D3D12: Refactor bind group descriptor tracking and descriptor heap allocation
Extract descriptor offset computation and CPU descriptor recording to BindGroupLayout and BindGroup. Refactor descriptor heap allocation to copy from a large CPU heap to a GPU heap.
This commit is contained in:
parent
aecf0b130e
commit
036f76f51f
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@ -237,6 +237,10 @@ if (WIN32)
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SetPIC(d3d12_autogen)
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list(APPEND BACKEND_SOURCES
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${D3D12_DIR}/BindGroupD3D12.cpp
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${D3D12_DIR}/BindGroupD3D12.h
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${D3D12_DIR}/BindGroupLayoutD3D12.cpp
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${D3D12_DIR}/BindGroupLayoutD3D12.h
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${D3D12_DIR}/BufferD3D12.cpp
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${D3D12_DIR}/BufferD3D12.h
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${D3D12_DIR}/CommandAllocatorManager.cpp
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@ -0,0 +1,95 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "common/BitSetIterator.h"
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#include "BindGroupD3D12.h"
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#include "BindGroupLayoutD3D12.h"
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#include "BufferD3D12.h"
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#include "SamplerD3D12.h"
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#include "TextureD3D12.h"
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#include "D3D12Backend.h"
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namespace backend {
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namespace d3d12 {
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BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
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: BindGroupBase(builder), device(device) {
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}
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void BindGroup::RecordDescriptors(const DescriptorHeapHandle &cbvUavSrvHeapStart, uint32_t* cbvUavSrvHeapOffset, const DescriptorHeapHandle &samplerHeapStart, uint32_t* samplerHeapOffset, uint64_t serial) {
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heapSerial = serial;
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const auto* bgl = ToBackend(GetLayout());
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const auto& layout = bgl->GetBindingInfo();
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// Save the offset to the start of the descriptor table in the heap
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this->cbvUavSrvHeapOffset = *cbvUavSrvHeapOffset;
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this->samplerHeapOffset = *samplerHeapOffset;
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const auto& bindingOffsets = bgl->GetBindingOffsets();
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auto d3d12Device = device->GetD3D12Device();
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for (uint32_t binding : IterateBitSet(layout.mask)) {
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switch (layout.types[binding]) {
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case nxt::BindingType::UniformBuffer:
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{
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auto* view = ToBackend(GetBindingAsBufferView(binding));
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auto& cbv = view->GetCBVDescriptor();
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d3d12Device->CreateConstantBufferView(&cbv, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + bindingOffsets[binding]));
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}
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break;
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case nxt::BindingType::StorageBuffer:
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{
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auto* view = ToBackend(GetBindingAsBufferView(binding));
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auto& uav = view->GetUAVDescriptor();
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d3d12Device->CreateUnorderedAccessView(ToBackend(view->GetBuffer())->GetD3D12Resource().Get(), nullptr, &uav, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + bindingOffsets[binding]));
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}
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break;
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case nxt::BindingType::SampledTexture:
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{
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auto* view = ToBackend(GetBindingAsTextureView(binding));
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auto& srv = view->GetSRVDescriptor();
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d3d12Device->CreateShaderResourceView(ToBackend(view->GetTexture())->GetD3D12Resource().Get(), &srv, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + bindingOffsets[binding]));
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}
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break;
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case nxt::BindingType::Sampler:
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{
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auto* sampler = ToBackend(GetBindingAsSampler(binding));
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auto& samplerDesc = sampler->GetSamplerDescriptor();
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d3d12Device->CreateSampler(&samplerDesc, samplerHeapStart.GetCPUHandle(*samplerHeapOffset + bindingOffsets[binding]));
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}
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break;
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}
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}
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// Offset by the number of descriptors created
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*cbvUavSrvHeapOffset += bgl->GetCbvUavSrvDescriptorCount();
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*samplerHeapOffset += bgl->GetSamplerDescriptorCount();
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}
