At initialization time, we are going to load and compile our Spire shader code, and then create the D3D11 API objects we need for rendering.
| 76 | // code, and then create the D3D11 API objects we need for rendering. |
| 77 | // |
| 78 | HRESULT initialize( ID3D11Device* dxDevice ) |
| 79 | { |
| 80 | // |
| 81 | // First, we will load and compile our Spire source code. |
| 82 | // |
| 83 | |
| 84 | // The argument here is an optional directory where the Spire compiler |
| 85 | // can cache files to speed up compilation of many kernels. |
| 86 | SpireCompilationContext* spireContext = spCreateCompilationContext(NULL); |
| 87 | |
| 88 | // A diagnostic sink is used to collect output messages from the Spire |
| 89 | // compiler, so that we can easily iterate over them if an operation |
| 90 | // fails. |
| 91 | SpireDiagnosticSink* spireSink = spCreateDiagnosticSink(spireContext); |
| 92 | |
| 93 | // Instruct Spire to generate code as HLSL |
| 94 | spSetCodeGenTarget(spireContext, SPIRE_HLSL); |
| 95 | |
| 96 | // Load a file of Spire source code, which defines our modules |
| 97 | spLoadModuleLibrary(spireContext, "hello.spire", spireSink); |
| 98 | |
| 99 | // Inspect any error messages that got reported... |
| 100 | emitSpireDiagnostics(spireSink); |
| 101 | |
| 102 | // |
| 103 | // Once the source Spire has been loaded, we can assemble the modules |
| 104 | // there to make one or more shaders. In our case, we really only |
| 105 | // have one shader that we will use, so this step is kind of redundant. |
| 106 | // |
| 107 | |
| 108 | // Create a shader, which will initially be empty |
| 109 | char const* shaderName = "HelloShader"; |
| 110 | SpireShader* spireShader = spCreateShaderFromSource(spireContext, R"( |
| 111 | template shader HelloShader(module0) targets StandardPipeline |
| 112 | { |
| 113 | using module0; |
| 114 | } |
| 115 | )"); |
| 116 | |
| 117 | SpireModule * helloModule = spFindModule(spireContext, "HelloModule"); |
| 118 | |
| 119 | // Compile the constructed shader |
| 120 | SpireCompilationResult* spireResult = spCompileShader(spireContext, spireShader, &helloModule, 1, nullptr, spireSink); |
| 121 | |
| 122 | // Inspect any error messages that got reported... |
| 123 | emitSpireDiagnostics(spireSink); |
| 124 | |
| 125 | // |
| 126 | // Once we've compiled things successfully, we can extract the HLSL kernel |
| 127 | // code for our shader, and pass it on to the D3D API. |
| 128 | // |
| 129 | |
| 130 | // TODO(tfoley): The implementation should allow `NULL` for the length |
| 131 | // output parameter. |
| 132 | int sourceCodeLength; |
| 133 | |
| 134 | char const* vertexShaderCode = spGetShaderStageSource(spireResult, nullptr, "vs", &sourceCodeLength); |
| 135 | char const* fragmentShaderCode = spGetShaderStageSource(spireResult, nullptr, "fs", &sourceCodeLength); |
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