Files
Pulse/Sources/Backends/D3D11/D3D11ComputePipeline.c
2025-09-10 17:46:53 +02:00

112 lines
4.2 KiB
C

// Copyright (C) 2025 kanel
// This file is part of "Pulse"
// For conditions of distribution and use, see copyright notice in LICENSE
#include <Pulse.h>
#include "../../PulseInternal.h"
#include "D3D11.h"
#include "D3D11Device.h"
#include "D3D11ComputePipeline.h"
#include <string.h>
#ifndef PULSE_D3D11_COMPILER_UNAVAILABLE
#include <d3dcompiler.h>
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;
}
#else
static HRESULT CompileComputeShader(PulseDevice device, const unsigned char* src, uint32_t src_size, const char* entry_point, ID3DBlob** blob)
{
if(PULSE_IS_BACKEND_LOW_LEVEL_DEBUG(device->backend))
PulseLogInfo(device->backend, "(D3D11) on-the-fly shader compilation is not available");
PulseSetInternalError(PULSE_ERROR_INITIALIZATION_FAILED);
return D3DERR_INVALIDCALL;
}
#endif
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;
void* bytecode_data = PULSE_NULLPTR;
size_t bytecode_size;
if(info->format & PULSE_SHADER_FORMAT_HLSL_BIT)
{
ID3D10Blob* blob = PULSE_NULLPTR;
CHECK_D3D11_RETVAL(device->backend, CompileComputeShader(device, info->code, info->code_size, info->entrypoint, &blob), PULSE_ERROR_INITIALIZATION_FAILED, PULSE_NULL_HANDLE);
bytecode_size = ID3D10Blob_GetBufferSize(blob);
memcpy(bytecode_data, ID3D10Blob_GetBufferPointer(blob), bytecode_size);
ID3D10Blob_Release(blob);
}
if(bytecode_data == PULSE_NULLPTR)
{
bytecode_data = (void*)info->code;
bytecode_size = info->code_size;
}
CHECK_D3D11_RETVAL(device->backend, ID3D11Device_CreateComputeShader(d3d11_device->device, bytecode_data, bytecode_size, PULSE_NULLPTR, &d3d11_pipeline->shader), PULSE_ERROR_INITIALIZATION_FAILED, PULSE_NULL_HANDLE);;
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);
}