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uint32_t BindGroup::GetCbvUavSrvHeapOffset() const {
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return cbvUavSrvHeapOffset;
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}
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uint32_t BindGroup::GetSamplerHeapOffset() const {
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return samplerHeapOffset;
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}
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uint64_t BindGroup::GetHeapSerial() const {
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return heapSerial;
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}
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}
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}
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@ -0,0 +1,50 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_D3D12_BINDGROUPD3D12_H_
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#define BACKEND_D3D12_BINDGROUPD3D12_H_
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#include "common/BindGroup.h"
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#include "d3d12_platform.h"
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#include "DescriptorHeapAllocator.h"
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namespace backend {
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namespace d3d12 {
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class Device;
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class BindGroup : public BindGroupBase {
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public:
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BindGroup(Device* device, BindGroupBuilder* builder);
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void RecordDescriptors(const DescriptorHeapHandle &cbvSrvUavHeapStart, uint32_t* cbvUavSrvHeapOffset, const DescriptorHeapHandle &samplerHeapStart, uint32_t* samplerHeapOffset, uint64_t serial);
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uint32_t GetCbvUavSrvHeapOffset() const;
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uint32_t GetSamplerHeapOffset() const;
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uint64_t GetHeapSerial() const;
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private:
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Device* device;
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uint32_t cbvUavSrvHeapOffset;
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uint32_t samplerHeapOffset;
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uint32_t cbvUavSrvCount = 0;
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uint32_t samplerCount = 0;
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uint64_t heapSerial = 0;
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};
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}
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}
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#endif // BACKEND_D3D12_BINDGROUPD3D12_H_
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@ -0,0 +1,132 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "BindGroupLayoutD3D12.h"
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#include "common/BitSetIterator.h"
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#include "D3D12Backend.h"
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namespace backend {
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namespace d3d12 {
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BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder), device(device), descriptorCounts {} {
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const auto& groupInfo = GetBindingInfo();
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for (uint32_t binding : IterateBitSet(groupInfo.mask)) {
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switch (groupInfo.types[binding]) {
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case nxt::BindingType::UniformBuffer:
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bindingOffsets[binding] = descriptorCounts[CBV]++;
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break;
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case nxt::BindingType::StorageBuffer:
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bindingOffsets[binding] = descriptorCounts[UAV]++;
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break;
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case nxt::BindingType::SampledTexture:
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bindingOffsets[binding] = descriptorCounts[SRV]++;
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break;
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case nxt::BindingType::Sampler:
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bindingOffsets[binding] = descriptorCounts[Sampler]++;
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break;
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}
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}
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auto SetDescriptorRange = [&](uint32_t index, uint32_t count, D3D12_DESCRIPTOR_RANGE_TYPE type) -> bool {
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if (count == 0) {
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return false;
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}
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auto& range = ranges[index];
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range.RangeType = type;
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range.NumDescriptors = count;
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range.RegisterSpace = 0;
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range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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// These ranges will be copied and range.BaseShaderRegister will be set in d3d12::PipelineLayout to account for bind group register offsets
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return true;
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};
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uint32_t rangeIndex = 0;
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// Ranges 0-2 contain the CBV, UAV, and SRV ranges, if they exist, tightly packed
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// Range 3 contains the Sampler range, if there is one
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if (SetDescriptorRange(rangeIndex, descriptorCounts[CBV], D3D12_DESCRIPTOR_RANGE_TYPE_CBV)) {
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rangeIndex++;
