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								// Copyright 2010 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include <fstream>
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								#include <string>
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								#include "Common/FileUtil.h"
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								#include "Common/Logging/Log.h"
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								#include "Common/MsgHandler.h"
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								#include "Common/StringUtil.h"
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								#include "VideoBackends/D3D12/D3DBase.h"
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								#include "VideoBackends/D3D12/D3DShader.h"
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								#include "VideoCommon/VideoConfig.h"
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								namespace DX12
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								{
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								namespace D3D
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								{
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								bool CompileShader(const std::string& code, ID3DBlob** blob, const D3D_SHADER_MACRO* defines,
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								                   const std::string& shader_version_string)
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								{
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								  ID3D10Blob* shader_buffer = nullptr;
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								  ID3D10Blob* error_buffer = nullptr;
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								#if defined(_DEBUG) || defined(DEBUGFAST)
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								  UINT flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY | D3DCOMPILE_DEBUG;
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								#else
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								  UINT flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY | D3DCOMPILE_OPTIMIZATION_LEVEL3 |
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								               D3DCOMPILE_SKIP_VALIDATION;
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								#endif
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								  HRESULT hr = d3d_compile(code.c_str(), code.length(), nullptr, defines, nullptr, "main",
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								                           shader_version_string.data(), flags, 0, &shader_buffer, &error_buffer);
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								  if (error_buffer)
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								  {
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								    WARN_LOG(VIDEO, "Warning generated when compiling %s shader:\n%s",
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								             shader_version_string.c_str(),
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								             static_cast<const char*>(error_buffer->GetBufferPointer()));
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								  }
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								  if (FAILED(hr))
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								  {
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								    static int num_failures = 0;
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								    std::string filename =
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								        StringFromFormat("%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
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								                         shader_version_string.c_str(), num_failures++);
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								    std::ofstream file;
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								    OpenFStream(file, filename, std::ios_base::out);
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								    file << code;
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								    file << std::endl << "Errors:" << std::endl;
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								    file << static_cast<const char*>(error_buffer->GetBufferPointer());
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								    file.close();
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								    PanicAlert("Failed to compile shader: %s\nDebug info (%s):\n%s", filename.c_str(),
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								               shader_version_string.c_str(),
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								               static_cast<const char*>(error_buffer->GetBufferPointer()));
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								    *blob = nullptr;
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								    error_buffer->Release();
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								  }
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								  else
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								  {
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								    *blob = shader_buffer;
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								  }
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								  return SUCCEEDED(hr);
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								}
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								// code->bytecode
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								bool CompileVertexShader(const std::string& code, ID3DBlob** blob)
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								{
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								  return CompileShader(code, blob, nullptr, D3D::VertexShaderVersionString());
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								}
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								// code->bytecode
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								bool CompileGeometryShader(const std::string& code, ID3DBlob** blob,
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								                           const D3D_SHADER_MACRO* defines)
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								{
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								  return CompileShader(code, blob, defines, D3D::GeometryShaderVersionString());
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								}
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								// code->bytecode
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								bool CompilePixelShader(const std::string& code, ID3DBlob** blob, const D3D_SHADER_MACRO* defines)
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								{
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								  return CompileShader(code, blob, defines, D3D::PixelShaderVersionString());
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								}
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								}  // namespace
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								}  // namespace DX12
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