D3DShaderProgram.cpp 3.8 KB

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  1. // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Gr/D3D/D3DShaderProgram.h>
  6. #include <AnKi/Gr/D3D/D3DShader.h>
  7. #include <AnKi/Gr/BackendCommon/Functions.h>
  8. #include <AnKi/Gr/D3D/D3DDescriptor.h>
  9. #include <AnKi/Gr/D3D/D3DGraphicsState.h>
  10. namespace anki {
  11. ShaderProgram* ShaderProgram::newInstance(const ShaderProgramInitInfo& init)
  12. {
  13. ShaderProgramImpl* impl = anki::newInstance<ShaderProgramImpl>(GrMemoryPool::getSingleton(), init.getName());
  14. const Error err = impl->init(init);
  15. if(err)
  16. {
  17. deleteInstance(GrMemoryPool::getSingleton(), impl);
  18. impl = nullptr;
  19. }
  20. return impl;
  21. }
  22. ConstWeakArray<U8> ShaderProgram::getShaderGroupHandles() const
  23. {
  24. ANKI_ASSERT(!"TODO");
  25. return ConstWeakArray<U8>();
  26. }
  27. Buffer& ShaderProgram::getShaderGroupHandlesGpuBuffer() const
  28. {
  29. ANKI_ASSERT(!"TODO");
  30. void* ptr = nullptr;
  31. return *reinterpret_cast<Buffer*>(ptr);
  32. }
  33. ShaderProgramImpl::~ShaderProgramImpl()
  34. {
  35. safeRelease(m_compute.m_pipelineState);
  36. deleteInstance(GrMemoryPool::getSingleton(), m_graphics.m_pipelineFactory);
  37. }
  38. Error ShaderProgramImpl::init(const ShaderProgramInitInfo& inf)
  39. {
  40. ANKI_ASSERT(inf.isValid());
  41. // Create the shader references
  42. if(inf.m_computeShader)
  43. {
  44. m_shaders.emplaceBack(inf.m_computeShader);
  45. }
  46. else if(inf.m_graphicsShaders[ShaderType::kFragment])
  47. {
  48. for(Shader* s : inf.m_graphicsShaders)
  49. {
  50. if(s)
  51. {
  52. m_shaders.emplaceBack(s);
  53. }
  54. }
  55. }
  56. else
  57. {
  58. ANKI_ASSERT(!"TODO");
  59. }
  60. ANKI_ASSERT(m_shaders.getSize() > 0);
  61. for(ShaderPtr& shader : m_shaders)
  62. {
  63. m_shaderTypes |= ShaderTypeBit(1 << shader->getShaderType());
  64. }
  65. const Bool isGraphicsProg = !!(m_shaderTypes & ShaderTypeBit::kAllGraphics);
  66. const Bool isComputeProg = !!(m_shaderTypes & ShaderTypeBit::kCompute);
  67. const Bool isRtProg = !!(m_shaderTypes & ShaderTypeBit::kAllRayTracing);
  68. // Link reflection
  69. ShaderReflection refl;
  70. Bool firstLink = true;
  71. for(ShaderPtr& shader : m_shaders)
  72. {
  73. const ShaderImpl& simpl = static_cast<const ShaderImpl&>(*shader);
  74. if(firstLink)
  75. {
  76. refl = simpl.m_reflection;
  77. firstLink = false;
  78. }
  79. else
  80. {
  81. ANKI_CHECK(ShaderReflection::linkShaderReflection(refl, simpl.m_reflection, refl));
  82. }
  83. refl.validate();
  84. }
  85. // Create root signature
  86. ANKI_CHECK(RootSignatureFactory::getSingleton().getOrCreateRootSignature(refl, m_rootSignature));
  87. // Init the create infos
  88. if(isGraphicsProg)
  89. {
  90. for(U32 ishader = 0; ishader < m_shaders.getSize(); ++ishader)
  91. {
  92. const ShaderImpl& shaderImpl = static_cast<const ShaderImpl&>(*m_shaders[ishader]);
  93. m_graphics.m_shaderCreateInfos[shaderImpl.getShaderType()] = {.pShaderBytecode = shaderImpl.m_binary.getBegin(),
  94. .BytecodeLength = shaderImpl.m_binary.getSizeInBytes()};
  95. }
  96. }
  97. // Create the pipeline if compute
  98. if(isComputeProg)
  99. {
  100. const ShaderImpl& shaderImpl = static_cast<const ShaderImpl&>(*m_shaders[0]);
  101. D3D12_COMPUTE_PIPELINE_STATE_DESC desc = {};
  102. desc.pRootSignature = &m_rootSignature->getD3DRootSignature();
  103. desc.CS.BytecodeLength = shaderImpl.m_binary.getSizeInBytes();
  104. desc.CS.pShaderBytecode = shaderImpl.m_binary.getBegin();
  105. ANKI_D3D_CHECK(getDevice().CreateComputePipelineState(&desc, IID_PPV_ARGS(&m_compute.m_pipelineState)));
  106. }
  107. // Get shader sizes and a few other things
  108. for(const ShaderPtr& s : m_shaders)
  109. {
  110. if(!s.isCreated())
  111. {
  112. continue;
  113. }
  114. const ShaderType type = s->getShaderType();
  115. const U32 size = s->getShaderBinarySize();
  116. m_shaderBinarySizes[type] = size;
  117. if(type == ShaderType::kFragment)
  118. {
  119. m_hasDiscard = s->hasDiscard();
  120. }
  121. }
  122. // Misc
  123. if(isGraphicsProg)
  124. {
  125. m_graphics.m_pipelineFactory = anki::newInstance<GraphicsPipelineFactory>(GrMemoryPool::getSingleton());
  126. }
  127. return Error::kNone;
  128. }
  129. } // end namespace anki