dxvk/src/d3d11/d3d11_shader.h

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#pragma once
#include <mutex>
#include <unordered_map>
#include "../dxbc/dxbc_module.h"
#include "../dxvk/dxvk_device.h"
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#include "../d3d10/d3d10_shader.h"
#include "../util/sha1/sha1_util.h"
#include "../util/util_env.h"
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#include "d3d11_device_child.h"
#include "d3d11_interfaces.h"
namespace dxvk {
class D3D11Device;
/**
* \brief Common shader object
*
* Stores the compiled SPIR-V shader and the SHA-1
* hash of the original DXBC shader, which can be
* used to identify the shader.
*/
class D3D11CommonShader {
public:
D3D11CommonShader();
D3D11CommonShader(
D3D11Device* pDevice,
const DxvkShaderKey* pShaderKey,
const DxbcModuleInfo* pDxbcModuleInfo,
const void* pShaderBytecode,
size_t BytecodeLength);
~D3D11CommonShader();
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Rc<DxvkShader> GetShader() const {
return m_shader;
}
Rc<DxvkBuffer> GetIcb() const {
return m_buffer;
}
std::string GetName() const {
return m_name;
}
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private:
std::string m_name;
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Rc<DxvkShader> m_shader;
Rc<DxvkBuffer> m_buffer;
};
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/**
* \brief Common shader interface
*
* Implements methods for all D3D11*Shader
* interfaces and stores the actual shader
* module object.
*/
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template<typename D3D11Interface, typename D3D10Interface>
class D3D11Shader : public D3D11DeviceChild<D3D11Interface> {
using D3D10ShaderClass = D3D10Shader<D3D10Interface, D3D11Interface>;
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public:
D3D11Shader(D3D11Device* device, const D3D11CommonShader& shader)
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: m_device(device), m_shader(shader), m_d3d10(this) { }
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~D3D11Shader() { }
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HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject) final {
*ppvObject = nullptr;
if (riid == __uuidof(IUnknown)
|| riid == __uuidof(ID3D11DeviceChild)
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|| riid == __uuidof(D3D11Interface)) {
*ppvObject = ref(this);
return S_OK;
}
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if (riid == __uuidof(IUnknown)
|| riid == __uuidof(ID3D10DeviceChild)
|| riid == __uuidof(D3D10Interface)) {
*ppvObject = ref(&m_d3d10);
return S_OK;
}
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Logger::warn("D3D11Shader::QueryInterface: Unknown interface query");
return E_NOINTERFACE;
}
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void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice) final {
*ppDevice = m_device.ref();
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}
const D3D11CommonShader* GetCommonShader() const {
return &m_shader;
}
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D3D10ShaderClass* GetD3D10Iface() {
return &m_d3d10;
}
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private:
Com<D3D11Device> m_device;
D3D11CommonShader m_shader;
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D3D10ShaderClass m_d3d10;
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};
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using D3D11VertexShader = D3D11Shader<ID3D11VertexShader, ID3D10VertexShader>;
using D3D11HullShader = D3D11Shader<ID3D11HullShader, ID3D10DeviceChild>;
using D3D11DomainShader = D3D11Shader<ID3D11DomainShader, ID3D10DeviceChild>;
using D3D11GeometryShader = D3D11Shader<ID3D11GeometryShader, ID3D10GeometryShader>;
using D3D11PixelShader = D3D11Shader<ID3D11PixelShader, ID3D10PixelShader>;
using D3D11ComputeShader = D3D11Shader<ID3D11ComputeShader, ID3D10DeviceChild>;
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/**
* \brief Shader module set
*
* Some applications may compile the same shader multiple
* times, so we should cache the resulting shader modules
* and reuse them rather than creating new ones. This
* class is thread-safe.
*/
class D3D11ShaderModuleSet {
public:
D3D11ShaderModuleSet();
~D3D11ShaderModuleSet();
D3D11CommonShader GetShaderModule(
D3D11Device* pDevice,
const DxbcModuleInfo* pDxbcModuleInfo,
const void* pShaderBytecode,
size_t BytecodeLength,
DxbcProgramType ProgramType);
private:
std::mutex m_mutex;
std::unordered_map<
DxvkShaderKey,
D3D11CommonShader,
DxvkHash, DxvkEq> m_modules;
};
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}