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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.
#include "dawn_native/d3d12/ComputePipelineD3D12.h"
#include "common/Assert.h"
#include "dawn_native/d3d12/D3D12Error.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"
#include "dawn_native/d3d12/UtilsD3D12.h"
namespace dawn_native { namespace d3d12 {
ResultOrError<Ref<ComputePipeline>> ComputePipeline::Create(
Device* device,
const ComputePipelineDescriptor* descriptor) {
Ref<ComputePipeline> pipeline = AcquireRef(new ComputePipeline(device, descriptor));
DAWN_TRY(pipeline->Initialize(descriptor));
return pipeline;
}
MaybeError ComputePipeline::Initialize(const ComputePipelineDescriptor* descriptor) {
Device* device = ToBackend(GetDevice());
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);
D3D12_COMPUTE_PIPELINE_STATE_DESC d3dDesc = {};
d3dDesc.pRootSignature = ToBackend(GetLayout())->GetRootSignature();
CompiledShader compiledShader;
DAWN_TRY_ASSIGN(compiledShader, module->Compile(descriptor->computeStage.entryPoint,
SingleShaderStage::Compute,
ToBackend(GetLayout()), compileFlags));
d3dDesc.CS = compiledShader.GetD3D12ShaderBytecode();
auto* d3d12Device = device->GetD3D12Device();
DAWN_TRY(CheckHRESULT(
d3d12Device->CreateComputePipelineState(&d3dDesc, IID_PPV_ARGS(&mPipelineState)),
"D3D12 creating pipeline state"));
return {};
}
ComputePipeline::~ComputePipeline() {
ToBackend(GetDevice())->ReferenceUntilUnused(mPipelineState);
}
ID3D12PipelineState* ComputePipeline::GetPipelineState() const {
return mPipelineState.Get();
}
}} // namespace dawn_native::d3d12