Add shader type to the .refresh shader bytecode format
continuous-integration/drone/pr Build is failing
Details
continuous-integration/drone/pr Build is failing
Details
parent
74bd056adf
commit
19c6c48021
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@ -194,6 +194,17 @@ partial class Program
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// Magic
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// Magic
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writer.Write(new char[] { 'R', 'F', 'S', 'H'});
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writer.Write(new char[] { 'R', 'F', 'S', 'H'});
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// Type
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uint shaderTypeIndex;
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switch (shaderType)
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{
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default:
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case ".vert": shaderTypeIndex = 0; break;
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case ".frag": shaderTypeIndex = 1; break;
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case ".comp": shaderTypeIndex = 2; break;
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}
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writer.Write(shaderTypeIndex);
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if (data.vulkan)
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if (data.vulkan)
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{
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{
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string inputPath = Path.Combine(tempDir, $"{shaderName}.spv");
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string inputPath = Path.Combine(tempDir, $"{shaderName}.spv");
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@ -345,7 +345,7 @@ Refresh_ShaderModule* Refresh_CreateShaderModule(
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Refresh_Device *device,
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Refresh_Device *device,
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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) {
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) {
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Refresh_ShaderModuleCreateInfo driverSpecificCreateInfo = { 0, NULL };
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Refresh_Driver_ShaderModuleCreateInfo driverSpecificCreateInfo = { 0, NULL, 0 };
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uint8_t *bytes;
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uint8_t *bytes;
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uint32_t i, size;
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uint32_t i, size;
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@ -355,12 +355,24 @@ Refresh_ShaderModule* Refresh_CreateShaderModule(
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bytes = (uint8_t*) shaderModuleCreateInfo->byteCode;
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bytes = (uint8_t*) shaderModuleCreateInfo->byteCode;
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if (bytes[0] != 'R' || bytes[1] != 'F' || bytes[2] != 'S' || bytes[3] != 'H')
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if (bytes[0] != 'R' || bytes[1] != 'F' || bytes[2] != 'S' || bytes[3] != 'H')
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{
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{
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Refresh_LogError("Cannot parse malformed Refresh shader blob!");
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Refresh_LogError("Cannot parse malformed Refresh shader blob: Incorrect magic number");
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return NULL;
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}
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/* get the type of shader */
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driverSpecificCreateInfo.type = (Refresh_Driver_ShaderType) *((uint32_t*) &bytes[4]);
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if ( driverSpecificCreateInfo.type < 0 ||
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driverSpecificCreateInfo.type > REFRESH_DRIVER_SHADERTYPE_COMPUTE )
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{
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Refresh_LogError(
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"Cannot parse malformed Refresh shader blob: Unknown shader type (%d)",
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driverSpecificCreateInfo.type
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);
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return NULL;
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return NULL;
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}
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}
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/* find the code for the selected backend */
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/* find the code for the selected backend */
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i = 4;
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i = 8;
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while (i < shaderModuleCreateInfo->codeSize)
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while (i < shaderModuleCreateInfo->codeSize)
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{
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{
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size = *((uint32_t*) &bytes[i + 1]);
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size = *((uint32_t*) &bytes[i + 1]);
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@ -947,9 +959,7 @@ int Refresh_QueryFence(
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Refresh_Device *device,
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Refresh_Device *device,
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Refresh_Fence *fence
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Refresh_Fence *fence
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) {
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) {
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if (device == NULL) {
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if (device == NULL) { return 0; }
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return 0;
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}
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return device->QueryFence(
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return device->QueryFence(
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device->driverData,
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device->driverData,
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@ -211,6 +211,22 @@ static inline int32_t BytesPerImage(
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#define MAX_COLOR_TARGET_BINDINGS 4
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#define MAX_COLOR_TARGET_BINDINGS 4
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#define MAX_PRESENT_COUNT 16
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#define MAX_PRESENT_COUNT 16
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/* Internal Shader Module Create Info */
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typedef enum Refresh_Driver_ShaderType
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{
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REFRESH_DRIVER_SHADERTYPE_VERTEX,
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REFRESH_DRIVER_SHADERTYPE_FRAGMENT,
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REFRESH_DRIVER_SHADERTYPE_COMPUTE
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} Refresh_Driver_ShaderType;
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typedef struct Refresh_Driver_ShaderModuleCreateInfo
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{
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size_t codeSize;
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const uint32_t* byteCode;
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Refresh_Driver_ShaderType type;
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} Refresh_Driver_ShaderModuleCreateInfo;
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/* Refresh_Device Definition */
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/* Refresh_Device Definition */
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typedef struct Refresh_Renderer Refresh_Renderer;
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typedef struct Refresh_Renderer Refresh_Renderer;
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@ -292,7 +308,7 @@ struct Refresh_Device
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Refresh_ShaderModule* (*CreateShaderModule)(
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Refresh_ShaderModule* (*CreateShaderModule)(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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Refresh_Driver_ShaderModuleCreateInfo *shaderModuleCreateInfo
