forked from MoonsideGames/Refresh
Pipeline creation copied over from old work + shaderc update
parent
e47e7b2c75
commit
afcfacb305
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@ -200,20 +200,20 @@ partial class Program
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WriteShaderBlob(writer, inputPath, 1);
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}
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if (data.d3d11)
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{
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string inputPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
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WriteShaderBlob(writer, inputPath, 2);
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}
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#if PS5
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if (data.ps5)
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{
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string ext = GetPS5ShaderFileExtension();
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string inputPath = Path.Combine(tempDir, $"{shaderName}{ext}");
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WriteShaderBlob(writer, inputPath, 2);
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}
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#endif
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if (data.d3d11)
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{
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string inputPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
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WriteShaderBlob(writer, inputPath, 3);
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}
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#endif
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}
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}
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@ -228,17 +228,6 @@ static D3D11_STENCIL_OP RefreshToD3D11_StencilOp[] =
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D3D11_STENCIL_OP_DECR /* DECREMENT_AND_WRAP */
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};
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static int32_t RefreshToD3D11_SampleCount[] =
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{
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1, /* 1 */
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2, /* 2 */
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4, /* 4 */
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8, /* 8 */
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16, /* 16 */
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32, /* 32 */
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64 /* 64 */
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};
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static D3D11_INPUT_CLASSIFICATION RefreshToD3D11_VertexInputRate[] =
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{
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D3D11_INPUT_PER_VERTEX_DATA, /* VERTEX */
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@ -317,6 +306,36 @@ typedef struct D3D11CommandBufferPool
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uint32_t capacity;
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} D3D11CommandBufferPool;
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typedef struct D3D11ShaderModule
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{
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ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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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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typedef struct D3D11GraphicsPipeline
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{
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float blendConstants[4];
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int32_t numColorAttachments;
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DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
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ID3D11BlendState *colorAttachmentBlendState;
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uint8_t hasDepthStencilAttachment;
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DXGI_FORMAT depthStencilAttachmentFormat;
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D3D11_PRIMITIVE_TOPOLOGY primitiveTopology;
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uint32_t stencilRef;
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ID3D11DepthStencilState *depthStencilState;
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ID3D11RasterizerState *rasterizerState;
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ID3D11InputLayout *inputLayout;
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Refresh_MultisampleState multisampleState;
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ID3D11VertexShader *vertexShader;
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ID3D11PixelShader *fragmentShader;
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} D3D11GraphicsPipeline;
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typedef struct D3D11Renderer
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{
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ID3D11Device *device;
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@ -475,6 +494,224 @@ static void D3D11_DispatchCompute(
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/* State Creation */
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static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
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D3D11Renderer *renderer,
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uint32_t numColorAttachments,
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Refresh_ColorAttachmentDescription *colorAttachments
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) {
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ID3D11BlendState *result;
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D3D11_BLEND_DESC blendDesc;
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uint32_t i;
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HRESULT res;
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/* Create a new blend state.
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* The spec says the driver will not create duplicate states, so there's no need to cache.
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*/
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SDL_zero(blendDesc); /* needed for any unused RT entries */
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blendDesc.AlphaToCoverageEnable = FALSE;
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blendDesc.IndependentBlendEnable = TRUE;
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for (i = 0; i < numColorAttachments; i += 1)
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{
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blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable;
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blendDesc.RenderTarget[i].BlendOp = RefreshToD3D11_BlendOp[
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colorAttachments[i].blendState.colorBlendOp
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];
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blendDesc.RenderTarget[i].BlendOpAlpha = RefreshToD3D11_BlendOp[
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colorAttachments[i].blendState.alphaBlendOp
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];
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blendDesc.RenderTarget[i].DestBlend = RefreshToD3D11_BlendFactor[
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colorAttachments[i].blendState.dstColorBlendFactor
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];
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blendDesc.RenderTarget[i].DestBlendAlpha = RefreshToD3D11_BlendFactor[
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colorAttachments[i].blendState.dstAlphaBlendFactor
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];
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blendDesc.RenderTarget[i].RenderTargetWriteMask = colorAttachments[i].blendState.colorWriteMask;
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blendDesc.RenderTarget[i].SrcBlend = RefreshToD3D11_BlendFactor[
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colorAttachments[i].blendState.srcColorBlendFactor
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];
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blendDesc.RenderTarget[i].SrcBlendAlpha = RefreshToD3D11_BlendFactor[
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colorAttachments[i].blendState.srcAlphaBlendFactor
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];
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}
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res = ID3D11Device_CreateBlendState(
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renderer->device,
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&blendDesc,
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&result
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);
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ERROR_CHECK_RETURN("Could not create blend state", NULL);
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return result;
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}
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static ID3D11DepthStencilState* D3D11_INTERNAL_FetchDepthStencilState(
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D3D11Renderer *renderer,
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Refresh_DepthStencilState depthStencilState
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) {
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ID3D11DepthStencilState *result;
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D3D11_DEPTH_STENCIL_DESC dsDesc;
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HRESULT res;
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/* Create a new depth-stencil state.
