mirror of
https://github.com/encounter/dawn-cmake.git
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76 lines
2.6 KiB
C++
76 lines
2.6 KiB
C++
// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/ShaderModuleD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "common/Assert.h"
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#include <d3dcompiler.h>
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namespace backend {
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namespace d3d12 {
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ComputePipeline::ComputePipeline(ComputePipelineBuilder* builder)
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: ComputePipelineBase(builder) {
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uint32_t compileFlags = 0;
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#if defined(_DEBUG)
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// Enable better shader debugging with the graphics debugging tools.
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compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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#endif
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// SPRIV-cross does matrix multiplication expecting row major matrices
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compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
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const auto& module = ToBackend(builder->GetStageInfo(nxt::ShaderStage::Compute).module);
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const auto& entryPoint = builder->GetStageInfo(nxt::ShaderStage::Compute).entryPoint;
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const auto& hlslSource = module->GetHLSLSource();
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ComPtr<ID3DBlob> compiledShader;
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ComPtr<ID3DBlob> errors;
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if (FAILED(D3DCompile(
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hlslSource.c_str(),
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hlslSource.length(),
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nullptr,
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{ nullptr },
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nullptr,
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entryPoint.c_str(),
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"cs_5_0",
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compileFlags,
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0,
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&compiledShader,
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&errors
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))) {
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printf("%s\n", reinterpret_cast<char*>(errors->GetBufferPointer()));
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ASSERT(false);
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}
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D3D12_COMPUTE_PIPELINE_STATE_DESC descriptor = {};
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descriptor.pRootSignature = ToBackend(GetLayout())->GetRootSignature().Get();
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descriptor.CS.pShaderBytecode = compiledShader->GetBufferPointer();
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descriptor.CS.BytecodeLength = compiledShader->GetBufferSize();
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Device* device = ToBackend(builder->GetDevice());
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device->GetD3D12Device()->CreateComputePipelineState(&descriptor, IID_PPV_ARGS(&pipelineState));
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}
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ComPtr<ID3D12PipelineState> ComputePipeline::GetPipelineState() {
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return pipelineState;
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}
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}
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}
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