text: // Copyright 2017 The Dawn Authors
  //
  // Licensed under the Apache License, Version 2.0 (the "License");
  // you may not use this file except in compliance with the License.
  // You may obtain a copy of the License at
  //
  //     http://www.apache.org/licenses/LICENSE-2.0
  //
  // Unless required by applicable law or agreed to in writing, software
  // distributed under the License is distributed on an "AS IS" BASIS,
  // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  // See the License for the specific language governing permissions and
  // limitations under the License.
  
  #ifndef DAWNNATIVE_D3D12_SHADERMODULED3D12_H_
  #define DAWNNATIVE_D3D12_SHADERMODULED3D12_H_
  
  #include "dawn_native/PersistentCache.h"
  #include "dawn_native/ShaderModule.h"
  
  #include "dawn_native/d3d12/d3d12_platform.h"
  
  namespace dawn_native { namespace d3d12 {
  
      class Device;
      class PipelineLayout;
  
      struct FirstOffsetInfo {
          bool usesVertexIndex;
          uint32_t vertexIndexOffset;
          bool usesInstanceIndex;
          uint32_t instanceIndexOffset;
      };
  
      // Manages a ref to one of the various representations of shader blobs and information used to
      // emulate vertex/instance index starts
      struct CompiledShader {
          ScopedCachedBlob cachedShader;
          ComPtr<ID3DBlob> compiledFXCShader;
          ComPtr<IDxcBlob> compiledDXCShader;
          D3D12_SHADER_BYTECODE GetD3D12ShaderBytecode() const;
  
          FirstOffsetInfo firstOffsetInfo;
      };
  
      class ShaderModule final : public ShaderModuleBase {
        public:
          static ResultOrError<Ref<ShaderModule>> Create(Device* device,
                                                         const ShaderModuleDescriptor* descriptor,
                                                         ShaderModuleParseResult* parseResult);
  
          ResultOrError<CompiledShader> Compile(const char* entryPointName,
                                                SingleShaderStage stage,
                                                PipelineLayout* layout,
                                                uint32_t compileFlags);
  
        private:
          ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
          ~ShaderModule() override = default;
          MaybeError Initialize(ShaderModuleParseResult* parseResult);
  
          ResultOrError<std::string> TranslateToHLSLWithTint(const char* entryPointName,
                                                             SingleShaderStage stage,
                                                             PipelineLayout* layout,
                                                             std::string* remappedEntryPointName,
                                                             FirstOffsetInfo* firstOffsetInfo) const;
  
          ResultOrError<PersistentCacheKey> CreateHLSLKey(const char* entryPointName,
                                                          SingleShaderStage stage,
                                                          const std::string& hlslSource,
                                                          uint32_t compileFlags) const;
  
          ResultOrError<uint64_t> GetDXCompilerVersion() const;
          uint64_t GetD3DCompilerVersion() const;
      };
  
  }}  // namespace dawn_native::d3d12
  
  #endif  // DAWNNATIVE_D3D12_SHADERMODULED3D12_H_
  