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);
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);
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Refresh_Texture* (*CreateTexture)(
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Refresh_Texture* (*CreateTexture)(
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@ -397,8 +397,6 @@ typedef struct D3D11ShaderModule
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{
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{
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ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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ID3D10Blob *blob;
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ID3D10Blob *blob;
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char *shaderSource;
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size_t shaderSourceLength;
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} D3D11ShaderModule;
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} D3D11ShaderModule;
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typedef struct D3D11GraphicsPipeline
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typedef struct D3D11GraphicsPipeline
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@ -1183,44 +1181,8 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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) {
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
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D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
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ID3D10Blob *errorBlob;
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D3D11ComputePipeline *pipeline;
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HRESULT res;
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/* First, compile the shader since we didn't do that when creating the shader module */
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D3D11ComputePipeline *pipeline = SDL_malloc(sizeof(D3D11ComputePipeline));
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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",
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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);
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}
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/* Allocate and set up the pipeline */
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pipeline = SDL_malloc(sizeof(D3D11ComputePipeline));
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pipeline->numTextures = computeShaderInfo->imageBindingCount;
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pipeline->numTextures = computeShaderInfo->imageBindingCount;
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pipeline->numBuffers = computeShaderInfo->bufferBindingCount;
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pipeline->numBuffers = computeShaderInfo->bufferBindingCount;
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pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader;
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pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader;
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@ -1239,75 +1201,8 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11ShaderModule *vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
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D3D11ShaderModule *vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
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D3D11ShaderModule *fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
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D3D11ShaderModule *fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
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ID3D10Blob *errorBlob;
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D3D11GraphicsPipeline *pipeline;
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HRESULT res;
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/* First, compile the shaders since we didn't do that when creating the shader modules */
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D3D11GraphicsPipeline *pipeline = SDL_malloc(sizeof(D3D11GraphicsPipeline));
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if (vertShaderModule->shader == NULL)
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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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NULL,
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NULL,
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NULL,
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"main",
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"vs_5_0",
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0,
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0,
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&vertShaderModule->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("Vertex Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob));
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return NULL;
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}
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res = ID3D11Device_CreateVertexShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(vertShaderModule->blob),
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ID3D10Blob_GetBufferSize(vertShaderModule->blob),
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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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}
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if (fragShaderModule->shader == NULL)
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{
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res = renderer->D3DCompileFunc(
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fragShaderModule->shaderSource,
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fragShaderModule->shaderSourceLength,
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NULL,
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NULL,
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NULL,
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"main",
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"ps_5_0",
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0,
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0,
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&fragShaderModule->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("Fragment Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob));
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return NULL;
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}
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res = ID3D11Device_CreatePixelShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(fragShaderModule->blob),
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ID3D10Blob_GetBufferSize(fragShaderModule->blob),
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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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}
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/* Allocate and set up the pipeline */
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pipeline = SDL_malloc(sizeof(D3D11GraphicsPipeline));
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/* Blend */
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/* Blend */
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@ -1454,23 +1349,96 @@ static Refresh_Sampler* D3D11_CreateSampler(
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static Refresh_ShaderModule* D3D11_CreateShaderModule(
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static Refresh_ShaderModule* D3D11_CreateShaderModule(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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Refresh_Driver_ShaderModuleCreateInfo *shaderModuleCreateInfo
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) {
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
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D3D11ShaderModule* shaderModule;
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Refresh_Driver_ShaderType shaderType = shaderModuleCreateInfo->type;
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const char *profileNames[] = { "vs_5_0", "ps_5_0", "cs_5_0" };
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ID3D10Blob *blob, *errorBlob;
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ID3D11DeviceChild *shader = NULL;
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HRESULT res;
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/* We don't know whether this is a vertex, fragment, or compute shader,
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/* Compile HLSL to DXBC */
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* so wait to compile until we bind to a pipeline...
