rpcsx/rpcs3/Emu/RSX/D3D12/D3D12PipelineState.cpp

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#include "stdafx.h"
#if defined (DX12_SUPPORT)
#include "D3D12PipelineState.h"
#include <d3dcompiler.h>
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#pragma comment (lib, "d3dcompiler.lib")
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#define TO_STRING(x) #x
void Shader::Compile(const std::string &code, SHADER_TYPE st)
{ HRESULT hr;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
switch (st)
{
case SHADER_TYPE::SHADER_TYPE_VERTEX:
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hr = D3DCompile(code.c_str(), code.size(), "VertexProgram.hlsl", nullptr, nullptr, "main", "vs_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf());
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if (hr != S_OK)
LOG_ERROR(RSX, "VS build failed:%s", errorBlob->GetBufferPointer());
break;
case SHADER_TYPE::SHADER_TYPE_FRAGMENT:
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hr = D3DCompile(code.c_str(), code.size(), "FragmentProgram.hlsl", nullptr, nullptr, "main", "ps_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf());
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if (hr != S_OK)
LOG_ERROR(RSX, "FS build failed:%s", errorBlob->GetBufferPointer());
break;
}
}
#endif