dawn-cmake/src/dawn_native/d3d12/ShaderModuleD3D12.cpp
Brandon Jones 292c0c31f2 Add D3D12 Functionality For Multiple Bind Groups
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>
2018-12-18 19:59:59 +00:00

64 lines
2.6 KiB
C++

// 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/ShaderModuleD3D12.h"
#include "common/Assert.h"
#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
#include <spirv-cross/spirv_hlsl.hpp>
namespace dawn_native { namespace d3d12 {
ShaderModule::ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor)
: ShaderModuleBase(device, descriptor) {
mSpirv.assign(descriptor->code, descriptor->code + descriptor->codeSize);
spirv_cross::CompilerHLSL compiler(mSpirv);
ExtractSpirvInfo(compiler);
}
const std::string ShaderModule::GetHLSLSource(PipelineLayout* layout) const {
spirv_cross::CompilerHLSL compiler(mSpirv);
// If these options are changed, the values in DawnSPIRVCrossHLSLFastFuzzer.cpp need to be
// updated.
spirv_cross::CompilerGLSL::Options options_glsl;
options_glsl.vertex.fixup_clipspace = true;
options_glsl.vertex.flip_vert_y = true;
compiler.set_common_options(options_glsl);
spirv_cross::CompilerHLSL::Options options_hlsl;
options_hlsl.shader_model = 51;
compiler.set_hlsl_options(options_hlsl);
const ModuleBindingInfo& moduleBindingInfo = GetBindingInfo();
for (uint32_t group = 0; group < moduleBindingInfo.size(); ++group) {
const auto& bindingOffsets =
ToBackend(layout->GetBindGroupLayout(group))->GetBindingOffsets();
const auto& groupBindingInfo = moduleBindingInfo[group];
for (uint32_t binding = 0; binding < groupBindingInfo.size(); ++binding) {
const BindingInfo& bindingInfo = groupBindingInfo[binding];
if (bindingInfo.used) {
uint32_t bindingOffset = bindingOffsets[binding];
compiler.set_decoration(bindingInfo.id, spv::DecorationBinding, bindingOffset);
}
}
}
return compiler.compile();
}
}} // namespace dawn_native::d3d12