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}
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if (SetDescriptorRange(rangeIndex, descriptorCounts[UAV], D3D12_DESCRIPTOR_RANGE_TYPE_UAV)) {
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rangeIndex++;
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}
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if (SetDescriptorRange(rangeIndex, descriptorCounts[SRV], D3D12_DESCRIPTOR_RANGE_TYPE_SRV)) {
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rangeIndex++;
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}
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SetDescriptorRange(Sampler, descriptorCounts[Sampler], D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER);
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// descriptors ranges are offset by the offset + size of the previous range
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std::array<uint32_t, DescriptorType::Count> descriptorOffsets;
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descriptorOffsets[CBV] = 0;
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descriptorOffsets[UAV] = descriptorOffsets[CBV] + descriptorCounts[CBV];
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descriptorOffsets[SRV] = descriptorOffsets[UAV] + descriptorCounts[UAV];
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descriptorOffsets[Sampler] = 0; // samplers are in a different heap
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for (uint32_t binding : IterateBitSet(groupInfo.mask)) {
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switch (groupInfo.types[binding]) {
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case nxt::BindingType::UniformBuffer:
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bindingOffsets[binding] += descriptorOffsets[CBV];
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break;
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case nxt::BindingType::StorageBuffer:
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bindingOffsets[binding] += descriptorOffsets[UAV];
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break;
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case nxt::BindingType::SampledTexture:
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bindingOffsets[binding] += descriptorOffsets[SRV];
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break;
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case nxt::BindingType::Sampler:
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bindingOffsets[binding] += descriptorOffsets[Sampler];
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break;
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}
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}
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}
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const std::array<uint32_t, kMaxBindingsPerGroup>& BindGroupLayout::GetBindingOffsets() const {
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return bindingOffsets;
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}
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uint32_t BindGroupLayout::GetCbvUavSrvDescriptorTableSize() const {
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return (
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static_cast<uint32_t>(descriptorCounts[CBV] > 0) +
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static_cast<uint32_t>(descriptorCounts[UAV] > 0) +
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static_cast<uint32_t>(descriptorCounts[SRV] > 0)
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);
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}
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uint32_t BindGroupLayout::GetSamplerDescriptorTableSize() const {
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return descriptorCounts[Sampler] > 0;
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}
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uint32_t BindGroupLayout::GetCbvUavSrvDescriptorCount() const {
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return descriptorCounts[CBV] + descriptorCounts[UAV] + descriptorCounts[SRV];
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}
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uint32_t BindGroupLayout::GetSamplerDescriptorCount() const {
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return descriptorCounts[Sampler];
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}
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const D3D12_DESCRIPTOR_RANGE* BindGroupLayout::GetCbvUavSrvDescriptorRanges() const {
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return ranges;
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}
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const D3D12_DESCRIPTOR_RANGE* BindGroupLayout::GetSamplerDescriptorRanges() const {
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return &ranges[Sampler];
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}
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}
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}
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@ -0,0 +1,57 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_D3D12_BINDGROUPLAYOUTD3D12_H_
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#define BACKEND_D3D12_BINDGROUPLAYOUTD3D12_H_
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#include "common/BindGroupLayout.h"
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#include "d3d12_platform.h"
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namespace backend {
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namespace d3d12 {
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class Device;
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class BindGroupLayout : public BindGroupLayoutBase {
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public:
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BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder);
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enum DescriptorType {
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CBV,
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UAV,
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SRV,
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Sampler,
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Count,
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};
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const std::array<uint32_t, kMaxBindingsPerGroup>& GetBindingOffsets() const;
