/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * 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. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #include "pch.h" #include "ShaderResourcesD3D12.hpp" #include #include "ShaderD3DBase.hpp" #include "ShaderBase.hpp" #include "DXCompiler.hpp" namespace Diligent { ShaderResourcesD3D12::ShaderResourcesD3D12(ID3DBlob* pShaderBytecode, const ShaderDesc& ShdrDesc, const char* CombinedSamplerSuffix, IDXCompiler* pDXCompiler) : ShaderResources{ShdrDesc.ShaderType} { class NewResourceHandler { public: // clang-format off void OnNewCB (const D3DShaderResourceAttribs& CBAttribs) {} void OnNewTexUAV (const D3DShaderResourceAttribs& TexUAV) {} void OnNewBuffUAV (const D3DShaderResourceAttribs& BuffUAV) {} void OnNewBuffSRV (const D3DShaderResourceAttribs& BuffSRV) {} void OnNewSampler (const D3DShaderResourceAttribs& SamplerAttribs){} void OnNewTexSRV (const D3DShaderResourceAttribs& TexAttribs) {} void OnNewAccelStruct(const D3DShaderResourceAttribs& ASAttribs) {} // clang-format on }; CComPtr pShaderReflection; if (IsDXILBytecode(pShaderBytecode->GetBufferPointer(), pShaderBytecode->GetBufferSize())) { VERIFY(pDXCompiler != nullptr, "DXC is not initialized"); pDXCompiler->GetD3D12ShaderReflection(reinterpret_cast(pShaderBytecode), &pShaderReflection); if (!pShaderReflection) { LOG_ERROR_AND_THROW("Failed to read shader reflection from DXIL container"); } } else { // Use D3D compiler to get reflection. auto hr = D3DReflect(pShaderBytecode->GetBufferPointer(), pShaderBytecode->GetBufferSize(), __uuidof(pShaderReflection), reinterpret_cast(&pShaderReflection)); CHECK_D3D_RESULT_THROW(hr, "Failed to get the shader reflection"); } Initialize( pShaderReflection, NewResourceHandler{}, ShdrDesc.Name, CombinedSamplerSuffix); } } // namespace Diligent