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* The spec says the driver will not create duplicate states, so there's no need to cache.
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*/
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dsDesc.DepthEnable = depthStencilState.depthTestEnable;
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dsDesc.StencilEnable = depthStencilState.stencilTestEnable;
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dsDesc.DepthFunc = depthStencilState.compareOp;
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dsDesc.DepthWriteMask = (
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depthStencilState.depthWriteEnable ?
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D3D11_DEPTH_WRITE_MASK_ALL :
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D3D11_DEPTH_WRITE_MASK_ZERO
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);
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dsDesc.BackFace.StencilFunc = depthStencilState.backStencilState.compareOp;
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dsDesc.BackFace.StencilDepthFailOp = depthStencilState.backStencilState.depthFailOp;
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dsDesc.BackFace.StencilFailOp = depthStencilState.backStencilState.failOp;
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dsDesc.BackFace.StencilPassOp = depthStencilState.backStencilState.passOp;
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dsDesc.FrontFace.StencilFunc = depthStencilState.frontStencilState.compareOp;
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dsDesc.FrontFace.StencilDepthFailOp = depthStencilState.frontStencilState.depthFailOp;
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dsDesc.FrontFace.StencilFailOp = depthStencilState.frontStencilState.failOp;
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dsDesc.FrontFace.StencilPassOp = depthStencilState.frontStencilState.passOp;
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/* FIXME: D3D11 doesn't have separate read/write masks for each stencil side. What should we do? */
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dsDesc.StencilReadMask = depthStencilState.backStencilState.compareMask;
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dsDesc.StencilWriteMask = depthStencilState.backStencilState.writeMask;
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/* FIXME: What do we do with these?
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* depthStencilState.depthBoundsTestEnable
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* depthStencilState.maxDepthBounds
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* depthStencilState.minDepthBounds
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*/
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res = ID3D11Device_CreateDepthStencilState(
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renderer->device,
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&dsDesc,
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&result
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);
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ERROR_CHECK_RETURN("Could not create depth-stencil state", NULL);
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return result;
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}
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static ID3D11RasterizerState* D3D11_INTERNAL_FetchRasterizerState(
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D3D11Renderer *renderer,
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Refresh_RasterizerState rasterizerState
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) {
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ID3D11RasterizerState *result;
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D3D11_RASTERIZER_DESC rasterizerDesc;
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HRESULT res;
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/* Create a new rasterizer state.
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* The spec says the driver will not create duplicate states, so there's no need to cache.
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*/
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rasterizerDesc.AntialiasedLineEnable = FALSE;
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rasterizerDesc.CullMode = RefreshToD3D11_CullMode[rasterizerState.cullMode];
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rasterizerDesc.DepthBias = (INT) rasterizerState.depthBiasConstantFactor; /* FIXME: Is this cast correct? */
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rasterizerDesc.DepthBiasClamp = rasterizerState.depthBiasClamp;
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rasterizerDesc.DepthClipEnable = TRUE; /* FIXME: Do we want this...? */
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rasterizerDesc.FillMode = (rasterizerState.fillMode == REFRESH_FILLMODE_FILL) ? D3D11_FILL_SOLID : D3D11_FILL_WIREFRAME;
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rasterizerDesc.FrontCounterClockwise = (rasterizerState.frontFace == REFRESH_FRONTFACE_COUNTER_CLOCKWISE);
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rasterizerDesc.MultisampleEnable = TRUE; /* only applies to MSAA render targets */
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rasterizerDesc.ScissorEnable = TRUE;
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rasterizerDesc.SlopeScaledDepthBias = rasterizerState.depthBiasSlopeFactor;
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res = ID3D11Device_CreateRasterizerState(
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renderer->device,
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&rasterizerDesc,
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&result
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);
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ERROR_CHECK_RETURN("Could not create rasterizer state", NULL);
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return result;
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}
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static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding(
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uint32_t targetBinding,
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const Refresh_VertexBinding *bindings,
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uint32_t numBindings
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) {
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uint32_t i;
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for (i = 0; i < numBindings; i += 1)
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{
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if (bindings[i].binding == targetBinding)
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{
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return i;
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}
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}
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Refresh_LogError("Could not find vertex binding %d!", targetBinding);
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return 0;
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}
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static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
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D3D11Renderer *renderer,
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Refresh_VertexInputState inputState,
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void *shaderBytes,
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size_t shaderByteLength
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) {
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ID3D11InputLayout *result = NULL;
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D3D11_INPUT_ELEMENT_DESC *elementDescs;
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uint32_t i, bindingIndex;
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HRESULT res;
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/* Allocate an array of vertex elements */
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elementDescs = SDL_stack_alloc(
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D3D11_INPUT_ELEMENT_DESC,
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inputState.vertexAttributeCount
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);
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/* Create the array of input elements */
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for (i = 0; i < inputState.vertexAttributeCount; i += 1)
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{
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elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset;
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elementDescs[i].Format = RefreshToD3D11_VertexFormat[
