blob: f0e7e5eb350b2690a1208ccd4d438f857c149f53 [file] [log] [blame] [edit]
// 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.
#include "dawn/native/d3d11/ShaderModuleD3D11.h"
#include <string>
#include <unordered_map>
#include <utility>
#include "dawn/common/Assert.h"
#include "dawn/common/MatchVariant.h"
#include "dawn/native/ImmediateConstantsLayout.h"
#include "dawn/native/Pipeline.h"
#include "dawn/native/TintUtils.h"
#include "dawn/native/d3d/D3DCompilationRequest.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/BackendD3D11.h"
#include "dawn/native/d3d11/BindGroupLayoutD3D11.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/PhysicalDeviceD3D11.h"
#include "dawn/native/d3d11/PipelineLayoutD3D11.h"
#include "dawn/native/d3d11/PlatformFunctionsD3D11.h"
#include "dawn/native/d3d11/UtilsD3D11.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/metrics/HistogramMacros.h"
#include "dawn/platform/tracing/TraceEvent.h"
#include "tint/tint.h"
namespace dawn::native::d3d11 {
// static
ResultOrError<Ref<ShaderModule>> ShaderModule::Create(
Device* device,
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
const std::vector<tint::wgsl::Extension>& internalExtensions) {
Ref<ShaderModule> shader = AcquireRef(new ShaderModule(device, descriptor, internalExtensions));
shader->Initialize();
return shader;
}
ShaderModule::ShaderModule(Device* device,
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
std::vector<tint::wgsl::Extension> internalExtensions)
: ShaderModuleBase(device, descriptor, std::move(internalExtensions)) {}
ResultOrError<d3d::CompiledShader> ShaderModule::Compile(
const ProgrammableStage& programmableStage,
SingleShaderStage stage,
const PipelineLayout* layout,
uint32_t compileFlags,
const ImmediateConstantMask& pipelineImmediateMask,
const std::optional<dawn::native::d3d::InterStageShaderVariablesMask>& usedInterstageVariables,
const std::optional<tint::hlsl::writer::PixelLocalOptions>& pixelLocalOptions) {
Device* device = ToBackend(GetDevice());
TRACE_EVENT0(device->GetPlatform(), General, "ShaderModuleD3D11::Compile");
DAWN_ASSERT(!IsError());
d3d::D3DCompilationRequest req = {};
req.tracePlatform = UnsafeUnserializedValue(device->GetPlatform());
req.hlsl.shaderModel = 50;
req.hlsl.disableSymbolRenaming = device->IsToggleEnabled(Toggle::DisableSymbolRenaming);
req.hlsl.dumpShaders = device->IsToggleEnabled(Toggle::DumpShaders);
req.hlsl.dumpShadersOnFailure = device->IsToggleEnabled(Toggle::DumpShadersOnFailure);
req.hlsl.tintOptions.remapped_entry_point_name = device->GetIsolatedEntryPointName();
req.bytecode.hasShaderF16Feature = false;
req.bytecode.compileFlags = compileFlags;
// D3D11 only supports FXC.
