// Copyright 2017 The NXT Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "backend/d3d12/ShaderModuleD3D12.h" #include namespace backend { namespace d3d12 { ShaderModule::ShaderModule(Device* device, ShaderModuleBuilder* builder) : ShaderModuleBase(builder), mDevice(device) { spirv_cross::CompilerHLSL compiler(builder->AcquireSpirv()); spirv_cross::CompilerGLSL::Options options_glsl; options_glsl.vertex.flip_vert_y = false; options_glsl.vertex.fixup_clipspace = true; compiler.spirv_cross::CompilerGLSL::set_options(options_glsl); spirv_cross::CompilerHLSL::Options options_hlsl; options_hlsl.shader_model = 51; compiler.spirv_cross::CompilerHLSL::set_options(options_hlsl); ExtractSpirvInfo(compiler); // rename bindings so that each register type b/u/t/s starts at 0 and then offset by // kMaxBindingsPerGroup * bindGroupIndex auto RenumberBindings = [&](std::vector resources) { std::array baseRegisters = {}; for (const auto& resource : resources) { auto bindGroupIndex = compiler.get_decoration(resource.id, spv::DecorationDescriptorSet); auto& baseRegister = baseRegisters[bindGroupIndex]; auto bindGroupOffset = bindGroupIndex * kMaxBindingsPerGroup; compiler.set_decoration(resource.id, spv::DecorationBinding, bindGroupOffset + baseRegister++); } }; const auto& resources = compiler.get_shader_resources(); RenumberBindings(resources.uniform_buffers); // c RenumberBindings(resources.storage_buffers); // u RenumberBindings(resources.separate_images); // t RenumberBindings(resources.separate_samplers); // s mHlslSource = compiler.compile(); } const std::string& ShaderModule::GetHLSLSource() const { return mHlslSource; } }} // namespace backend::d3d12