// Copyright (C) 2025 kanel // This file is part of "Pulse" // For conditions of distribution and use, see copyright notice in LICENSE #include #include "../../PulseInternal.h" #include "D3D11.h" #include "D3D11Device.h" #include "D3D11ComputePipeline.h" #include #include static HRESULT CompileComputeShader(PulseDevice device, const unsigned char* src, uint32_t src_size, const char* entry_point, ID3DBlob** blob) { if(!src || !entry_point || !device || !blob) return E_INVALIDARG; Direct3D11Device* d3d11_device = D3D11_RETRIEVE_DRIVER_DATA_AS(device, Direct3D11Device*); *blob = PULSE_NULLPTR; UINT flags = D3DCOMPILE_ENABLE_STRICTNESS; if(PULSE_IS_BACKEND_HIGH_LEVEL_DEBUG(device->backend)) flags |= D3DCOMPILE_DEBUG; // We generally prefer to use the higher CS shader profile when possible as CS 5.0 is better performance on 11-class hardware LPCSTR profile = (ID3D11Device_GetFeatureLevel(d3d11_device->device) >= D3D_FEATURE_LEVEL_11_0) ? "cs_5_0" : "cs_4_0"; ID3DBlob* shader_blob = PULSE_NULLPTR; ID3DBlob* error_blob = PULSE_NULLPTR; HRESULT hr = D3DCompile(src, src_size, PULSE_NULLPTR, PULSE_NULLPTR, PULSE_NULLPTR, entry_point, profile, flags, 0, &shader_blob, &error_blob); if(FAILED(hr)) { if(error_blob) { if(PULSE_IS_BACKEND_LOW_LEVEL_DEBUG(device->backend)) PulseLogInfoFmt(device->backend, "(D3D11) failed to compile HLSL shader. %s", ID3D10Blob_GetBufferPointer(error_blob)); ID3D10Blob_Release(error_blob); } if(shader_blob) ID3D10Blob_Release(shader_blob); return hr; } *blob = shader_blob; return hr; } PulseComputePipeline Direct3D11CreateComputePipeline(PulseDevice device, const PulseComputePipelineCreateInfo* info) { Direct3D11Device* d3d11_device = D3D11_RETRIEVE_DRIVER_DATA_AS(device, Direct3D11Device*); PulseComputePipelineHandler* pipeline = (PulseComputePipelineHandler*)calloc(1, sizeof(PulseComputePipelineHandler)); PULSE_CHECK_ALLOCATION_RETVAL(pipeline, PULSE_NULL_HANDLE); Direct3D11ComputePipeline* d3d11_pipeline = (Direct3D11ComputePipeline*)calloc(1, sizeof(Direct3D11ComputePipeline)); PULSE_CHECK_ALLOCATION_RETVAL(d3d11_pipeline, PULSE_NULL_HANDLE); pipeline->driver_data = d3d11_pipeline; ID3D10Blob* blob = PULSE_NULLPTR; if(info->format & PULSE_SHADER_FORMAT_HLSL_BIT) CHECK_D3D11_RETVAL(device->backend, CompileComputeShader(device, info->code, info->code_size, info->entrypoint, &blob), PULSE_ERROR_INITIALIZATION_FAILED, PULSE_NULL_HANDLE); if(blob == PULSE_NULLPTR) { D3DCreateBlob(info->code_size, &blob); memcpy(ID3D10Blob_GetBufferPointer(blob), (void*)info->code, info->code_size); } 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);; ID3D10Blob_Release(blob); if(PULSE_IS_BACKEND_HIGH_LEVEL_DEBUG(device->backend)) PulseLogInfoFmt(device->backend, "(D3D11) created new compute pipeline %p", pipeline); return pipeline; } void Direct3D11DestroyComputePipeline(PulseDevice device, PulseComputePipeline pipeline) { if(pipeline == PULSE_NULL_HANDLE) { if(PULSE_IS_BACKEND_LOW_LEVEL_DEBUG(device->backend)) PulseLogWarning(device->backend, "compute pipeline is NULL, this may be a bug in your application"); return; } Direct3D11ComputePipeline* d3d11_pipeline = D3D11_RETRIEVE_DRIVER_DATA_AS(pipeline, Direct3D11ComputePipeline*); ID3D11ComputeShader_Release(d3d11_pipeline->shader); free(d3d11_pipeline); if(PULSE_IS_BACKEND_HIGH_LEVEL_DEBUG(device->backend)) PulseLogInfoFmt(device->backend, "(D3D11) destroyed compute pipeline %p", pipeline); free(pipeline); }