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// 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.
#ifndef DAWNNATIVE_SHADERMODULE_H_
#define DAWNNATIVE_SHADERMODULE_H_
#include "common/Constants.h"
#include "dawn_native/CachedObject.h"
#include "dawn_native/Error.h"
#include "dawn_native/Format.h"
#include "dawn_native/Forward.h"
#include "dawn_native/PerStage.h"
#include "dawn_native/dawn_platform.h"
#include "spvc/spvc.hpp"
#include <array>
#include <bitset>
#include <vector>
namespace spirv_cross {
class Compiler;
}
namespace dawn_native {
MaybeError ValidateShaderModuleDescriptor(DeviceBase* device,
const ShaderModuleDescriptor* descriptor);
class ShaderModuleBase : public CachedObject {
public:
ShaderModuleBase(DeviceBase* device, const ShaderModuleDescriptor* descriptor);
~ShaderModuleBase() override;
static ShaderModuleBase* MakeError(DeviceBase* device);
void ExtractSpirvInfo(const spirv_cross::Compiler& compiler);
struct BindingInfo {
// The SPIRV ID of the resource.
uint32_t id;
uint32_t base_type_id;
wgpu::BindingType type;
// Match the defaults in BindGroupLayoutDescriptor
wgpu::TextureViewDimension textureDimension = wgpu::TextureViewDimension::Undefined;
Format::Type textureComponentType = Format::Type::Float;
bool multisampled = false;
bool used = false;
};
using ModuleBindingInfo =
std::array<std::array<BindingInfo, kMaxBindingsPerGroup>, kMaxBindGroups>;
const ModuleBindingInfo& GetBindingInfo() const;
const std::bitset<kMaxVertexAttributes>& GetUsedVertexAttributes() const;
SingleShaderStage GetExecutionModel() const;
// An array to record the basic types (float, int and uint) of the fragment shader outputs
// or Format::Type::Other means the fragment shader output is unused.
using FragmentOutputBaseTypes = std::array<Format::Type, kMaxColorAttachments>;
const FragmentOutputBaseTypes& GetFragmentOutputBaseTypes() const;
bool IsCompatibleWithPipelineLayout(const PipelineLayoutBase* layout) const;
// Functors necessary for the unordered_set<ShaderModuleBase*>-based cache.
struct HashFunc {
size_t operator()(const ShaderModuleBase* module) const;
};
struct EqualityFunc {
bool operator()(const ShaderModuleBase* a, const ShaderModuleBase* b) const;
};
protected:
shaderc_spvc::Context mSpvcContext;
private:
ShaderModuleBase(DeviceBase* device, ObjectBase::ErrorTag tag);
bool IsCompatibleWithBindGroupLayout(size_t group, const BindGroupLayoutBase* layout) const;
// TODO(cwallez@chromium.org): The code is only stored for deduplication. We could maybe
// store a cryptographic hash of the code instead?
std::vector<uint32_t> mCode;
ModuleBindingInfo mBindingInfo;
std::bitset<kMaxVertexAttributes> mUsedVertexAttributes;
SingleShaderStage mExecutionModel;
FragmentOutputBaseTypes mFragmentOutputFormatBaseTypes;
};
} // namespace dawn_native
#endif // DAWNNATIVE_SHADERMODULE_H_