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Use reflection to get DXIL library shader exports #1710

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davidd-lunarg commented Sep 4, 2024

CI gfxreconstruct build # 4762 failed.

This is failing because it is finding the wrong dxcompiler.dll. GFXR may need to redistribute that file from the Windows SDK, I will look into it.

@davidd-lunarg davidd-lunarg marked this pull request as draft September 4, 2024 22:51
@davidd-lunarg davidd-lunarg self-assigned this Sep 20, 2024
@bradgrantham-lunarg bradgrantham-lunarg added the d3d12 Issue with D3D 12 support label Oct 7, 2024
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@davidd-lunarg davidd-lunarg marked this pull request as ready for review October 23, 2024 16:42
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size_t demangled_name_start = mangled_name.find_first_of("?");
size_t demangled_name_end = mangled_name.find_first_of("@");

std::string demangled_name;
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Since we check for empty string at the bottom, would it be safer here to explicitly init demangled_name to empty?

#if defined(GFXRECON_DXC_SUPPORT)
// If D3D12_DXIL_LIBRARY_DESC::NumExports == 0, everything in the DXIL library is exported. Use
// reflection to get the list of exported shader names.
HRESULT hr;
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There's a lot of machinery here - do we know how it might affect perf to do this work?

Wondering if any of these things can be a 1-time init and reusable thing? For instance all DxcCreateInstance calls

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4 participants