Actually compile compute shaders

d3d11
Caleb Cornett 2024-02-09 02:02:41 -06:00 committed by cosmonaut
parent f7fae4d314
commit 11cbfca702
1 changed files with 43 additions and 14 deletions

View File

@ -1124,14 +1124,48 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
Refresh_Renderer *driverData,
Refresh_ComputeShaderInfo *computeShaderInfo
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11ComputePipeline* pipeline = (D3D11ComputePipeline*) SDL_malloc(sizeof(D3D11ComputePipeline));
D3D11ShaderModule* shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
ID3D10Blob *errorBlob;
HRESULT res;
pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader;
pipeline->numTextures = computeShaderInfo->imageBindingCount;
pipeline->numBuffers = computeShaderInfo->bufferBindingCount;
pipeline->computeUniformBlockSize = computeShaderInfo->uniformBufferSize;
if (shaderModule->shader == NULL)
{
res = renderer->D3DCompileFunc(
shaderModule->shaderSource,
shaderModule->shaderSourceLength,
NULL,
NULL,
NULL,
"main", /* FIXME: Is this correct or should this be computeShaderInfo.entryPoint? */
"cs_5_0",
0,
0,
&shaderModule->blob,
&errorBlob
);
if (FAILED(res))
{
Refresh_LogError("Compute Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob));
return NULL;
}
res = ID3D11Device_CreateComputeShader(
renderer->device,
ID3D10Blob_GetBufferPointer(shaderModule->blob),
ID3D10Blob_GetBufferSize(shaderModule->blob),
NULL,
(ID3D11ComputeShader**) &shaderModule->shader
);
ERROR_CHECK_RETURN("Could not create compute shader", NULL); /* FIXME: This leaks the pipeline! */
}
pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader;
return (Refresh_ComputePipeline*) pipeline;
}
@ -1196,10 +1230,6 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
if (vertShaderModule->shader == NULL)
{
/* FIXME:
* Could we store a flag in the shaderc output to mark if a shader is vertex/fragment?
* Then we could compile on shader module creation instead of at bind time.
*/
res = renderer->D3DCompileFunc(
vertShaderModule->shaderSource,
vertShaderModule->shaderSourceLength,
@ -1226,7 +1256,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
NULL,
(ID3D11VertexShader**) &vertShaderModule->shader
);
ERROR_CHECK_RETURN("Could not create vertex shader", NULL);
ERROR_CHECK_RETURN("Could not create vertex shader", NULL); /* FIXME: This leaks the pipeline! */
}
pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shader;
pipeline->numVertexSamplers = pipelineCreateInfo->vertexShaderInfo.samplerBindingCount;
@ -1291,7 +1321,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
NULL,
(ID3D11PixelShader**) &fragShaderModule->shader
);
ERROR_CHECK_RETURN("Could not create pixel shader", NULL);
ERROR_CHECK_RETURN("Could not create pixel shader", NULL); /* FIXME: This leaks the pipeline! */
}
pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount;
@ -1358,8 +1388,11 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
/* We don't know whether this is a vertex or fragment shader,
/* We don't know whether this is a vertex, fragment, or compute shader,
* so wait to compile until we bind to a pipeline...
*
* FIXME: Could we store a flag in the shaderc output to mark if a shader is vertex/fragment/compute?
* Then we could compile on shader module creation instead of at bind time.
*/
shaderModule->shader = NULL;
shaderModule->blob = NULL;
@ -1419,11 +1452,7 @@ static Refresh_Texture* D3D11_CreateTexture(
desc2D.CPUAccessFlags = 0;
desc2D.Format = RefreshToD3D11_TextureFormat[textureCreateInfo->format];
desc2D.MipLevels = textureCreateInfo->levelCount;
desc2D.MiscFlags = (
(textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT) ?
D3D11_RESOURCE_MISC_GENERATE_MIPS :
0
);
desc2D.MiscFlags = isRenderTarget ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0;
desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount];
desc2D.SampleDesc.Quality = 0;
desc2D.Usage = D3D11_USAGE_DEFAULT;
@ -2218,7 +2247,7 @@ static void D3D11_QueueDestroyBuffer(
if (d3d11Buffer->uav)
{
ID3D11UnorderedAccessView_Release(d3d11Buffer->handle);
ID3D11UnorderedAccessView_Release(d3d11Buffer->uav);
}
ID3D11Buffer_Release(d3d11Buffer->handle);