blob: f1b94914a40b7833ad34d7f42d46ede137b45921 [file] [log] [blame]
// 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/ComputePipelineD3D12.h"
#include "common/Assert.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
#include "dawn_native/d3d12/PlatformFunctions.h"
#include "dawn_native/d3d12/ShaderModuleD3D12.h"
namespace dawn_native { namespace d3d12 {
ComputePipeline::ComputePipeline(Device* device, const ComputePipelineDescriptor* descriptor)
: ComputePipelineBase(device, descriptor) {
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;
ShaderModule* module = ToBackend(descriptor->computeStage.module);
const std::string hlslSource = module->GetHLSLSource(ToBackend(GetLayout()));
ComPtr<ID3DBlob> compiledShader;
ComPtr<ID3DBlob> errors;
const PlatformFunctions* functions = device->GetFunctions();
if (FAILED(functions->d3dCompile(hlslSource.c_str(), hlslSource.length(), nullptr, nullptr,
nullptr, descriptor->computeStage.entryPoint, "cs_5_1",
compileFlags, 0, &compiledShader, &errors))) {
printf("%s\n", reinterpret_cast<char*>(errors->GetBufferPointer()));
ASSERT(false);
}
D3D12_COMPUTE_PIPELINE_STATE_DESC d3dDesc = {};
d3dDesc.pRootSignature = ToBackend(GetLayout())->GetRootSignature().Get();
d3dDesc.CS.pShaderBytecode = compiledShader->GetBufferPointer();
d3dDesc.CS.BytecodeLength = compiledShader->GetBufferSize();
device->GetD3D12Device()->CreateComputePipelineState(&d3dDesc,
IID_PPV_ARGS(&mPipelineState));
}
ComputePipeline::~ComputePipeline() {
ToBackend(GetDevice())->ReferenceUntilUnused(mPipelineState);
}
ComPtr<ID3D12PipelineState> ComputePipeline::GetPipelineState() {
return mPipelineState;
}
}} // namespace dawn_native::d3d12