| // Copyright 2023 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #ifndef SRC_DAWN_NATIVE_D3D_SHADEUTILS_H_ | |
| #define SRC_DAWN_NATIVE_D3D_SHADEUTILS_H_ | |
| #include <bitset> | |
| #include <string> | |
| #include <utility> | |
| #include <vector> | |
| #include "src/dawn/common/Sha3.h" | |
| #include "src/dawn/native/Blob.h" | |
| #include "src/dawn/native/Serializable.h" | |
| #include "src/dawn/native/d3d/D3DCompilationRequest.h" | |
| #include "src/dawn/native/d3d/d3d_platform.h" | |
| namespace dawn::native::d3d { | |
| class Device; | |
| #define COMPILED_SHADER_MEMBERS(X) \ | |
| X(Blob, shaderBlob) \ | |
| X(std::string, hlslSource) \ | |
| X(Sha3_256::Output, sha3) \ | |
| X(bool, usesVertexIndex) \ | |
| X(bool, usesInstanceIndex) \ | |
| X(Extent3D, workgroupSize) | |
| // `CompiledShader` holds a ref to one of the various representations of shader blobs and | |
| // information used to emulate vertex/instance index starts. It also holds the `hlslSource` for the | |
| // shader compilation, which is only transiently available during Compile, and cleared before it | |
| // returns. It is not written to or loaded from the cache unless Toggle dump_shaders is true. | |
| // clang-format off | |
| DAWN_SERIALIZABLE(struct, CompiledShader, COMPILED_SHADER_MEMBERS) { | |
| static ResultOrError<CompiledShader> FromValidatedBlob(Blob blob) { | |
| CompiledShader result; | |
| DAWN_TRY_ASSIGN(result, FromBlob(std::move(blob))); | |
| // Only confirm there's a shader blob, the hlslSource is not necessarily preserved. | |
| DAWN_INVALID_IF(result.shaderBlob.Empty(), | |
| "Cached CompiledShader result has empty shader blob"); | |
| return result; | |
| } | |
| }; | |
| // clang-format on | |
| #undef COMPILED_SHADER_MEMBERS | |
| std::string CompileFlagsToString(uint32_t compileFlags); | |
| ResultOrError<CompiledShader> CompileShader(d3d::D3DCompilationRequest r); | |
| InterStageShaderVariablesMask ToInterStageShaderVariablesMask(const std::vector<bool>& inputMask); | |
| void DumpFXCCompiledShader(Device* device, | |
| const CompiledShader& compiledShader, | |
| uint32_t compileFlags); | |
| } // namespace dawn::native::d3d | |
| #endif // SRC_DAWN_NATIVE_D3D_SHADEUTILS_H_ |