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res = renderer->D3DCompileFunc(
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*
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shaderModuleCreateInfo->byteCode,
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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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shaderModuleCreateInfo->codeSize,
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* Then we could compile on shader module creation instead of at bind time.
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NULL,
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*/
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NULL,
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shaderModule->shader = NULL;
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NULL,
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shaderModule->blob = NULL;
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"main", /* API FIXME: Intentionally ignoring entryPointName because it MUST be "main" anyway */
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profileNames[shaderType],
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0,
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0,
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&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(
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"D3DCompile Error (%s): %s",
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profileNames[shaderType],
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ID3D10Blob_GetBufferPointer(errorBlob)
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);
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ID3D10Blob_Release(errorBlob);
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return NULL;
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}
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shaderModule->shaderSourceLength = shaderModuleCreateInfo->codeSize;
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/* Actually create the shader */
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shaderModule->shaderSource = (char*) SDL_malloc(shaderModule->shaderSourceLength);
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if (shaderType == REFRESH_DRIVER_SHADERTYPE_VERTEX)
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SDL_memcpy(shaderModule->shaderSource, shaderModuleCreateInfo->byteCode, shaderModuleCreateInfo->codeSize);
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{
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res = ID3D11Device_CreateVertexShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(blob),
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ID3D10Blob_GetBufferSize(blob),
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NULL,
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(ID3D11VertexShader**) &shader
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);
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if (FAILED(res))
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{
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D3D11_INTERNAL_LogError(renderer->device, "Could not compile vertex shader", res);
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ID3D10Blob_Release(blob);
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return NULL;
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}
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}
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else if (shaderType == REFRESH_DRIVER_SHADERTYPE_FRAGMENT)
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{
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res = ID3D11Device_CreatePixelShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(blob),
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ID3D10Blob_GetBufferSize(blob),
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NULL,
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(ID3D11PixelShader**) &shader
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);
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if (FAILED(res))
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{
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D3D11_INTERNAL_LogError(renderer->device, "Could not compile pixel shader", res);
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ID3D10Blob_Release(blob);
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return NULL;
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}
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}
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else if (shaderType == REFRESH_DRIVER_SHADERTYPE_COMPUTE)
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{
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res = ID3D11Device_CreateComputeShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(blob),
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ID3D10Blob_GetBufferSize(blob),
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NULL,
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(ID3D11ComputeShader**) &shader
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);
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if (FAILED(res))
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{
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D3D11_INTERNAL_LogError(renderer->device, "Could not compile compute shader", res);
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ID3D10Blob_Release(blob);
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return NULL;
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}
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}
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/* Allocate and set up the shader module */
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shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
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shaderModule->shader = shader;
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shaderModule->blob = blob;
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return (Refresh_ShaderModule*) shaderModule;
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return (Refresh_ShaderModule*) shaderModule;
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}
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}
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@ -2440,7 +2408,6 @@ static void D3D11_QueueDestroyShaderModule(
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ID3D10Blob_Release(d3dShaderModule->blob);
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ID3D10Blob_Release(d3dShaderModule->blob);
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}
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}
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SDL_free(d3dShaderModule->shaderSource);
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SDL_free(d3dShaderModule);
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SDL_free(d3dShaderModule);
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}
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}
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@ -318,7 +318,7 @@ static Refresh_Sampler* TEMPLATE_CreateSampler(
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static Refresh_ShaderModule* TEMPLATE_CreateShaderModule(
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static Refresh_ShaderModule* TEMPLATE_CreateShaderModule(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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Refresh_Driver_ShaderModuleCreateInfo *shaderModuleCreateInfo
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) {
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) {
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NOT_IMPLEMENTED
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NOT_IMPLEMENTED
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}
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}
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|
@ -6956,7 +6956,7 @@ static Refresh_Sampler* VULKAN_CreateSampler(
|
||||||
|
|
||||||
static Refresh_ShaderModule* VULKAN_CreateShaderModule(
|
static Refresh_ShaderModule* VULKAN_CreateShaderModule(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
|
Refresh_Driver_ShaderModuleCreateInfo *shaderModuleCreateInfo
|
||||||
) {
|
) {
|
||||||
VulkanShaderModule *vulkanShaderModule = SDL_malloc(sizeof(VulkanShaderModule));
|
VulkanShaderModule *vulkanShaderModule = SDL_malloc(sizeof(VulkanShaderModule));
|
||||||
VkResult vulkanResult;
|
VkResult vulkanResult;
|
||||||
|
|
Loading…
Reference in New Issue