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uint32_t GetCbvUavSrvDescriptorTableSize() const;
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uint32_t GetSamplerDescriptorTableSize() const;
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uint32_t GetCbvUavSrvDescriptorCount() const;
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uint32_t GetSamplerDescriptorCount() const;
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const D3D12_DESCRIPTOR_RANGE* GetCbvUavSrvDescriptorRanges() const;
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const D3D12_DESCRIPTOR_RANGE* GetSamplerDescriptorRanges() const;
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private:
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Device* device;
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std::array<uint32_t, kMaxBindingsPerGroup> bindingOffsets;
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std::array<uint32_t, DescriptorType::Count> descriptorCounts;
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D3D12_DESCRIPTOR_RANGE ranges[DescriptorType::Count];
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};
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}
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}
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#endif // BACKEND_D3D12_BINDGROUPLAYOUTD3D12_H_
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@ -16,8 +16,10 @@
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#include "common/Commands.h"
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#include "D3D12Backend.h"
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#include "DescriptorHeapAllocator.h"
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#include "BindGroupD3D12.h"
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#include "BindGroupLayoutD3D12.h"
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#include "BufferD3D12.h"
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#include "DescriptorHeapAllocator.h"
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#include "InputStateD3D12.h"
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#include "PipelineD3D12.h"
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#include "PipelineLayoutD3D12.h"
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@ -40,165 +42,98 @@ namespace d3d12 {
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struct BindGroupStateTracker {
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uint32_t cbvSrvUavDescriptorIndex = 0;
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uint32_t samplerDescriptorIndex = 0;
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DescriptorHeapHandle cbvSrvUavDescriptorHeap;
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DescriptorHeapHandle samplerDescriptorHeap;
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DescriptorHeapHandle cbvSrvUavCPUDescriptorHeap;
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DescriptorHeapHandle samplerCPUDescriptorHeap;
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DescriptorHeapHandle cbvSrvUavGPUDescriptorHeap;
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DescriptorHeapHandle samplerGPUDescriptorHeap;
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std::array<BindGroup*, kMaxBindGroups> bindGroups = {};
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Device* device;
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BindGroupStateTracker(Device* device) : device(device) {
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}
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void TrackSetBindGroup(const BindGroupLayoutBase* bindGroupLayout) {
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const auto& layout = bindGroupLayout->GetBindingInfo();
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void TrackSetBindGroup(BindGroup* group, uint32_t index) {
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if (bindGroups[index] != group) {
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bindGroups[index] = group;
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for (size_t binding = 0; binding < layout.mask.size(); ++binding) {
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if (!layout.mask[binding]) {
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continue;
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}
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switch (layout.types[binding]) {
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case nxt::BindingType::UniformBuffer:
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case nxt::BindingType::StorageBuffer:
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case nxt::BindingType::SampledTexture:
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cbvSrvUavDescriptorIndex++;
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case nxt::BindingType::Sampler:
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samplerDescriptorIndex++;
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// Descriptors don't need to be recorded if they have already been recorded in the heap. Indices are only updated when descriptors are recorded
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const uint64_t serial = device->GetSerial();
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if (group->GetHeapSerial() != serial) {
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group->RecordDescriptors(cbvSrvUavCPUDescriptorHeap, &cbvSrvUavDescriptorIndex, samplerCPUDescriptorHeap, &samplerDescriptorIndex, serial);
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}
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}
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}
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void SetBindGroup(Pipeline* pipeline, BindGroup* group, uint32_t index, ComPtr<ID3D12GraphicsCommandList> commandList) {
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const auto& layout = group->GetLayout()->GetBindingInfo();
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// these indices are the beginning of the descriptor table
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uint32_t cbvSrvUavDescriptorStart = cbvSrvUavDescriptorIndex;
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uint32_t samplerDescriptorStart = samplerDescriptorIndex;
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void TrackSetBindInheritedGroup(uint32_t index) {
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BindGroup* group = bindGroups[index];
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if (group != nullptr) {
