Files
Xenia-Canary/src/xenia/gpu/vulkan/vulkan_shader.cc
gibbed 5bf0b34445 C++17ification.
C++17ification!

- Filesystem interaction now uses std::filesystem::path.
- Usage of const char*, std::string have been changed to
  std::string_view where appropriate.
- Usage of printf-style functions changed to use fmt.
2020-04-07 16:09:41 -05:00

65 lines
2.2 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/vulkan/vulkan_shader.h"
#include "third_party/fmt/include/fmt/format.h"
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/ui/vulkan/vulkan_device.h"
#include "xenia/ui/vulkan/vulkan_util.h"
namespace xe {
namespace gpu {
namespace vulkan {
using xe::ui::vulkan::CheckResult;
VulkanShader::VulkanShader(ui::vulkan::VulkanDevice* device,
ShaderType shader_type, uint64_t data_hash,
const uint32_t* dword_ptr, uint32_t dword_count)
: Shader(shader_type, data_hash, dword_ptr, dword_count), device_(device) {}
VulkanShader::~VulkanShader() {
if (shader_module_) {
vkDestroyShaderModule(*device_, shader_module_, nullptr);
shader_module_ = nullptr;
}
}
bool VulkanShader::Prepare() {
assert_null(shader_module_);
assert_true(is_valid());
// Create the shader module.
VkShaderModuleCreateInfo shader_info;
shader_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shader_info.pNext = nullptr;
shader_info.flags = 0;
shader_info.codeSize = translated_binary_.size();
shader_info.pCode =
reinterpret_cast<const uint32_t*>(translated_binary_.data());
auto status =
vkCreateShaderModule(*device_, &shader_info, nullptr, &shader_module_);
CheckResult(status, "vkCreateShaderModule");
char typeChar = shader_type_ == ShaderType::kPixel
? 'p'
: shader_type_ == ShaderType::kVertex ? 'v' : 'u';
device_->DbgSetObjectName(
uint64_t(shader_module_), VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT,
fmt::format("S({}): {:016X}", typeChar, ucode_data_hash()));
return status == VK_SUCCESS;
}
} // namespace vulkan
} // namespace gpu
} // namespace xe