#include "dxvk_shader.h" namespace dxvk { DxvkShaderConstData::DxvkShaderConstData() { } DxvkShaderConstData::DxvkShaderConstData( size_t dwordCount, const uint32_t* dwordArray) : m_size(dwordCount), m_data(new uint32_t[dwordCount]) { for (size_t i = 0; i < dwordCount; i++) m_data[i] = dwordArray[i]; } DxvkShaderConstData::DxvkShaderConstData(DxvkShaderConstData&& other) : m_size(other.m_size), m_data(other.m_data) { other.m_size = 0; other.m_data = nullptr; } DxvkShaderConstData& DxvkShaderConstData::operator = (DxvkShaderConstData&& other) { delete[] m_data; this->m_size = other.m_size; this->m_data = other.m_data; other.m_size = 0; other.m_data = nullptr; return *this; } DxvkShaderConstData::~DxvkShaderConstData() { delete[] m_data; } DxvkShaderModule::DxvkShaderModule( const Rc& vkd, const Rc& shader, const SpirvCodeBuffer& code) : m_vkd(vkd), m_shader(shader) { VkShaderModuleCreateInfo info; info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; info.pNext = nullptr; info.flags = 0; info.codeSize = code.size(); info.pCode = code.data(); if (m_vkd->vkCreateShaderModule(m_vkd->device(), &info, nullptr, &m_module) != VK_SUCCESS) throw DxvkError("DxvkComputePipeline::DxvkComputePipeline: Failed to create shader module"); } DxvkShaderModule::~DxvkShaderModule() { m_vkd->vkDestroyShaderModule( m_vkd->device(), m_module, nullptr); } VkPipelineShaderStageCreateInfo DxvkShaderModule::stageInfo(const VkSpecializationInfo* specInfo) const { VkPipelineShaderStageCreateInfo info; info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; info.pNext = nullptr; info.flags = 0; info.stage = m_shader->stage(); info.module = m_module; info.pName = "main"; info.pSpecializationInfo = specInfo; return info; } DxvkShader::DxvkShader( VkShaderStageFlagBits stage, uint32_t slotCount, const DxvkResourceSlot* slotInfos, const DxvkInterfaceSlots& iface, const SpirvCodeBuffer& code, const DxvkShaderOptions& options, DxvkShaderConstData&& constData) : m_stage(stage), m_code(code), m_interface(iface), m_options(options), m_constData(std::move(constData)) { // Write back resource slot infos for (uint32_t i = 0; i < slotCount; i++) m_slots.push_back(slotInfos[i]); // Gather the offsets where the binding IDs // are stored so we can quickly remap them. for (auto ins : m_code) { if (ins.opCode() == spv::OpDecorate && ((ins.arg(2) == spv::DecorationBinding) || (ins.arg(2) == spv::DecorationSpecId))) m_idOffsets.push_back(ins.offset() + 3); } } DxvkShader::~DxvkShader() { } bool DxvkShader::hasCapability(spv::Capability cap) { for (auto ins : m_code) { // OpCapability instructions come first if (ins.opCode() != spv::OpCapability) return false; if (ins.arg(1) == cap) return true; } return false; } void DxvkShader::defineResourceSlots( DxvkDescriptorSlotMapping& mapping) const { for (const auto& slot : m_slots) mapping.defineSlot(slot.slot, slot.type, slot.view, m_stage); } Rc DxvkShader::createShaderModule( const Rc& vkd, const DxvkDescriptorSlotMapping& mapping) { SpirvCodeBuffer spirvCode = m_code; // Remap resource binding IDs uint32_t* code = spirvCode.data(); for (uint32_t ofs : m_idOffsets) { if (code[ofs] < MaxNumResourceSlots) code[ofs] = mapping.getBindingId(code[ofs]); } return new DxvkShaderModule(vkd, this, spirvCode); } void DxvkShader::dump(std::ostream& outputStream) const { m_code.store(outputStream); } }