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d3d12: Build shader in debug mode if debug output is enabled.
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parent
05c5058dfd
commit
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@ -13,15 +13,20 @@ void Shader::Compile(const std::string &code, SHADER_TYPE st)
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{
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HRESULT hr;
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ComPtr<ID3DBlob> errorBlob;
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UINT compileFlags;
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if (Ini.GSDebugOutputEnable.GetValue())
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compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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else
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compileFlags = 0;
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switch (st)
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{
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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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hr = D3DCompile(code.c_str(), code.size(), "VertexProgram.hlsl", nullptr, nullptr, "main", "vs_5_0", compileFlags, 0, &bytecode, errorBlob.GetAddressOf());
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if (hr != S_OK)
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LOG_ERROR(RSX, "VS build failed:%s", errorBlob->GetBufferPointer());
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break;
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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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hr = D3DCompile(code.c_str(), code.size(), "FragmentProgram.hlsl", nullptr, nullptr, "main", "ps_5_0", compileFlags, 0, &bytecode, errorBlob.GetAddressOf());
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if (hr != S_OK)
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LOG_ERROR(RSX, "FS build failed:%s", errorBlob->GetBufferPointer());
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break;
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