GPUDevice: Support transpiling shaders at compile time
And use it for GLSL postprocessing shaders.
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@ -25,23 +25,31 @@ void D3D12Shader::SetDebugName(std::string_view name)
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{
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}
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std::unique_ptr<GPUShader> D3D12Device::CreateShaderFromBinary(GPUShaderStage stage, std::span<const u8> data)
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std::unique_ptr<GPUShader> D3D12Device::CreateShaderFromBinary(GPUShaderStage stage, std::span<const u8> data,
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Error* error)
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{
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// Can't do much at this point.
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std::vector bytecode(data.begin(), data.end());
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return std::unique_ptr<GPUShader>(new D3D12Shader(stage, std::move(bytecode)));
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}
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std::unique_ptr<GPUShader> D3D12Device::CreateShaderFromSource(GPUShaderStage stage, std::string_view source,
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const char* entry_point,
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DynamicHeapArray<u8>* out_binary)
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std::unique_ptr<GPUShader> D3D12Device::CreateShaderFromSource(GPUShaderStage stage, GPUShaderLanguage language,
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std::string_view source, const char* entry_point,
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DynamicHeapArray<u8>* out_binary, Error* error)
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{
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const u32 shader_model = D3DCommon::GetShaderModelForFeatureLevel(m_feature_level);
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if (language != GPUShaderLanguage::HLSL)
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{
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return TranspileAndCreateShaderFromSource(stage, language, source, entry_point, GPUShaderLanguage::HLSL,
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shader_model, out_binary, error);
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}
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std::optional<DynamicHeapArray<u8>> bytecode =
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D3DCommon::CompileShader(m_feature_level, m_debug_device, stage, source, entry_point);
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D3DCommon::CompileShader(shader_model, m_debug_device, stage, source, entry_point, error);
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if (!bytecode.has_value())
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return {};
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std::unique_ptr<GPUShader> ret = CreateShaderFromBinary(stage, bytecode.value());
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std::unique_ptr<GPUShader> ret = CreateShaderFromBinary(stage, bytecode.value(), error);
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if (ret && out_binary)
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*out_binary = std::move(bytecode.value());
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