Actually compile compute shaders
parent
f7fae4d314
commit
11cbfca702
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@ -1124,14 +1124,48 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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Refresh_Renderer *driverData,
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Refresh_ComputeShaderInfo *computeShaderInfo
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11ComputePipeline* pipeline = (D3D11ComputePipeline*) SDL_malloc(sizeof(D3D11ComputePipeline));
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D3D11ShaderModule* shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
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ID3D10Blob *errorBlob;
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HRESULT res;
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pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader;
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pipeline->numTextures = computeShaderInfo->imageBindingCount;
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pipeline->numBuffers = computeShaderInfo->bufferBindingCount;
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pipeline->computeUniformBlockSize = computeShaderInfo->uniformBufferSize;
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if (shaderModule->shader == NULL)
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{
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res = renderer->D3DCompileFunc(
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shaderModule->shaderSource,
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shaderModule->shaderSourceLength,
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NULL,
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NULL,
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NULL,
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"main", /* FIXME: Is this correct or should this be computeShaderInfo.entryPoint? */
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"cs_5_0",
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0,
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0,
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&shaderModule->blob,
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&errorBlob
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);
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if (FAILED(res))
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{
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Refresh_LogError("Compute Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob));
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return NULL;
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}
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res = ID3D11Device_CreateComputeShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(shaderModule->blob),
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ID3D10Blob_GetBufferSize(shaderModule->blob),
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NULL,
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(ID3D11ComputeShader**) &shaderModule->shader
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);
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ERROR_CHECK_RETURN("Could not create compute shader", NULL); /* FIXME: This leaks the pipeline! */
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}
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pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader;
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return (Refresh_ComputePipeline*) pipeline;
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}
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@ -1196,10 +1230,6 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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if (vertShaderModule->shader == NULL)
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{
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/* FIXME:
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* Could we store a flag in the shaderc output to mark if a shader is vertex/fragment?
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* Then we could compile on shader module creation instead of at bind time.
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*/
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res = renderer->D3DCompileFunc(
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vertShaderModule->shaderSource,
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vertShaderModule->shaderSourceLength,
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@ -1226,7 +1256,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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NULL,
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(ID3D11VertexShader**) &vertShaderModule->shader
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);
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ERROR_CHECK_RETURN("Could not create vertex shader", NULL);
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ERROR_CHECK_RETURN("Could not create vertex shader", NULL); /* FIXME: This leaks the pipeline! */
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}
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pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shader;
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pipeline->numVertexSamplers = pipelineCreateInfo->vertexShaderInfo.samplerBindingCount;
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@ -1291,7 +1321,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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NULL,
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(ID3D11PixelShader**) &fragShaderModule->shader
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);
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ERROR_CHECK_RETURN("Could not create pixel shader", NULL);
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ERROR_CHECK_RETURN("Could not create pixel shader", NULL); /* FIXME: This leaks the pipeline! */
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}
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pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
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pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount;
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@ -1358,8 +1388,11 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
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/* We don't know whether this is a vertex or fragment shader,
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/* We don't know whether this is a vertex, fragment, or compute shader,
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* so wait to compile until we bind to a pipeline...
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*
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* FIXME: Could we store a flag in the shaderc output to mark if a shader is vertex/fragment/compute?
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* Then we could compile on shader module creation instead of at bind time.
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*/
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shaderModule->shader = NULL;
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shaderModule->blob = NULL;
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@ -1419,11 +1452,7 @@ static Refresh_Texture* D3D11_CreateTexture(
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desc2D.CPUAccessFlags = 0;
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desc2D.Format = RefreshToD3D11_TextureFormat[textureCreateInfo->format];
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desc2D.MipLevels = textureCreateInfo->levelCount;
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desc2D.MiscFlags = (
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(textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT) ?
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D3D11_RESOURCE_MISC_GENERATE_MIPS :
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0
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);
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desc2D.MiscFlags = isRenderTarget ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0;
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desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount];
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desc2D.SampleDesc.Quality = 0;
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desc2D.Usage = D3D11_USAGE_DEFAULT;
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@ -2218,7 +2247,7 @@ static void D3D11_QueueDestroyBuffer(
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if (d3d11Buffer->uav)
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{
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ID3D11UnorderedAccessView_Release(d3d11Buffer->handle);
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ID3D11UnorderedAccessView_Release(d3d11Buffer->uav);
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}
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ID3D11Buffer_Release(d3d11Buffer->handle);
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