librashader/librashader-reflect/src/back/dxil.rs

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pub use spirv_to_dxil::DxilObject;
pub use spirv_to_dxil::ShaderModel;
use spirv_to_dxil::{ConstantBufferConfig, RuntimeConfig, ShaderStage, ValidatorVersion};
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use crate::back::{CompilerBackend, CompileShader, FromCompilation, ShaderCompilerOutput};
use crate::back::spirv::WriteSpirV;
use crate::back::targets::{DXIL, OutputTarget};
use crate::error::{ShaderCompileError, ShaderReflectError};
use crate::front::GlslangCompilation;
use crate::reflect::cross::GlslReflect;
use crate::reflect::ReflectShader;
impl OutputTarget for DXIL {
type Output = DxilObject;
}
impl FromCompilation<GlslangCompilation> for DXIL {
type Target = DXIL;
type Options = Option<ShaderModel>;
type Context = ();
type Output = impl CompileShader<Self::Target, Options = Self::Options, Context = Self::Context>
+ ReflectShader;
fn from_compilation(
compile: GlslangCompilation,
) -> Result<CompilerBackend<Self::Output>, ShaderReflectError> {
let vertex = compile.vertex.as_binary().to_vec();
let fragment = compile.fragment.as_binary().to_vec();
let reflect = GlslReflect::try_from(compile)?;
Ok(CompilerBackend {
// we can just reuse WriteSpirV as the backend.
backend: WriteSpirV {
reflect,
vertex,
fragment,
},
})
}
}
impl CompileShader<DXIL> for WriteSpirV {
type Options = Option<ShaderModel>;
type Context = ();
fn compile(
self,
options: Self::Options,
) -> Result<ShaderCompilerOutput<DxilObject, Self::Context>, ShaderCompileError> {
let sm = options.unwrap_or(ShaderModel::ShaderModel6_0);
let config = RuntimeConfig {
runtime_data_cbv: ConstantBufferConfig {
register_space: 0,
base_shader_register: u32::MAX,
},
push_constant_cbv: ConstantBufferConfig {
register_space: 0,
base_shader_register: 1,
},
..RuntimeConfig::default()
};
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// todo: do we want to allow other entry point names?
let vertex =
spirv_to_dxil::spirv_to_dxil(&self.vertex,
None, "main",
ShaderStage::Vertex,
sm,
ValidatorVersion::None,
config.clone())
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.map_err(|s| ShaderCompileError::SpirvToDxilCompileError(s))?;
let fragment =
spirv_to_dxil::spirv_to_dxil(&self.fragment,
None, "main",
ShaderStage::Fragment,
sm,
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ValidatorVersion::None,
config)
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.map_err(|s| ShaderCompileError::SpirvToDxilCompileError(s))?;
Ok(ShaderCompilerOutput {
vertex,
fragment,
context: (),
})
}
}