[GPU] Shaders to common, xb buildshaders instead of buildhlsl

This commit is contained in:
Triang3l
2021-06-05 18:53:53 +03:00
parent 313fb3e5a3
commit 12a907bfa5
582 changed files with 419273 additions and 244715 deletions

View File

@@ -22,10 +22,12 @@ namespace xe {
namespace gpu {
namespace d3d12 {
// Generated with `xb buildhlsl`.
#include "xenia/gpu/d3d12/shaders/dxbc/fullscreen_tc_vs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/stretch_gamma_ps.h"
#include "xenia/gpu/d3d12/shaders/dxbc/stretch_ps.h"
// Generated with `xb buildshaders`.
namespace shaders {
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/fullscreen_tc_vs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/stretch_gamma_ps.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/stretch_ps.h"
} // namespace shaders
D3D12GraphicsSystem::D3D12GraphicsSystem() {}
@@ -140,10 +142,10 @@ X_STATUS D3D12GraphicsSystem::Setup(cpu::Processor* processor,
// Create the stretch pipelines.
D3D12_GRAPHICS_PIPELINE_STATE_DESC stretch_pipeline_desc = {};
stretch_pipeline_desc.pRootSignature = stretch_root_signature_;
stretch_pipeline_desc.VS.pShaderBytecode = fullscreen_tc_vs;
stretch_pipeline_desc.VS.BytecodeLength = sizeof(fullscreen_tc_vs);
stretch_pipeline_desc.PS.pShaderBytecode = stretch_ps;
stretch_pipeline_desc.PS.BytecodeLength = sizeof(stretch_ps);
stretch_pipeline_desc.VS.pShaderBytecode = shaders::fullscreen_tc_vs;
stretch_pipeline_desc.VS.BytecodeLength = sizeof(shaders::fullscreen_tc_vs);
stretch_pipeline_desc.PS.pShaderBytecode = shaders::stretch_ps;
stretch_pipeline_desc.PS.BytecodeLength = sizeof(shaders::stretch_ps);
// The shader will set alpha to 1, don't use output-merger to preserve it.
stretch_pipeline_desc.BlendState.RenderTarget[0].RenderTargetWriteMask =
D3D12_COLOR_WRITE_ENABLE_ALL;
@@ -167,8 +169,8 @@ X_STATUS D3D12GraphicsSystem::Setup(cpu::Processor* processor,
return X_STATUS_UNSUCCESSFUL;
}
stretch_pipeline_desc.pRootSignature = stretch_gamma_root_signature_;
stretch_pipeline_desc.PS.pShaderBytecode = stretch_gamma_ps;
stretch_pipeline_desc.PS.BytecodeLength = sizeof(stretch_gamma_ps);
stretch_pipeline_desc.PS.pShaderBytecode = shaders::stretch_gamma_ps;
stretch_pipeline_desc.PS.BytecodeLength = sizeof(shaders::stretch_gamma_ps);
if (FAILED(device->CreateGraphicsPipelineState(
&stretch_pipeline_desc, IID_PPV_ARGS(&stretch_gamma_pipeline_)))) {
XELOGE(