| // 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/ShaderModuleD3D12.h" |
| |
| #include <spirv-cross/spirv_hlsl.hpp> |
| |
| namespace backend { |
| namespace d3d12 { |
| |
| ShaderModule::ShaderModule(Device* device, ShaderModuleBuilder* builder) |
| : ShaderModuleBase(builder), device(device) { |
| spirv_cross::CompilerHLSL compiler(builder->AcquireSpirv()); |
| |
| spirv_cross::CompilerHLSL::Options options; |
| options.shader_model = 51; |
| options.flip_vert_y = false; |
| options.fixup_clipspace = true; |
| |
| compiler.set_options(options); |
| |
| ExtractSpirvInfo(compiler); |
| |
| enum RegisterType { |
| Buffer, |
| UnorderedAccess, |
| Texture, |
| Sampler, |
| Count, |
| }; |
| |
| // rename bindings so that each register type b/u/t/s starts at 0 and then offset by kMaxBindingsPerGroup * bindGroupIndex |
| auto RenumberBindings = [&](std::vector<spirv_cross::Resource> resources) { |
| std::array<uint32_t, kMaxBindGroups> baseRegisters = {}; |
| |
| for (const auto& resource : resources) { |
| auto bindGroupIndex = compiler.get_decoration(resource.id, spv::DecorationDescriptorSet); |
| auto& baseRegister = baseRegisters[bindGroupIndex]; |
| auto bindGroupOffset = bindGroupIndex * kMaxBindingsPerGroup; |
| compiler.set_decoration(resource.id, spv::DecorationBinding, bindGroupOffset + baseRegister++); |
| } |
| }; |
| |
| const auto& resources = compiler.get_shader_resources(); |
| RenumberBindings(resources.uniform_buffers); // c |
| RenumberBindings(resources.storage_buffers); // u |
| RenumberBindings(resources.separate_images); // t |
| RenumberBindings(resources.separate_samplers); // s |
| |
| hlslSource = compiler.compile(); |
| } |
| |
| const std::string& ShaderModule::GetHLSLSource() const { |
| return hlslSource; |
| } |
| |
| } |
| } |