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[DirectX] use DXILMetadataAnalysis to build PSVRuntimeInfo #107101
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Original file line number | Diff line number | Diff line change |
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@@ -13,6 +13,7 @@ | |
#include "DXILShaderFlags.h" | ||
#include "DirectX.h" | ||
#include "llvm/ADT/StringSet.h" | ||
#include "llvm/Analysis/DXILMetadataAnalysis.h" | ||
#include "llvm/Analysis/DXILResource.h" | ||
#include "llvm/IR/Constants.h" | ||
#include "llvm/IR/Metadata.h" | ||
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@@ -103,6 +104,7 @@ class DXILTranslateMetadataLegacy : public ModulePass { | |
AU.addRequired<DXILResourceWrapperPass>(); | ||
AU.addRequired<DXILResourceMDWrapper>(); | ||
AU.addRequired<ShaderFlagsAnalysisWrapper>(); | ||
AU.addRequired<DXILMetadataAnalysisWrapperPass>(); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Does There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The analysis needs to be run before preparePass which removes the attributes. |
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} | ||
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bool runOnModule(Module &M) override { | ||
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; RUN: opt %s -dxil-embed -dxil-globals -S -o - | FileCheck %s | ||
; RUN: llc %s --filetype=obj -o - | obj2yaml | FileCheck %s --check-prefix=DXC | ||
target triple = "dxil-unknown-shadermodel6.0-compute" | ||
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; CHECK: @dx.psv0 = private constant [80 x i8] c"{{.*}}", section "PSV0", align 4 | ||
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define void @cs_main() #0 { | ||
entry: | ||
ret void | ||
} | ||
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attributes #0 = { "hlsl.numthreads"="8,8,1" "hlsl.shader"="compute" } | ||
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!dx.valver = !{!0} | ||
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!0 = !{i32 1, i32 7} | ||
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; DXC: - Name: PSV0 | ||
; DXC-NEXT: Size: 80 | ||
; DXC-NEXT: PSVInfo: | ||
; DXC-NEXT: Version: 3 | ||
; DXC-NEXT: ShaderStage: 5 | ||
; DXC-NEXT: MinimumWaveLaneCount: 0 | ||
; DXC-NEXT: MaximumWaveLaneCount: 4294967295 | ||
; DXC-NEXT: UsesViewID: 0 | ||
; DXC-NEXT: SigInputVectors: 0 | ||
; DXC-NEXT: SigOutputVectors: [ 0, 0, 0, 0 ] | ||
; DXC-NEXT: NumThreadsX: 8 | ||
; DXC-NEXT: NumThreadsY: 8 | ||
; DXC-NEXT: NumThreadsZ: 1 | ||
; DXC-NEXT: EntryName: cs_main | ||
; DXC-NEXT: ResourceStride: 24 | ||
; DXC-NEXT: Resources: [] | ||
; DXC-NEXT: SigInputElements: [] | ||
; DXC-NEXT: SigOutputElements: [] | ||
; DXC-NEXT: SigPatchOrPrimElements: [] | ||
; DXC-NEXT: InputOutputMap: | ||
; DXC-NEXT: - [ ] | ||
; DXC-NEXT: - [ ] | ||
; DXC-NEXT: - [ ] | ||
; DXC-NEXT: - [ ] |
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Can the shader stage from
MMI
viz.,MMI.ShaderStage
be used instead of once again getting the triple from module and getting the shader stage from the triple throughout this function?There was a problem hiding this comment.
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Updated.
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Would changes to the rest of the function to use
MMI.ShaderStage
as follows, also be appropriate?There was a problem hiding this comment.
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Good idea.
Updated.