// Copyright 2017 The Dawn 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. #ifndef DAWNNATIVE_SHADERMODULE_H_ #define DAWNNATIVE_SHADERMODULE_H_ #include "common/Constants.h" #include "dawn_native/BindingInfo.h" #include "dawn_native/CachedObject.h" #include "dawn_native/Error.h" #include "dawn_native/Format.h" #include "dawn_native/Forward.h" #include "dawn_native/PerStage.h" #include "dawn_native/dawn_platform.h" #include "spvc/spvc.hpp" #include #include #include #include namespace spirv_cross { class Compiler; } namespace dawn_native { MaybeError ValidateShaderModuleDescriptor(DeviceBase* device, const ShaderModuleDescriptor* descriptor); class ShaderModuleBase : public CachedObject { public: ShaderModuleBase(DeviceBase* device, const ShaderModuleDescriptor* descriptor); ~ShaderModuleBase() override; static ShaderModuleBase* MakeError(DeviceBase* device); MaybeError ExtractSpirvInfo(const spirv_cross::Compiler& compiler); struct ShaderBindingInfo : BindingInfo { // The SPIRV ID of the resource. uint32_t id; uint32_t base_type_id; private: // Disallow access to unused members. using BindingInfo::hasDynamicOffset; using BindingInfo::visibility; }; using ModuleBindingInfo = std::array, kMaxBindGroups>; const ModuleBindingInfo& GetBindingInfo() const; const std::bitset& GetUsedVertexAttributes() const; SingleShaderStage GetExecutionModel() const; // An array to record the basic types (float, int and uint) of the fragment shader outputs // or Format::Type::Other means the fragment shader output is unused. using FragmentOutputBaseTypes = std::array; const FragmentOutputBaseTypes& GetFragmentOutputBaseTypes() const; bool IsCompatibleWithPipelineLayout(const PipelineLayoutBase* layout) const; // Functors necessary for the unordered_set-based cache. struct HashFunc { size_t operator()(const ShaderModuleBase* module) const; }; struct EqualityFunc { bool operator()(const ShaderModuleBase* a, const ShaderModuleBase* b) const; }; shaderc_spvc::Context* GetContext() { return &mSpvcContext; } protected: static MaybeError CheckSpvcSuccess(shaderc_spvc_status status, const char* error_msg); shaderc_spvc::CompileOptions GetCompileOptions(); shaderc_spvc::Context mSpvcContext; private: ShaderModuleBase(DeviceBase* device, ObjectBase::ErrorTag tag); bool IsCompatibleWithBindGroupLayout(size_t group, const BindGroupLayoutBase* layout) const; // Different implementations reflection into the shader depending on // whether using spvc, or directly accessing spirv-cross. MaybeError ExtractSpirvInfoWithSpvc(); MaybeError ExtractSpirvInfoWithSpirvCross(const spirv_cross::Compiler& compiler); // TODO(cwallez@chromium.org): The code is only stored for deduplication. We could maybe // store a cryptographic hash of the code instead? std::vector mCode; ModuleBindingInfo mBindingInfo; std::bitset mUsedVertexAttributes; SingleShaderStage mExecutionModel; FragmentOutputBaseTypes mFragmentOutputFormatBaseTypes; }; } // namespace dawn_native #endif // DAWNNATIVE_SHADERMODULE_H_