req.bytecode.compiler = d3d::Compiler::FXC;
req.bytecode.d3dCompile =
UnsafeUnserializedValue(pD3DCompile{device->GetFunctions()->d3dCompile});
DAWN_ASSERT(device->GetDeviceInfo().shaderModel == 50);
switch (stage) {
case SingleShaderStage::Vertex:
req.bytecode.fxcShaderProfile = "vs_5_0";
break;
case SingleShaderStage::Fragment:
req.bytecode.fxcShaderProfile = "ps_5_0";
break;
case SingleShaderStage::Compute:
req.bytecode.fxcShaderProfile = "cs_5_0";
break;
}
tint::Bindings bindings =
GenerateBindingRemapping(layout, stage, [&](BindGroupIndex group, BindingIndex index) {
tint::BindingPoint dstBindingPoint = tint::BindingPoint{
.group = 0,
.binding = layout->GetBindingTableIndexMap()[group][index][stage],
};
DAWN_ASSERT(dstBindingPoint.binding != PipelineLayout::kInvalidSlot);
return dstBindingPoint;
});
req.hlsl.shaderModuleHash = GetHash();
req.hlsl.inputProgram = UnsafeUnserializedValue(UseTintProgram());
req.hlsl.entryPointName = programmableStage.entryPoint.c_str();
req.hlsl.stage = stage;
req.hlsl.substituteOverrideConfig = BuildSubstituteOverridesTransformConfig(programmableStage);
req.hlsl.limits = LimitsForCompilationRequest::Create(device->GetLimits().v1);
req.hlsl.adapterSupportedLimits = UnsafeUnserializedValue(
LimitsForCompilationRequest::Create(device->GetAdapter()->GetLimits().v1));
req.hlsl.maxSubgroupSize = device->GetAdapter()->GetPhysicalDevice()->GetSubgroupMaxSize();
req.hlsl.tintOptions.disable_robustness = !device->IsRobustnessEnabled();
req.hlsl.tintOptions.disable_workgroup_init =
device->IsToggleEnabled(Toggle::DisableWorkgroupInit);
req.hlsl.tintOptions.bindings = std::move(bindings);
req.hlsl.tintOptions.scalarize_max_min_clamp =
device->IsToggleEnabled(Toggle::ScalarizeMaxMinClamp);
req.hlsl.tintOptions.immediate_binding_point =
tint::BindingPoint{0, PipelineLayout::kReservedConstantBufferSlot};
if (stage == SingleShaderStage::Compute) {
req.hlsl.tintOptions.num_workgroups_start_offset = GetImmediateByteOffsetInPipelineIfAny(
&ComputeImmediateConstants::numWorkgroups, pipelineImmediateMask);
} else {
req.hlsl.tintOptions.first_index_offset = GetImmediateByteOffsetInPipelineIfAny(
&RenderImmediateConstants::firstVertex, pipelineImmediateMask);
req.hlsl.tintOptions.first_instance_offset = GetImmediateByteOffsetInPipelineIfAny(
&RenderImmediateConstants::firstInstance, pipelineImmediateMask);
}
if (stage == SingleShaderStage::Vertex) {
// Now that only vertex shader can have interstage outputs.
// Pass in the actually used interstage locations for tint to potentially truncate unused
// outputs.
if (usedInterstageVariables.has_value()) {
req.hlsl.tintOptions.interstage_locations = *usedInterstageVariables;
}
req.hlsl.tintOptions.truncate_interstage_variables = true;
} else if (stage == SingleShaderStage::Fragment) {
if (pixelLocalOptions.has_value()) {
req.hlsl.tintOptions.pixel_local = *pixelLocalOptions;
}
}
// D3D11 only supports FXC
req.hlsl.tintOptions.compiler = tint::hlsl::writer::Options::Compiler::kFXC;
// TODO(dawn:1705): do we need to support it?
req.hlsl.tintOptions.polyfill_reflect_vec2_f32 = false;
// D3D11 doesn't support shader model 6+ features
req.hlsl.tintOptions.polyfill_dot_4x8_packed = true;
req.hlsl.tintOptions.polyfill_pack_unpack_4x8 = true;
CacheResult<d3d::CompiledShader> compiledShader;
DAWN_TRY_LOAD_OR_RUN(compiledShader, device, std::move(req),
d3d::CompiledShader::FromValidatedBlob, d3d::CompileShader,
"D3D11.CompileShader");
if (device->IsToggleEnabled(Toggle::DumpShaders)) {
d3d::DumpFXCCompiledShader(device, *compiledShader, compileFlags);
}
device->GetBlobCache()->EnsureStored(compiledShader);
// Clear the hlslSource. It is only used for logging and should not be used
// outside of the compilation.
d3d::CompiledShader result = compiledShader.Acquire();
result.hlslSource = std::string();
return result;
}
} // namespace dawn::native::d3d11