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https://github.com/Kbz-8/Pulse.git
synced 2026-01-11 15:33:34 +00:00
working on d3d11 backend
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@@ -8,10 +8,71 @@
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#include "D3D11Device.h"
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#include "D3D11ComputePipeline.h"
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#include <d3dcompiler.h>
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#include <string.h>
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static HRESULT CompileComputeShader(PulseDevice device, const unsigned char* src, uint32_t src_size, const char* entry_point, ID3DBlob** blob)
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{
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if(!src || !entry_point || !device || !blob)
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return E_INVALIDARG;
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Direct3D11Device* d3d11_device = D3D11_RETRIEVE_DRIVER_DATA_AS(device, Direct3D11Device*);
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*blob = PULSE_NULLPTR;
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UINT flags = D3DCOMPILE_ENABLE_STRICTNESS;
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if(PULSE_IS_BACKEND_HIGH_LEVEL_DEBUG(device->backend))
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flags |= D3DCOMPILE_DEBUG;
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// We generally prefer to use the higher CS shader profile when possible as CS 5.0 is better performance on 11-class hardware
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LPCSTR profile = (ID3D11Device_GetFeatureLevel(d3d11_device->device) >= D3D_FEATURE_LEVEL_11_0) ? "cs_5_0" : "cs_4_0";
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ID3DBlob* shader_blob = PULSE_NULLPTR;
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ID3DBlob* error_blob = PULSE_NULLPTR;
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HRESULT hr = D3DCompile(src, src_size, PULSE_NULLPTR, PULSE_NULLPTR, PULSE_NULLPTR, entry_point, profile, flags, 0, &shader_blob, &error_blob);
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if(FAILED(hr))
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{
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if(error_blob)
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{
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if(PULSE_IS_BACKEND_LOW_LEVEL_DEBUG(device->backend))
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PulseLogInfoFmt(device->backend, "(D3D11) failed to compile HLSL shader. %s", ID3D10Blob_GetBufferPointer(error_blob));
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ID3D10Blob_Release(error_blob);
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}
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if(shader_blob)
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ID3D10Blob_Release(shader_blob);
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return hr;
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}
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*blob = shader_blob;
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return hr;
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}
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PulseComputePipeline Direct3D11CreateComputePipeline(PulseDevice device, const PulseComputePipelineCreateInfo* info)
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{
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Direct3D11Device* d3d11_device = D3D11_RETRIEVE_DRIVER_DATA_AS(device, Direct3D11Device*);
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PulseComputePipelineHandler* pipeline = (PulseComputePipelineHandler*)calloc(1, sizeof(PulseComputePipelineHandler));
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PULSE_CHECK_ALLOCATION_RETVAL(pipeline, PULSE_NULL_HANDLE);
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Direct3D11ComputePipeline* d3d11_pipeline = (Direct3D11ComputePipeline*)calloc(1, sizeof(Direct3D11ComputePipeline));
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PULSE_CHECK_ALLOCATION_RETVAL(d3d11_pipeline, PULSE_NULL_HANDLE);
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pipeline->driver_data = d3d11_pipeline;
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ID3D10Blob* blob = PULSE_NULLPTR;
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if(info->format & PULSE_SHADER_FORMAT_HLSL_BIT)
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CHECK_D3D11_RETVAL(device->backend, CompileComputeShader(device, info->code, info->code_size, info->entrypoint, &blob), PULSE_ERROR_INITIALIZATION_FAILED, PULSE_NULL_HANDLE);
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if(blob == PULSE_NULLPTR)
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{
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D3DCreateBlob(info->code_size, &blob);
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memcpy(ID3D10Blob_GetBufferPointer(blob), (void*)info->code, info->code_size);
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}
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CHECK_D3D11_RETVAL(device->backend, ID3D11Device_CreateComputeShader(d3d11_device->device, ID3D10Blob_GetBufferPointer(blob), ID3D10Blob_GetBufferSize(blob), PULSE_NULLPTR, &d3d11_pipeline->shader), PULSE_ERROR_INITIALIZATION_FAILED, PULSE_NULL_HANDLE);;
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ID3D10Blob_Release(blob);
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if(PULSE_IS_BACKEND_HIGH_LEVEL_DEBUG(device->backend))
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PulseLogInfoFmt(device->backend, "(D3D11) created new compute pipeline %p", pipeline);
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return pipeline;
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@@ -19,4 +80,16 @@ PulseComputePipeline Direct3D11CreateComputePipeline(PulseDevice device, const P
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void Direct3D11DestroyComputePipeline(PulseDevice device, PulseComputePipeline pipeline)
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{
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if(pipeline == PULSE_NULL_HANDLE)
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{
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if(PULSE_IS_BACKEND_LOW_LEVEL_DEBUG(device->backend))
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PulseLogWarning(device->backend, "compute pipeline is NULL, this may be a bug in your application");
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return;
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}
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Direct3D11ComputePipeline* d3d11_pipeline = D3D11_RETRIEVE_DRIVER_DATA_AS(pipeline, Direct3D11ComputePipeline*);
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ID3D11ComputeShader_Release(d3d11_pipeline->shader);
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free(d3d11_pipeline);
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if(PULSE_IS_BACKEND_HIGH_LEVEL_DEBUG(device->backend))
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PulseLogInfoFmt(device->backend, "(D3D11) destroyed compute pipeline %p", pipeline);
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free(pipeline);
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}
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