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// Copyright 2023 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/d3d11/ShaderModuleD3D11.h"
#include <string>
#include <utility>
#include "dawn/common/Assert.h"
#include "dawn/common/BitSetIterator.h"
#include "dawn/common/Log.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/tracing/TraceEvent.h"
#include "tint/tint.h"
namespace dawn::native::d3d11 {
// static
ResultOrError<Ref<ShaderModule>> ShaderModule::Create(
Device* device,
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages) {
Ref<ShaderModule> module = AcquireRef(new ShaderModule(device, descriptor));
DAWN_TRY(module->Initialize(parseResult, compilationMessages));
return module;
}
ShaderModule::ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor)
: ShaderModuleBase(device, descriptor) {}
MaybeError ShaderModule::Initialize(ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages) {
ScopedTintICEHandler scopedICEHandler(GetDevice());
return InitializeBase(parseResult, compilationMessages);
}
ResultOrError<d3d::CompiledShader> ShaderModule::Compile(
const ProgrammableStage& programmableStage,
SingleShaderStage stage,
const PipelineLayout* layout,
uint32_t compileFlags,
const std::bitset<kMaxInterStageShaderVariables>* usedInterstageVariables) {
Device* device = ToBackend(GetDevice());
TRACE_EVENT0(device->GetPlatform(), General, "ShaderModuleD3D11::Compile");
ASSERT(!IsError());
ScopedTintICEHandler scopedICEHandler(device);
const EntryPointMetadata& entryPoint = GetEntryPoint(programmableStage.entryPoint);
d3d::D3DCompilationRequest req = {};
req.tracePlatform = UnsafeUnkeyedValue(device->GetPlatform());
req.hlsl.shaderModel = 50;
req.hlsl.disableSymbolRenaming = device->IsToggleEnabled(Toggle::DisableSymbolRenaming);
req.hlsl.isRobustnessEnabled = device->IsRobustnessEnabled();
req.hlsl.disableWorkgroupInit = device->IsToggleEnabled(Toggle::DisableWorkgroupInit);
req.hlsl.dumpShaders = device->IsToggleEnabled(Toggle::DumpShaders);
if (usedInterstageVariables) {
req.hlsl.interstageLocations = *usedInterstageVariables;
}
req.bytecode.hasShaderF16Feature = false;
req.bytecode.compileFlags = compileFlags;
// D3D11 only supports FXC.
req.bytecode.compiler = d3d::Compiler::FXC;
req.bytecode.d3dCompile = device->GetFunctions()->d3dCompile;
req.bytecode.compilerVersion = D3D_COMPILER_VERSION;
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::writer::BindingRemapperOptions bindingRemapper;
// D3D11 registers like `t3` and `c3` have the same bindingOffset number in
// the remapping but should not be considered a collision because they have
// different types.
bindingRemapper.allow_collisions = true;
const BindingInfoArray& moduleBindingInfo = entryPoint.bindings;
for (BindGroupIndex group : IterateBitSet(layout->GetBindGroupLayoutsMask())) {
const BindGroupLayout* groupLayout = ToBackend(layout->GetBindGroupLayout(group));
const auto& indices = layout->GetBindingIndexInfo()[group];
const auto& groupBindingInfo = moduleBindingInfo[group];
for (const auto& [binding, bindingInfo] : groupBindingInfo) {
BindingIndex bindingIndex = groupLayout->GetBindingIndex(binding);
tint::writer::BindingPoint srcBindingPoint{static_cast<uint32_t>(group),
static_cast<uint32_t>(binding)};
tint::writer::BindingPoint dstBindingPoint{0u, indices[bindingIndex]};
if (srcBindingPoint != dstBindingPoint) {
bindingRemapper.binding_points.emplace(srcBindingPoint, dstBindingPoint);
}
}
}
std::optional<tint::ast::transform::SubstituteOverride::Config> substituteOverrideConfig;
if (!programmableStage.metadata->overrides.empty()) {
substituteOverrideConfig = BuildSubstituteOverridesTransformConfig(programmableStage);
}
req.hlsl.inputProgram = GetTintProgram();
req.hlsl.entryPointName = programmableStage.entryPoint.c_str();
req.hlsl.stage = stage;
// D3D11 (HLSL SM5.0) doesn't support spaces, so we have to put the firstIndex in the default
// space(0)
req.hlsl.firstIndexOffsetRegisterSpace = 0;
req.hlsl.firstIndexOffsetShaderRegister = PipelineLayout::kNumWorkgroupsConstantBufferSlot;
req.hlsl.usesNumWorkgroups = entryPoint.usesNumWorkgroups;
// D3D11 (HLSL SM5.0) doesn't support spaces, so we have to put the numWorkgroups in the default
// space(0)
req.hlsl.numWorkgroupsRegisterSpace = 0;
req.hlsl.numWorkgroupsShaderRegister = PipelineLayout::kNumWorkgroupsConstantBufferSlot;
req.hlsl.bindingRemapper = std::move(bindingRemapper);
req.hlsl.externalTextureOptions = BuildExternalTextureTransformBindings(layout);
req.hlsl.substituteOverrideConfig = std::move(substituteOverrideConfig);
// TODO(dawn:1705): do we need to support it?
req.hlsl.polyfillReflectVec2F32 = false;
const CombinedLimits& limits = device->GetLimits();
req.hlsl.limits = LimitsForCompilationRequest::Create(limits.v1);
CacheResult<d3d::CompiledShader> compiledShader;
MaybeError compileError = [&]() -> MaybeError {
DAWN_TRY_LOAD_OR_RUN(compiledShader, device, std::move(req), d3d::CompiledShader::FromBlob,
d3d::CompileShader);
return {};
}();
if (device->IsToggleEnabled(Toggle::DumpShaders)) {
d3d::DumpCompiledShader(device, *compiledShader, compileFlags);
}
if (compileError.IsError()) {
return {compileError.AcquireError()};
}
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