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/*
* 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 <d3dcompiler.h>
#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<ID3D12ShaderReflection> pShaderReflection;
if (IsDXILBytecode(pShaderBytecode->GetBufferPointer(), pShaderBytecode->GetBufferSize()))
{
VERIFY(pDXCompiler != nullptr, "DXC is not initialized");
pDXCompiler->GetD3D12ShaderReflection(reinterpret_cast<IDxcBlob*>(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<void**>(&pShaderReflection));
CHECK_D3D_RESULT_THROW(hr, "Failed to get the shader reflection");
}
Initialize<D3D12_SHADER_DESC, D3D12_SHADER_INPUT_BIND_DESC, ID3D12ShaderReflection>(
pShaderReflection,
NewResourceHandler{},
ShdrDesc.Name,
CombinedSamplerSuffix);
}
} // namespace Diligent
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