summaryrefslogtreecommitdiffstats
path: root/Graphics/GraphicsEngineD3D12/src/ShaderResourcesD3D12.cpp
blob: c62b0197b5a0ec4ba569dcff0a55c39e5edf67e0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
/*
 *  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