blob: f8822d674b2a0cf82332e241fb91d6d81c45523e [file] [log] [blame]
// Copyright 2017 The NXT 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 "backend/d3d12/ComputePipelineD3D12.h"
#include "backend/d3d12/D3D12Backend.h"
#include "backend/d3d12/PipelineLayoutD3D12.h"
#include "backend/d3d12/ShaderModuleD3D12.h"
#include "common/Assert.h"
#include <d3dcompiler.h>
namespace backend { namespace d3d12 {
ComputePipeline::ComputePipeline(ComputePipelineBuilder* builder)
: ComputePipelineBase(builder) {
uint32_t compileFlags = 0;
#if defined(_DEBUG)
// Enable better shader debugging with the graphics debugging tools.
compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
// SPRIV-cross does matrix multiplication expecting row major matrices
compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
const auto& module = ToBackend(builder->GetStageInfo(nxt::ShaderStage::Compute).module);
const auto& entryPoint = builder->GetStageInfo(nxt::ShaderStage::Compute).entryPoint;
const auto& hlslSource = module->GetHLSLSource();
ComPtr<ID3DBlob> compiledShader;
ComPtr<ID3DBlob> errors;
if (FAILED(D3DCompile(hlslSource.c_str(), hlslSource.length(), nullptr, {nullptr}, nullptr,
entryPoint.c_str(), "cs_5_1", compileFlags, 0, &compiledShader,
&errors))) {
printf("%s\n", reinterpret_cast<char*>(errors->GetBufferPointer()));
ASSERT(false);
}
D3D12_COMPUTE_PIPELINE_STATE_DESC descriptor = {};
descriptor.pRootSignature = ToBackend(GetLayout())->GetRootSignature().Get();
descriptor.CS.pShaderBytecode = compiledShader->GetBufferPointer();
descriptor.CS.BytecodeLength = compiledShader->GetBufferSize();
Device* device = ToBackend(builder->GetDevice());
device->GetD3D12Device()->CreateComputePipelineState(&descriptor,
IID_PPV_ARGS(&mPipelineState));
}
ComPtr<ID3D12PipelineState> ComputePipeline::GetPipelineState() {
return mPipelineState;
}
}} // namespace backend::d3d12