Hardcode variants of fixed colour shader needed on D3D12

* We will be adding an offline baked version of the DXIL variant of each of
  these, so we want to make it friendly to build-time generation.
This commit is contained in:
baldurk
2020-06-17 15:48:37 +01:00
parent 33b4d351a8
commit 9f210d5617
7 changed files with 65 additions and 5 deletions
+43
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@@ -0,0 +1,43 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#define RED 0
#define GREEN 1
#define HIGHLIGHT 2
#define WIREFRAME 3
float4 main() : SV_Target0
{
#if VARIANT == RED
return float4(1.0f, 0.0f, 0.0f, 1.0f);
#elif VARIANT == GREEN
return float4(0.0f, 1.0f, 0.0f, 1.0f);
#elif VARIANT == HIGHLIGHT
return float4(0.8f, 0.1f, 0.8f, 1.0f);
#elif VARIANT == WIREFRAME
return float4(200.0f / 255.0f, 255.0f / 255.0f, 0.0f / 255.0f, 1.0f);
#else
return float4(1.0f, 0.0f, 1.0f, 1.0f);
#endif
}
+1
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@@ -113,6 +113,7 @@ RESOURCE_texdisplay_hlsl TYPE_EMBED "hlsl/texdisplay.hlsl"
RESOURCE_pixelhistory_hlsl TYPE_EMBED "hlsl/pixelhistory.hlsl"
RESOURCE_quadoverdraw_hlsl TYPE_EMBED "hlsl/quadoverdraw.hlsl"
RESOURCE_texremap_hlsl TYPE_EMBED "hlsl/texremap.hlsl"
RESOURCE_fixedcol_hlsl TYPE_EMBED "hlsl/fixedcol.hlsl"
RESOURCE_sourcecodepro_ttf TYPE_EMBED "sourcecodepro.ttf"
+1
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@@ -16,6 +16,7 @@
#define RESOURCE_pixelhistory_hlsl 109
#define RESOURCE_quadoverdraw_hlsl 110
#define RESOURCE_texremap_hlsl 111
#define RESOURCE_fixedcol_hlsl 112
#define RESOURCE_sourcecodepro_ttf 301
@@ -799,12 +799,14 @@ ID3DBlob *D3D12ShaderCache::MakeRootSig(const D3D12RootSignature &rootsig)
rootsig.StaticSamplers.empty() ? NULL : &rootsig.StaticSamplers[0]);
}
ID3DBlob *D3D12ShaderCache::MakeFixedColShader(float overlayConsts[4])
ID3DBlob *D3D12ShaderCache::MakeFixedColShader(FixedColVariant variant)
{
ID3DBlob *ret = NULL;
rdcstr hlsl =
StringFormat::Fmt("float4 main() : SV_Target0 { return float4(%f, %f, %f, %f); }\n",
overlayConsts[0], overlayConsts[1], overlayConsts[2], overlayConsts[3]);
GetShaderBlob(hlsl.c_str(), "main", D3DCOMPILE_WARNINGS_ARE_ERRORS, "ps_5_0", &ret);
StringFormat::Fmt("#define VARIANT %u\n\n", variant) + GetEmbeddedResource(fixedcol_hlsl);
bool wasCaching = m_CacheShaders;
m_CacheShaders = true;
GetShaderBlob(hlsl.c_str(), "main", ShaderCompileFlags(), "ps_5_0", &ret);
m_CacheShaders = wasCaching;
return ret;
}
+10 -1
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@@ -49,7 +49,16 @@ public:
UINT NumStaticSamplers = 0,
const D3D12_STATIC_SAMPLER_DESC *StaticSamplers = NULL);
ID3DBlob *MakeRootSig(const D3D12RootSignature &rootsig);
ID3DBlob *MakeFixedColShader(float overlayConsts[4]);
// must match the values in fixedcol.hlsl
enum FixedColVariant
{
RED = 0,
GREEN = 1,
HIGHLIGHT = 2,
WIREFRAME = 3,
};
ID3DBlob *MakeFixedColShader(FixedColVariant variant);
void SetCaching(bool enabled) { m_CacheShaders = enabled; }
private:
+1
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@@ -625,6 +625,7 @@
<None Include="librenderdoc.so-gdb.py" />
<None Include="replay\renderdoc_serialise.inl" />
<None Include="data\hlsl\texremap.hlsl" />
<None Include="data\hlsl\fixedcol.hlsl" />
</ItemGroup>
<ItemGroup>
<Natvis Include="renderdoc.natvis" />
+3
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@@ -1060,6 +1060,9 @@
<None Include="data\hlsl\quadoverdraw.hlsl">
<Filter>Resources\hlsl</Filter>
</None>
<None Include="data\hlsl\fixedcol.hlsl">
<Filter>Resources\hlsl</Filter>
</None>
<None Include="data\hlsl\texdisplay.hlsl">
<Filter>Resources\hlsl</Filter>
</None>