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

95 lines
2.8 KiB
Rust

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