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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/ComputePipelineD3D11.h"
#include <memory>
#include <utility>
#include "dawn/native/CreatePipelineAsyncTask.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/ShaderModuleD3D11.h"
namespace dawn::native::d3d11 {
// static
Ref<ComputePipeline> ComputePipeline::CreateUninitialized(
Device* device,
const ComputePipelineDescriptor* descriptor) {
return AcquireRef(new ComputePipeline(device, descriptor));
}
ComputePipeline::~ComputePipeline() = default;
void ComputePipeline::DestroyImpl() {
ComputePipelineBase::DestroyImpl();
}
MaybeError ComputePipeline::Initialize() {
Device* device = ToBackend(GetDevice());
uint32_t compileFlags = 0;
if (!device->IsToggleEnabled(Toggle::UseDXC) &&
!device->IsToggleEnabled(Toggle::FxcOptimizations)) {
compileFlags |= D3DCOMPILE_OPTIMIZATION_LEVEL0;
}
if (device->IsToggleEnabled(Toggle::EmitHLSLDebugSymbols)) {
compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
}
// Tint does matrix multiplication expecting row major matrices
compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
// FXC can miscompile code that depends on special float values (NaN, INF, etc) when IEEE
// strictness is not enabled. See crbug.com/tint/976.
compileFlags |= D3DCOMPILE_IEEE_STRICTNESS;
const ProgrammableStage& programmableStage = GetStage(SingleShaderStage::Compute);
d3d::CompiledShader compiledShader;
DAWN_TRY_ASSIGN(compiledShader, ToBackend(programmableStage.module)
->Compile(programmableStage, SingleShaderStage::Compute,
ToBackend(GetLayout()), compileFlags));
DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateComputeShader(
compiledShader.shaderBlob.Data(), compiledShader.shaderBlob.Size(),
nullptr, &mComputeShader),
"D3D11 create compute shader"));
return {};
}
void ComputePipeline::ApplyNow(CommandRecordingContext* commandContext) {
ID3D11DeviceContext1* d3dDeviceContext1 = commandContext->GetD3D11DeviceContext1();
d3dDeviceContext1->CSSetShader(mComputeShader.Get(), nullptr, 0);
}
void ComputePipeline::InitializeAsync(Ref<ComputePipelineBase> computePipeline,
WGPUCreateComputePipelineAsyncCallback callback,
void* userdata) {
std::unique_ptr<CreateComputePipelineAsyncTask> asyncTask =
std::make_unique<CreateComputePipelineAsyncTask>(std::move(computePipeline), callback,
userdata);
CreateComputePipelineAsyncTask::RunAsync(std::move(asyncTask));
}
} // namespace dawn::native::d3d11