// 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/Error.h" #include "dawn_native/Forward.h" #include "dawn_native/ObjectBase.h" #include "dawn_native/dawn_platform.h" #include #include #include namespace spirv_cross { class Compiler; } namespace dawn_native { MaybeError ValidateShaderModuleDescriptor(DeviceBase* device, const ShaderModuleDescriptor* descriptor); class ShaderModuleBase : public ObjectBase { public: ShaderModuleBase(DeviceBase* device, const ShaderModuleDescriptor* descriptor, bool blueprint = false); ~ShaderModuleBase() override; static ShaderModuleBase* MakeError(DeviceBase* device); void ExtractSpirvInfo(const spirv_cross::Compiler& compiler); struct BindingInfo { // The SPIRV ID of the resource. uint32_t id; uint32_t base_type_id; dawn::BindingType type; bool used = false; }; using ModuleBindingInfo = std::array, kMaxBindGroups>; const ModuleBindingInfo& GetBindingInfo() const; const std::bitset& GetUsedVertexAttributes() const; dawn::ShaderStage GetExecutionModel() const; bool IsCompatibleWithPipelineLayout(const PipelineLayoutBase* layout); // 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; }; private: ShaderModuleBase(DeviceBase* device, ObjectBase::ErrorTag tag); bool IsCompatibleWithBindGroupLayout(size_t group, const BindGroupLayoutBase* layout); // 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; bool mIsBlueprint = false; ModuleBindingInfo mBindingInfo; std::bitset mUsedVertexAttributes; dawn::ShaderStage mExecutionModel; }; } // namespace dawn_native #endif // DAWNNATIVE_SHADERMODULE_H_