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inputState.vertexAttributes[i].format
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];
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elementDescs[i].InputSlot = inputState.vertexAttributes[i].binding;
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bindingIndex = D3D11_INTERNAL_FindIndexOfVertexBinding(
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elementDescs[i].InputSlot,
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inputState.vertexBindings,
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inputState.vertexBindingCount
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);
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elementDescs[i].InputSlotClass = RefreshToD3D11_VertexInputRate[
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inputState.vertexBindings[bindingIndex].inputRate
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];
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/* The spec requires this to be 0 for per-vertex data */
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elementDescs[i].InstanceDataStepRate = (
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elementDescs[i].InputSlotClass == D3D11_INPUT_PER_INSTANCE_DATA ? 1 : 0
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);
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elementDescs[i].SemanticIndex = inputState.vertexAttributes[i].location;
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elementDescs[i].SemanticName = "TEXCOORD";
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}
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res = ID3D11Device_CreateInputLayout(
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renderer->device,
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elementDescs,
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inputState.vertexAttributeCount,
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shaderBytes,
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shaderByteLength,
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&result
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);
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if (FAILED(res))
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{
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Refresh_LogError("Could not create input layout! Error: %X", res);
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SDL_stack_free(elementDescs);
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return NULL;
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}
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/* FIXME:
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* These are not cached by the driver! Should we cache them, or allow duplicates?
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* If we have one input layout per graphics pipeline maybe that wouldn't be so bad...?
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*/
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SDL_stack_free(elementDescs);
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return result;
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}
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static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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Refresh_Renderer *driverData,
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@ -488,8 +725,141 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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Refresh_Renderer *driverData,
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Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) SDL_malloc(sizeof(D3D11GraphicsPipeline));
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D3D11ShaderModule *vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
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D3D11ShaderModule *fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
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ID3D10Blob *errorBlob;
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int32_t i;
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HRESULT res;
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/* Color */
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pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
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for (i = 0; i < pipeline->numColorAttachments; i += 1)
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{
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pipeline->colorAttachmentFormats[i] = RefreshToD3D11_TextureFormat[
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pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format
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];
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}
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pipeline->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
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pipeline->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
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pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
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pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
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pipeline->multisampleState = pipelineCreateInfo->multisampleState;
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pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
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renderer,
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pipelineCreateInfo->attachmentInfo.colorAttachmentCount,
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pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions
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);
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/* Depth stencil */
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pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment;
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pipeline->depthStencilAttachmentFormat = RefreshToD3D11_TextureFormat[
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pipelineCreateInfo->attachmentInfo.depthStencilFormat
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];
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pipeline->stencilRef = pipelineCreateInfo->depthStencilState.backStencilState.reference; /* FIXME: Should we use front or back? */
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pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
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renderer,
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pipelineCreateInfo->depthStencilState
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);
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/* Rasterizer */
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pipeline->primitiveTopology = RefreshToD3D11_PrimitiveType[pipelineCreateInfo->primitiveType];
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pipeline->rasterizerState = D3D11_INTERNAL_FetchRasterizerState(
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renderer,
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pipelineCreateInfo->rasterizerState
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);
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/* Vertex shader */
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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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pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shader;
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/* Input Layout */
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pipeline->inputLayout = D3D11_INTERNAL_FetchInputLayout(
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renderer,
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pipelineCreateInfo->vertexInputState,
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ID3D10Blob_GetBufferPointer(vertShaderModule->blob),
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ID3D10Blob_GetBufferSize(vertShaderModule->blob)
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);
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/* Fragment Shader */
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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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pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
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/* FIXME: Need to create uniform buffers for the shaders */
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return (Refresh_GraphicsPipeline*) pipeline;
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}
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static Refresh_Sampler* D3D11_CreateSampler(
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|
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