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TrackSetBindGroup(group, index);
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}
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}
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void SetBindGroup(ComPtr<ID3D12GraphicsCommandList> commandList, Pipeline* pipeline, BindGroup* group, uint32_t index, bool force = false) {
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if (bindGroups[index] != group || force) {
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bindGroups[index] = group;
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PipelineLayout* pipelineLayout = ToBackend(pipeline->GetLayout());
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uint32_t cbvUavSrvCount = ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
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uint32_t samplerCount = ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
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// these indices are the offsets from the start of the descriptor table
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uint32_t cbvIndex = pipelineLayout->GetDescriptorStartingIndex(index, PipelineLayout::Descriptor::Type::CBV);
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uint32_t uavIndex = pipelineLayout->GetDescriptorStartingIndex(index, PipelineLayout::Descriptor::Type::UAV);
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uint32_t srvIndex = pipelineLayout->GetDescriptorStartingIndex(index, PipelineLayout::Descriptor::Type::SRV);
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uint32_t samplerIndex = pipelineLayout->GetDescriptorStartingIndex(index, PipelineLayout::Descriptor::Type::Sampler);
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for (size_t binding = 0; binding < layout.mask.size(); ++binding) {
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if (!layout.mask[binding]) {
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continue;
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}
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switch (layout.types[binding]) {
|
||||
case nxt::BindingType::UniformBuffer:
|
||||
{
|
||||
auto* view = ToBackend(group->GetBindingAsBufferView(binding));
|
||||
auto* buffer = ToBackend(view->GetBuffer());
|
||||
auto& cbvDesc = view->GetCBVDescriptor();
|
||||
device->GetD3D12Device()->CreateConstantBufferView(&cbvDesc, cbvSrvUavDescriptorHeap.GetCPUHandle(cbvSrvUavDescriptorStart + cbvIndex++));
|
||||
cbvSrvUavDescriptorIndex++;
|
||||
}
|
||||
break;
|
||||
case nxt::BindingType::StorageBuffer:
|
||||
{
|
||||
auto* view = ToBackend(group->GetBindingAsBufferView(binding));
|
||||
auto* buffer = ToBackend(view->GetBuffer());
|
||||
auto& uavDesc = view->GetUAVDescriptor();
|
||||
device->GetD3D12Device()->CreateUnorderedAccessView(buffer->GetD3D12Resource().Get(), nullptr, &uavDesc, cbvSrvUavDescriptorHeap.GetCPUHandle(cbvSrvUavDescriptorStart + uavIndex++));
|
||||
cbvSrvUavDescriptorIndex++;
|
||||
}
|
||||
break;
|
||||
case nxt::BindingType::SampledTexture:
|
||||
{
|
||||
auto* texture = ToBackend(group->GetBindingAsTextureView(binding)->GetTexture());
|
||||
auto& srvDesc = texture->GetSRVDescriptor();
|
||||
device->GetD3D12Device()->CreateShaderResourceView(texture->GetD3D12Resource().Get(), &srvDesc, cbvSrvUavDescriptorHeap.GetCPUHandle(cbvSrvUavDescriptorStart + srvIndex++));
|
||||
cbvSrvUavDescriptorIndex++;
|
||||
}
|
||||
break;
|
||||
case nxt::BindingType::Sampler:
|
||||
{
|
||||
auto* sampler = ToBackend(group->GetBindingAsSampler(binding));
|
||||
auto& samplerDesc = sampler->GetSamplerDescriptor();
|
||||
device->GetD3D12Device()->CreateSampler(&samplerDesc, samplerDescriptorHeap.GetCPUHandle(samplerDescriptorStart + samplerIndex++));
|
||||
samplerDescriptorIndex++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (cbvSrvUavDescriptorStart != cbvSrvUavDescriptorIndex) {
|
||||
uint32_t parameterIndex = pipelineLayout->GetCBVSRVUAVRootParameterIndex(index);
|
||||
if (cbvUavSrvCount > 0) {
|
||||
uint32_t parameterIndex = pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
|
||||
|
||||
if (pipeline->IsCompute()) {
|
||||
commandList->SetComputeRootDescriptorTable(parameterIndex, cbvSrvUavDescriptorHeap.GetGPUHandle(cbvSrvUavDescriptorStart));
|
||||
commandList->SetComputeRootDescriptorTable(parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(group->GetCbvUavSrvHeapOffset()));
|
||||
} else {
|
||||
commandList->SetGraphicsRootDescriptorTable(parameterIndex, cbvSrvUavDescriptorHeap.GetGPUHandle(cbvSrvUavDescriptorStart));
|
||||
commandList->SetGraphicsRootDescriptorTable(parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(group->GetCbvUavSrvHeapOffset()));
|
||||
}
|
||||
}
|
||||
|
||||
if (samplerDescriptorStart != samplerDescriptorIndex) {
|
||||
if (samplerCount > 0) {
|
||||
uint32_t parameterIndex = pipelineLayout->GetSamplerRootParameterIndex(index);
|
||||
|
||||
if (pipeline->IsCompute()) {
|
||||
commandList->SetComputeRootDescriptorTable(parameterIndex, samplerDescriptorHeap.GetGPUHandle(samplerDescriptorStart));
|
||||
commandList->SetComputeRootDescriptorTable(parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
|
||||
} else {
|
||||
commandList->SetGraphicsRootDescriptorTable(parameterIndex, samplerDescriptorHeap.GetGPUHandle(samplerDescriptorStart));
|
||||
commandList->SetGraphicsRootDescriptorTable(parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetInheritedBindGroup(Pipeline* pipeline, uint32_t index, ComPtr<ID3D12GraphicsCommandList> commandList) {
|
||||
void SetInheritedBindGroup(ComPtr<ID3D12GraphicsCommandList> commandList, Pipeline* pipeline, uint32_t index) {
|
||||
BindGroup* group = bindGroups[index];
|
||||
ASSERT(group != nullptr);
|
||||
SetBindGroup(pipeline, group, index, commandList);
|
||||
}
|
||||
|
||||
void AllocateAndSetDescriptorHeaps(Device* device, ComPtr<ID3D12GraphicsCommandList> commandList) {
|
||||
cbvSrvUavDescriptorHeap = device->GetDescriptorHeapAllocator()->Allocate(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cbvSrvUavDescriptorIndex);
|
||||
samplerDescriptorHeap = device->GetDescriptorHeapAllocator()->Allocate(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, samplerDescriptorIndex);
|
||||
|
||||
ID3D12DescriptorHeap* descriptorHeaps[2] = { cbvSrvUavDescriptorHeap.Get(), samplerDescriptorHeap.Get() };
|
||||
if (descriptorHeaps[0] && descriptorHeaps[1]) {
|
||||
commandList->SetDescriptorHeaps(2, descriptorHeaps);
|
||||
} else if (descriptorHeaps[0]) {
|
||||
commandList->SetDescriptorHeaps(1, descriptorHeaps);
|
||||
} else if (descriptorHeaps[1]) {
|
||||
