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[DirectX] Add stub PSV0 section (llvm#96712)
Direct3D requires a PSV0 section to be present in the DXContainer in order to be able to load and use the shader. This change adds a minimal stub PSV0, with some hard-coded values, that are just enough to unblock loading into Direct3D. Contributes to #90129
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41 changes: 41 additions & 0 deletions
41
llvm/test/CodeGen/DirectX/ContainerData/PipelineStateValidation.ll
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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 [76 x i8] c"{{.*}}", section "PSV0", align 4 | ||
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define void @main() #0 { | ||
entry: | ||
ret void | ||
} | ||
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attributes #0 = { "hlsl.numthreads"="1,1,1" "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: Size: 76 | ||
; DXC: PSVInfo: | ||
; DXC: Version: 3 | ||
; DXC: ShaderStage: 5 | ||
; DXC: MinimumWaveLaneCount: 0 | ||
; DXC: MaximumWaveLaneCount: 4294967295 | ||
; DXC: UsesViewID: 0 | ||
; DXC: SigInputVectors: 0 | ||
; DXC: SigOutputVectors: [ 0, 0, 0, 0 ] | ||
; DXC: NumThreadsX: 1 | ||
; DXC: NumThreadsY: 1 | ||
; DXC: NumThreadsZ: 1 | ||
; DXC: EntryName: main | ||
; DXC: ResourceStride: 24 | ||
; DXC: Resources: [] | ||
; DXC: SigInputElements: [] | ||
; DXC: SigOutputElements: [] | ||
; DXC: SigPatchOrPrimElements: [] | ||
; DXC: InputOutputMap: | ||
; DXC: - [ ] | ||
; DXC: - [ ] | ||
; DXC: - [ ] | ||
; DXC: - [ ] |