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SPIRV-Cross outputs HLSL utilizing register spaces for seperate bind groups. This changes the D3D12 backend to also use them. Bug: dawn:66 Change-Id: I0590ae59fa3d369b57cdb32e4c9808c137fa88dc Reviewed-on: https://dawn-review.googlesource.com/c/3360 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
64 lines
2.6 KiB
C++
64 lines
2.6 KiB
C++
// Copyright 2017 The Dawn 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 "dawn_native/d3d12/ShaderModuleD3D12.h"
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#include "common/Assert.h"
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#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
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#include <spirv-cross/spirv_hlsl.hpp>
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namespace dawn_native { namespace d3d12 {
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ShaderModule::ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor)
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: ShaderModuleBase(device, descriptor) {
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mSpirv.assign(descriptor->code, descriptor->code + descriptor->codeSize);
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spirv_cross::CompilerHLSL compiler(mSpirv);
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ExtractSpirvInfo(compiler);
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}
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const std::string ShaderModule::GetHLSLSource(PipelineLayout* layout) const {
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spirv_cross::CompilerHLSL compiler(mSpirv);
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// If these options are changed, the values in DawnSPIRVCrossHLSLFastFuzzer.cpp need to be
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// updated.
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spirv_cross::CompilerGLSL::Options options_glsl;
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options_glsl.vertex.fixup_clipspace = true;
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options_glsl.vertex.flip_vert_y = true;
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compiler.set_common_options(options_glsl);
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spirv_cross::CompilerHLSL::Options options_hlsl;
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options_hlsl.shader_model = 51;
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compiler.set_hlsl_options(options_hlsl);
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const ModuleBindingInfo& moduleBindingInfo = GetBindingInfo();
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for (uint32_t group = 0; group < moduleBindingInfo.size(); ++group) {
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const auto& bindingOffsets =
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ToBackend(layout->GetBindGroupLayout(group))->GetBindingOffsets();
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const auto& groupBindingInfo = moduleBindingInfo[group];
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for (uint32_t binding = 0; binding < groupBindingInfo.size(); ++binding) {
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const BindingInfo& bindingInfo = groupBindingInfo[binding];
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if (bindingInfo.used) {
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uint32_t bindingOffset = bindingOffsets[binding];
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compiler.set_decoration(bindingInfo.id, spv::DecorationBinding, bindingOffset);
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}
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}
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}
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return compiler.compile();
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}
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}} // namespace dawn_native::d3d12
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