commandList->SetDescriptorHeaps(2, &descriptorHeaps[1]);
|
||||
if (group != nullptr) {
|
||||
SetBindGroup(commandList, pipeline, group, index, true);
|
||||
}
|
||||
}
|
||||
|
||||
void Reset() {
|
||||
cbvSrvUavDescriptorIndex = 0;
|
||||
samplerDescriptorIndex = 0;
|
||||
for (uint32_t i = 0; i < kMaxBindGroups; ++i) {
|
||||
bindGroups[i] = nullptr;
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
|
||||
: CommandBufferBase(builder), device(device), commands(builder->AcquireCommands()) {
|
||||
}
|
||||
void AllocateAndSetDescriptorHeaps(Device* device, BindGroupStateTracker* bindingTracker, CommandIterator* commands) {
|
||||
auto* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
|
||||
|
||||
CommandBuffer::~CommandBuffer() {
|
||||
FreeCommands(&commands);
|
||||
}
|
||||
|
||||
void CommandBuffer::FillCommands(ComPtr<ID3D12GraphicsCommandList> commandList) {
|
||||
BindGroupStateTracker bindingTracker(device);
|
||||
// TODO(enga@google.com): This currently allocates CPU heaps of arbitrarily chosen sizes
|
||||
// This will not work if there are too many descriptors
|
||||
bindingTracker->cbvSrvUavCPUDescriptorHeap = descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 8192);
|
||||
bindingTracker->samplerCPUDescriptorHeap = descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2048);
|
||||
|
||||
{
|
||||
Command type;
|
||||
Pipeline* lastPipeline = nullptr;
|
||||
PipelineLayout* lastLayout = nullptr;
|
||||
|
||||
while(commands.NextCommandId(&type)) {
|
||||
while (commands->NextCommandId(&type)) {
|
||||
switch (type) {
|
||||
case Command::SetPipeline:
|
||||
{
|
||||
SetPipelineCmd* cmd = commands.NextCommand<SetPipelineCmd>();
|
||||
SetPipelineCmd* cmd = commands->NextCommand<SetPipelineCmd>();
|
||||
Pipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
||||
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
||||
|
||||
|
@ -207,7 +142,7 @@ namespace d3d12 {
|
|||
for (uint32_t i = 0; i < kMaxBindGroups; ++i) {
|
||||
// matching bind groups are inherited until they differ
|
||||
if (mask[i] && lastLayout->GetBindGroupLayout(i) == layout->GetBindGroupLayout(i)) {
|
||||
bindingTracker.TrackSetBindGroup(layout->GetBindGroupLayout(i));
|
||||
bindingTracker->TrackSetBindInheritedGroup(i);
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
|
@ -221,22 +156,62 @@ namespace d3d12 {
|
|||
|
||||
case Command::SetBindGroup:
|
||||
{
|
||||
SetBindGroupCmd* cmd = commands.NextCommand<SetBindGroupCmd>();
|
||||
SetBindGroupCmd* cmd = commands->NextCommand<SetBindGroupCmd>();
|
||||
BindGroup* group = ToBackend(cmd->group.Get());
|
||||
bindingTracker.TrackSetBindGroup(group->GetLayout());
|
||||
bindingTracker->TrackSetBindGroup(group, cmd->index);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
SkipCommand(&commands, type);
|
||||
SkipCommand(commands, type);
|
||||
}
|
||||
}
|
||||
|
||||
commands.Reset();
|
||||
commands->Reset();
|
||||
}
|
||||
|
||||
bindingTracker.AllocateAndSetDescriptorHeaps(device, commandList);
|
||||
if (bindingTracker->cbvSrvUavDescriptorIndex > 0) {
|
||||
// Allocate a GPU-visible heap and copy from the CPU-only heap to the GPU-visible heap
|
||||
bindingTracker->cbvSrvUavGPUDescriptorHeap = descriptorHeapAllocator->AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, bindingTracker->cbvSrvUavDescriptorIndex);
|
||||
device->GetD3D12Device()->CopyDescriptorsSimple(
|
||||
bindingTracker->cbvSrvUavDescriptorIndex,
|
||||
bindingTracker->cbvSrvUavGPUDescriptorHeap.GetCPUHandle(0),
|
||||
bindingTracker->cbvSrvUavCPUDescriptorHeap.GetCPUHandle(0),
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
}
|
||||
|
||||
if (bindingTracker->samplerDescriptorIndex > 0) {
|
||||
bindingTracker->samplerGPUDescriptorHeap = descriptorHeapAllocator->AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, bindingTracker->samplerDescriptorIndex);
|
||||
device->GetD3D12Device()->CopyDescriptorsSimple(
|
||||
bindingTracker->samplerDescriptorIndex,
|
||||
bindingTracker->samplerGPUDescriptorHeap.GetCPUHandle(0),
|
||||
bindingTracker->samplerCPUDescriptorHeap.GetCPUHandle(0),
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
|
||||
: CommandBufferBase(builder), device(device), commands(builder->AcquireCommands()) {
|
||||
}
|
||||
|
||||
CommandBuffer::~CommandBuffer() {
|
||||
FreeCommands(&commands);
|
||||
}
|
||||
|
||||
void CommandBuffer::FillCommands(ComPtr<ID3D12GraphicsCommandList> commandList) {
|
||||
BindGroupStateTracker bindingTracker(device);
|
||||
AllocateAndSetDescriptorHeaps(device, &bindingTracker, &commands);
|
||||
bindingTracker.Reset();
|
||||
|
||||
ID3D12DescriptorHeap* descriptorHeaps[2] = { bindingTracker.cbvSrvUavGPUDescriptorHeap.Get(), bindingTracker.samplerGPUDescriptorHeap.Get() };
|
||||
if (descriptorHeaps[0] && descriptorHeaps[1]) {
|
||||
commandList->SetDescriptorHeaps(2, descriptorHeaps);
|
||||
} else if (descriptorHeaps[0]) {
|
||||
commandList->SetDescriptorHeaps(1, descriptorHeaps);
|
||||
} else if (descriptorHeaps[1]) {
|
||||
commandList->SetDescriptorHeaps(2, &descriptorHeaps[1]);
|
||||
}
|
||||
|
||||
Command type;
|
||||
Pipeline* lastPipeline = nullptr;
|
||||
PipelineLayout* lastLayout = nullptr;
|
||||
|
@ -350,7 +325,7 @@ namespace d3d12 {
|
|||
for (uint32_t i = 0; i < kMaxBindGroups; ++i) {
|
||||
// matching bind groups are inherited until they differ
|
||||
if (mask[i] && lastLayout->GetBindGroupLayout(i) == layout->GetBindGroupLayout(i)) {
|
||||
bindingTracker.SetInheritedBindGroup(pipeline, i, commandList);
|
||||
bindingTracker.SetInheritedBindGroup(commandList, pipeline, i);
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
|
@ -379,7 +354,7 @@ namespace d3d12 {
|
|||
{
|
||||
SetBindGroupCmd* cmd = commands.NextCommand<SetBindGroupCmd>();
|
||||
BindGroup* group = ToBackend(cmd->group.Get());
|
||||
bindingTracker.SetBindGroup(lastPipeline, group, cmd->index, commandList);
|
||||
bindingTracker.SetBindGroup(commandList, lastPipeline, group, cmd->index);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
#include "D3D12Backend.h"
|
||||
|
||||
#include "BindGroupD3D12.h"
|
||||
#include "BindGroupLayoutD3D12.h"
|
||||
#include "BufferD3D12.h"
|
||||
#include "CommandBufferD3D12.h"
|
||||
#include "InputStateD3D12.h"
|
||||
|
@ -248,18 +250,6 @@ namespace d3d12 {
|
|||
void Device::Release() {
|
||||
}
|
||||
|
||||
// Bind Group
|
||||
|
||||
BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
|
||||
: BindGroupBase(builder), device(device) {
|
||||
}
|
||||
|
||||
// Bind Group Layout
|
||||
|
||||
BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
|
||||
: BindGroupLayoutBase(builder), device(device) {
|
||||
