// 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. #include "dawn_native/d3d12/ComputePipelineD3D12.h" #include "common/Assert.h" #include "dawn_native/d3d12/DeviceD3D12.h" #include "dawn_native/d3d12/PipelineLayoutD3D12.h" #include "dawn_native/d3d12/ShaderModuleD3D12.h" #include namespace dawn_native { namespace d3d12 { ComputePipeline::ComputePipeline(ComputePipelineBuilder* builder) : ComputePipelineBase(builder), mDevice(ToBackend(builder->GetDevice())) { uint32_t compileFlags = 0; #if defined(_DEBUG) // Enable better shader debugging with the graphics debugging tools. compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION; #endif // SPRIV-cross does matrix multiplication expecting row major matrices compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR; const auto& module = ToBackend(builder->GetStageInfo(dawn::ShaderStage::Compute).module); const auto& entryPoint = builder->GetStageInfo(dawn::ShaderStage::Compute).entryPoint; const auto& hlslSource = module->GetHLSLSource(); ComPtr compiledShader; ComPtr errors; if (FAILED(D3DCompile(hlslSource.c_str(), hlslSource.length(), nullptr, nullptr, nullptr, entryPoint.c_str(), "cs_5_1", compileFlags, 0, &compiledShader, &errors))) { printf("%s\n", reinterpret_cast(errors->GetBufferPointer())); ASSERT(false); } D3D12_COMPUTE_PIPELINE_STATE_DESC descriptor = {}; descriptor.pRootSignature = ToBackend(GetLayout())->GetRootSignature().Get(); descriptor.CS.pShaderBytecode = compiledShader->GetBufferPointer(); descriptor.CS.BytecodeLength = compiledShader->GetBufferSize(); Device* device = ToBackend(builder->GetDevice()); device->GetD3D12Device()->CreateComputePipelineState(&descriptor, IID_PPV_ARGS(&mPipelineState)); } ComputePipeline::~ComputePipeline() { mDevice->ReferenceUntilUnused(mPipelineState); } ComPtr ComputePipeline::GetPipelineState() { return mPipelineState; } }} // namespace dawn_native::d3d12