// 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 "ShaderModuleD3D12.h" #include namespace backend { namespace d3d12 { ShaderModule::ShaderModule(Device* device, ShaderModuleBuilder* builder) : ShaderModuleBase(builder), device(device) { spirv_cross::CompilerHLSL compiler(builder->AcquireSpirv()); spirv_cross::CompilerHLSL::Options options; options.shader_model = 40; options.flip_vert_y = false; options.fixup_clipspace = true; compiler.set_options(options); ExtractSpirvInfo(compiler); hlslSource = compiler.compile(); } const std::string& ShaderModule::GetHLSLSource() const { return hlslSource; } } }