}
|
||||
|
||||
// DepthStencilState
|
||||
|
||||
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
|
||||
|
|
|
@ -155,23 +155,6 @@ namespace d3d12 {
|
|||
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor;
|
||||
};
|
||||
|
||||
|
||||
class BindGroup : public BindGroupBase {
|
||||
public:
|
||||
BindGroup(Device* device, BindGroupBuilder* builder);
|
||||
|
||||
private:
|
||||
Device* device;
|
||||
};
|
||||
|
||||
class BindGroupLayout : public BindGroupLayoutBase {
|
||||
public:
|
||||
BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder);
|
||||
|
||||
private:
|
||||
Device* device;
|
||||
};
|
||||
|
||||
class Framebuffer : public FramebufferBase {
|
||||
public:
|
||||
Framebuffer(Device* device, FramebufferBuilder* builder);
|
||||
|
|
|
@ -55,40 +55,52 @@ namespace d3d12 {
|
|||
} {
|
||||
}
|
||||
|
||||
DescriptorHeapHandle DescriptorHeapAllocator::Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count) {
|
||||
DescriptorHeapHandle DescriptorHeapAllocator::Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count, uint32_t allocationSize, DescriptorHeapInfo* heapInfo, D3D12_DESCRIPTOR_HEAP_FLAGS flags) {
|
||||
// TODO(enga@google.com): This is just a linear allocator so the heap will quickly run out of space causing a new one to be allocated
|
||||
// We should reuse heap subranges that have been released
|
||||
if (count == 0) {
|
||||
return DescriptorHeapHandle();
|
||||
}
|
||||
|
||||
auto& pools = descriptorHeapPools[type];
|
||||
for (auto it : pools) {
|
||||
auto& allocationInfo = it.second;
|
||||
{
|
||||
// If the current pool for this type has space, linearly allocate count bytes in the pool
|
||||
auto& allocationInfo = heapInfo->second;
|
||||
if (allocationInfo.remaining >= count) {
|
||||
DescriptorHeapHandle handle(it.first, sizeIncrements[type], allocationInfo.size - allocationInfo.remaining);
|
||||
DescriptorHeapHandle handle(heapInfo->first, sizeIncrements[type], allocationInfo.size - allocationInfo.remaining);
|
||||
allocationInfo.remaining -= count;
|
||||
Release(handle);
|
||||
return handle;
|
||||
}
|
||||
}
|
||||
|
||||
ASSERT(count <= 2048); // TODO(enga@google.com): Have a very large CPU heap that's copied to GPU-visible heaps
|
||||
uint32_t descriptorHeapSize = 2048; // TODO(enga@google.com): Allocate much more and use this as a pool
|
||||
// If the pool has no more space, replace the pool with a new one of the specified size
|
||||
|
||||
D3D12_DESCRIPTOR_HEAP_DESC heapDescriptor;
|
||||
heapDescriptor.Type = type;
|
||||
heapDescriptor.NumDescriptors = descriptorHeapSize;
|
||||
heapDescriptor.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
heapDescriptor.NumDescriptors = allocationSize;
|
||||
heapDescriptor.Flags = flags;
|
||||
heapDescriptor.NodeMask = 0;
|
||||
ComPtr<ID3D12DescriptorHeap> heap;
|
||||
ASSERT_SUCCESS(device->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap)));
|
||||
AllocationInfo allocationInfo = { descriptorHeapSize, descriptorHeapSize - count };
|
||||
pools.emplace_back(std::make_pair(heap, allocationInfo));
|
||||
|
||||
AllocationInfo allocationInfo = { allocationSize, allocationSize - count };
|
||||
*heapInfo = std::make_pair(heap, allocationInfo);
|
||||
|
||||
DescriptorHeapHandle handle(heap, sizeIncrements[type], 0);
|
||||
Release(handle);
|
||||
return handle;
|
||||
}
|
||||
|
||||
DescriptorHeapHandle DescriptorHeapAllocator::AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count) {
|
||||
return Allocate(type, count, count, &cpuDescriptorHeapInfos[type], D3D12_DESCRIPTOR_HEAP_FLAG_NONE);
|
||||
}
|
||||
|
||||
DescriptorHeapHandle DescriptorHeapAllocator::AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count) {
|
||||
ASSERT(type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV || type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
||||
unsigned int heapSize = (type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ? kMaxCbvUavSrvHeapSize : kMaxSamplerHeapSize);
|
||||
return Allocate(type, count, heapSize, &gpuDescriptorHeapInfos[type], D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);
|
||||
}
|
||||
|
||||
void DescriptorHeapAllocator::FreeDescriptorHeaps(uint64_t lastCompletedSerial) {
|
||||
releasedHandles.ClearUpTo(lastCompletedSerial);
|
||||
}
|
||||
|
|
|
@ -27,6 +27,7 @@ namespace d3d12 {
|
|||
class Device;
|
||||
|
||||
class DescriptorHeapHandle {
|
||||
|
||||
public:
|
||||
DescriptorHeapHandle();
|
||||
DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap, uint32_t sizeIncrement, uint32_t offset);
|
||||
|
@ -46,27 +47,30 @@ namespace d3d12 {
|
|||
public:
|
||||
DescriptorHeapAllocator(Device* device);
|
||||
|
||||
DescriptorHeapHandle Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count);
|
||||
DescriptorHeapHandle AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count);
|
||||
DescriptorHeapHandle AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count);
|
||||
void FreeDescriptorHeaps(uint64_t lastCompletedSerial);
|
||||
|
||||
private:
|
||||
static constexpr unsigned int kMaxCbvUavSrvHeapSize = 1000000;
|
||||
static constexpr unsigned int kMaxSamplerHeapSize = 2048;
|
||||
static constexpr unsigned int kDescriptorHeapTypes = D3D12_DESCRIPTOR_HEAP_TYPE::D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
|
||||
|
||||
struct AllocationInfo {
|
||||
uint32_t size = 0;
|
||||
uint32_t remaining = 0;
|
||||
};
|
||||
|
||||
using DescriptorHeapInfo = std::pair<ComPtr<ID3D12DescriptorHeap>, AllocationInfo>;
|
||||
|
||||
DescriptorHeapHandle Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count, uint32_t allocationSize, DescriptorHeapInfo* heapInfo, D3D12_DESCRIPTOR_HEAP_FLAGS flags);
|
||||
void Release(DescriptorHeapHandle handle);
|
||||
|
||||
Device* device;
|
||||
|
||||
static constexpr unsigned int kDescriptorHeapTypes = D3D12_DESCRIPTOR_HEAP_TYPE::D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
|
||||
|
||||
struct AllocationInfo {
|
||||
uint32_t size;
|
||||
uint32_t remaining;
|
||||
};
|
||||
|
||||
using DescriptorHeapPool = std::pair<ComPtr<ID3D12DescriptorHeap>, AllocationInfo>;
|
||||
|
||||
using DescriptorHeapPoolList = std::vector<DescriptorHeapPool>;
|
||||
|
||||
std::array<uint32_t, kDescriptorHeapTypes> sizeIncrements;
|
||||
std::array<DescriptorHeapPoolList, kDescriptorHeapTypes> descriptorHeapPools;
|
||||
std::array<DescriptorHeapInfo, kDescriptorHeapTypes> cpuDescriptorHeapInfos;
|
||||
std::array<DescriptorHeapInfo, kDescriptorHeapTypes> gpuDescriptorHeapInfos;
|
||||
SerialQueue<DescriptorHeapHandle> releasedHandles;
|
||||
};
|
||||
|
||||
|
|
|
@ -13,6 +13,8 @@
|
|||
// limitations under the License.
