// 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/PlatformFunctions.h" #include "dawn_native/d3d12/ShaderModuleD3D12.h" namespace dawn_native { namespace d3d12 { ComputePipeline::ComputePipeline(Device* device, const ComputePipelineDescriptor* descriptor) : ComputePipelineBase(device, descriptor) { 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 ShaderModule* module = ToBackend(descriptor->computeStage.module); const std::string& hlslSource = module->GetHLSLSource(ToBackend(GetLayout())); ComPtr compiledShader; ComPtr errors; const PlatformFunctions* functions = device->GetFunctions(); if (FAILED(functions->d3dCompile(hlslSource.c_str(), hlslSource.length(), nullptr, nullptr, nullptr, descriptor->computeStage.entryPoint, "cs_5_1", compileFlags, 0, &compiledShader, &errors))) { printf("%s\n", reinterpret_cast(errors->GetBufferPointer())); ASSERT(false); } D3D12_COMPUTE_PIPELINE_STATE_DESC d3dDesc = {}; d3dDesc.pRootSignature = ToBackend(GetLayout())->GetRootSignature().Get(); d3dDesc.CS.pShaderBytecode = compiledShader->GetBufferPointer(); d3dDesc.CS.BytecodeLength = compiledShader->GetBufferSize(); device->GetD3D12Device()->CreateComputePipelineState(&d3dDesc, IID_PPV_ARGS(&mPipelineState)); } ComputePipeline::~ComputePipeline() { ToBackend(GetDevice())->ReferenceUntilUnused(mPipelineState); } ComPtr ComputePipeline::GetPipelineState() { return mPipelineState; } }} // namespace dawn_native::d3d12