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dxvk/src/d3d11/d3d11_shader.cpp
Philip Rebohle 98b8d41016
[dxbc] Write shader name to the generated SPIR-V
Might help identifying shaders in debugging tools such as Renderdoc.
2018-04-15 21:00:08 +02:00

133 lines
3.9 KiB
C++

#include "d3d11_device.h"
#include "d3d11_shader.h"
namespace dxvk {
D3D11ShaderKey::D3D11ShaderKey(
DxbcProgramType ProgramType,
const void* pShaderBytecode,
size_t BytecodeLength)
: m_type(ProgramType),
m_hash(Sha1Hash::compute(
reinterpret_cast<const uint8_t*>(pShaderBytecode),
BytecodeLength)) { }
std::string D3D11ShaderKey::GetName() const {
static const std::array<const char*, 6> s_prefix
= {{ "PS_", "VS_", "GS_", "HS_", "DS_", "CS_" }};
return str::format(
s_prefix.at(uint32_t(m_type)),
m_hash.toString());
}
size_t D3D11ShaderKey::GetHash() const {
DxvkHashState result;
result.add(uint32_t(m_type));
const uint8_t* digest = m_hash.digest();
for (uint32_t i = 0; i < 5; i++) {
result.add(
uint32_t(digest[4 + i + 0]) << 0
| uint32_t(digest[4 + i + 1]) << 8
| uint32_t(digest[4 + i + 2]) << 16
| uint32_t(digest[4 + i + 3]) << 24);
}
return result;
}
D3D11ShaderModule:: D3D11ShaderModule() { }
D3D11ShaderModule::~D3D11ShaderModule() { }
D3D11ShaderModule::D3D11ShaderModule(
const D3D11ShaderKey* pShaderKey,
const DxbcOptions* pDxbcOptions,
const void* pShaderBytecode,
size_t BytecodeLength)
: m_name(pShaderKey->GetName()) {
Logger::debug(str::format("Compiling shader ", m_name));
DxbcReader reader(
reinterpret_cast<const char*>(pShaderBytecode),
BytecodeLength);
DxbcModule module(reader);
// If requested by the user, dump both the raw DXBC
// shader and the compiled SPIR-V module to a file.
const std::string dumpPath = env::getEnvVar(L"DXVK_SHADER_DUMP_PATH");
const std::string readPath = env::getEnvVar(L"DXVK_SHADER_READ_PATH");
if (dumpPath.size() != 0) {
reader.store(std::ofstream(str::format(dumpPath, "/", m_name, ".dxbc"),
std::ios_base::binary | std::ios_base::trunc));
}
m_shader = module.compile(*pDxbcOptions, m_name);
m_shader->setDebugName(m_name);
if (dumpPath.size() != 0) {
std::ofstream dumpStream(
str::format(dumpPath, "/", m_name, ".spv"),
std::ios_base::binary | std::ios_base::trunc);
m_shader->dump(dumpStream);
}
// If requested by the user, replace
// the shader with another file.
if (readPath.size() != 0) {
// Check whether the file exists
std::ifstream readStream(
str::format(readPath, "/", m_name, ".spv"),
std::ios_base::binary);
if (readStream)
m_shader->read(readStream);
}
}
D3D11ShaderModuleSet:: D3D11ShaderModuleSet() { }
D3D11ShaderModuleSet::~D3D11ShaderModuleSet() { }
D3D11ShaderModule D3D11ShaderModuleSet::GetShaderModule(
const DxbcOptions* pDxbcOptions,
const void* pShaderBytecode,
size_t BytecodeLength,
DxbcProgramType ProgramType) {
// Compute the shader's unique key so that we can perform a lookup
D3D11ShaderKey key(ProgramType, pShaderBytecode, BytecodeLength);
{ std::unique_lock<std::mutex> lock(m_mutex);
auto entry = m_modules.find(key);
if (entry != m_modules.end())
return entry->second;
}
// This shader has not been compiled yet, so we have to create a
// new module. This takes a while, so we won't lock the structure.
D3D11ShaderModule module(&key, pDxbcOptions, pShaderBytecode, BytecodeLength);
// Insert the new module into the lookup table. If another thread
// has compiled the same shader in the meantime, we should return
// that object instead and discard the newly created module.
{ std::unique_lock<std::mutex> lock(m_mutex);
auto status = m_modules.insert({ key, module });
if (!status.second)
return status.first->second;
}
return module;
}
}