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