desc{};
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for (int i = 0; i < 16; i++) {
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blend_desc.RenderTarget[0].RenderTargetWriteMask = i;
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device->CreateBlendState(&blend_desc, &blendStateDisabledWithColorMask[i]);
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}
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D3D11_DEPTH_STENCIL_DESC depth_desc{};
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depth_desc.DepthEnable = FALSE;
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device->CreateDepthStencilState(&depth_desc, &depthStencilDisabled);
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depth_desc.StencilEnable = TRUE;
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depth_desc.StencilReadMask = 0xFF;
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depth_desc.StencilWriteMask = 0xFF;
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depth_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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depth_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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device->CreateDepthStencilState(&depth_desc, &depthDisabledStencilWrite);
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D3D11_RASTERIZER_DESC raster_desc{};
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raster_desc.FillMode = D3D11_FILL_SOLID;
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raster_desc.CullMode = D3D11_CULL_NONE;
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raster_desc.ScissorEnable = FALSE;
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device->CreateRasterizerState(&raster_desc, &rasterStateNoCull);
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D3D11_SAMPLER_DESC sampler_desc{};
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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device->CreateSamplerState(&sampler_desc, &samplerPoint2DWrap);
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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device->CreateSamplerState(&sampler_desc, &samplerLinear2DWrap);
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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device->CreateSamplerState(&sampler_desc, &samplerPoint2DClamp);
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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device->CreateSamplerState(&sampler_desc, &samplerLinear2DClamp);
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}
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void StockObjectsD3D11::Destroy() {
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for (int i = 0; i < 16; i++) {
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blendStateDisabledWithColorMask[i]->Release();
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}
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depthStencilDisabled->Release();
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depthDisabledStencilWrite->Release();
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rasterStateNoCull->Release();
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samplerPoint2DWrap->Release();
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samplerLinear2DWrap->Release();
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}
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StockObjectsD3D11 stockD3D11; |