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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_D3D12_SHADERMODULED3D12_H_
#define DAWNNATIVE_D3D12_SHADERMODULED3D12_H_
#include "dawn_native/PersistentCache.h"
#include "dawn_native/ShaderModule.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
class Device;
class PipelineLayout;
struct FirstOffsetInfo {
bool usesVertexIndex;
uint32_t vertexIndexOffset;
bool usesInstanceIndex;
uint32_t instanceIndexOffset;
};
// Manages a ref to one of the various representations of shader blobs and information used to
// emulate vertex/instance index starts
struct CompiledShader {
ScopedCachedBlob cachedShader;
ComPtr<ID3DBlob> compiledFXCShader;
ComPtr<IDxcBlob> compiledDXCShader;
D3D12_SHADER_BYTECODE GetD3D12ShaderBytecode() const;
FirstOffsetInfo firstOffsetInfo;
};
class ShaderModule final : public ShaderModuleBase {
public:
static ResultOrError<Ref<ShaderModule>> Create(Device* device,
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult);
ResultOrError<CompiledShader> Compile(const char* entryPointName,
SingleShaderStage stage,
PipelineLayout* layout,
uint32_t compileFlags);
private:
ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
~ShaderModule() override = default;
MaybeError Initialize(ShaderModuleParseResult* parseResult);
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_SHADERMODULED3D12_H_