|
||||
|
||||
#include "D3D12Backend.h"
|
||||
#include "BindGroupD3D12.h"
|
||||
#include "BindGroupLayoutD3D12.h"
|
||||
#include "BufferD3D12.h"
|
||||
#include "CommandBufferD3D12.h"
|
||||
#include "InputStateD3D12.h"
|
||||
|
|
|
@ -48,14 +48,16 @@ namespace d3d12 {
|
|||
// Set the root descriptor table parameter and copy ranges. Ranges are offset by the bind group index
|
||||
// Returns whether or not the parameter was set. A root parameter is not set if the number of ranges is 0
|
||||
auto SetRootDescriptorTable = [&](uint32_t rangeCount, const D3D12_DESCRIPTOR_RANGE* descriptorRanges) -> bool {
|
||||
if (rangeCount > 0) {
|
||||
if (rangeCount == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto& rootParameter = rootParameters[parameterIndex];
|
||||
rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
||||
rootParameter.DescriptorTable = rootParameterValues[parameterIndex].DescriptorTable;
|
||||
rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
||||
rootParameter.DescriptorTable.NumDescriptorRanges = rangeCount;
|
||||
rootParameter.DescriptorTable.pDescriptorRanges = &ranges[rangeIndex];
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < rangeCount; ++i) {
|
||||
ranges[rangeIndex] = descriptorRanges[i];
|
||||
|
@ -63,7 +65,7 @@ namespace d3d12 {
|
|||
rangeIndex++;
|
||||
}
|
||||
|
||||
return (rangeCount > 0);
|
||||
return true;
|
||||
};
|
||||
|
||||
if (SetRootDescriptorTable(bindGroupLayout->GetCbvUavSrvDescriptorTableSize(), bindGroupLayout->GetCbvUavSrvDescriptorRanges())) {
|
||||
|
|
|
@ -28,34 +28,16 @@ namespace d3d12 {
|
|||
public:
|
||||
PipelineLayout(Device* device, PipelineLayoutBuilder* builder);
|
||||
|
||||
class Descriptor {
|
||||
public:
|
||||
enum class Type {
|
||||
CBV,
|
||||
UAV,
|
||||
SRV,
|
||||
Sampler,
|
||||
Count
|
||||
};
|
||||
static constexpr unsigned int TypeCount = static_cast<typename std::underlying_type<Type>::type>(Type::Count);
|
||||
};
|
||||
|
||||
uint32_t GetCbvUavSrvRootParameterIndex(uint32_t group) const;
|
||||
uint32_t GetSamplerRootParameterIndex(uint32_t group) const;
|
||||
|
||||
ComPtr<ID3D12RootSignature> GetRootSignature();
|
||||
|
||||
private:
|
||||
|
||||
static constexpr unsigned int ToIndex(Descriptor::Type type) {
|
||||
return static_cast<typename std::underlying_type<Descriptor::Type>::type>(type);
|
||||
}
|
||||
|
||||
Device* device;
|
||||
|
||||
std::array<uint32_t, kMaxBindGroups> cbvUavSrvRootParameterInfo;
|
||||
std::array<uint32_t, kMaxBindGroups> samplerRootParameterInfo;
|
||||
std::array<std::array<uint32_t, Descriptor::TypeCount>, kMaxBindGroups> descriptorCountInfo;
|
||||
|
||||
ComPtr<ID3D12RootSignature> rootSignature;
|
||||
};
|
||||
|
|
|
@ -40,24 +40,23 @@ namespace d3d12 {
|
|||
Count,
|
||||
};
|
||||
|
||||
std::array<uint32_t, RegisterType::Count * kMaxBindGroups> baseRegisters = {};
|
||||
|
||||
const auto& resources = compiler.get_shader_resources();
|
||||
|
||||
// rename bindings so that each register type b/u/t/s starts at 0 and then offset by kMaxBindingsPerGroup * bindGroupIndex
|
||||
auto RenumberBindings = [&](std::vector<spirv_cross::Resource> resources, uint32_t offset) {
|
||||
auto RenumberBindings = [&](std::vector<spirv_cross::Resource> resources) {
|
||||
std::array<uint32_t, kMaxBindGroups> baseRegisters = {};
|
||||
|
||||
for (const auto& resource : resources) {
|
||||
auto bindGroupIndex = compiler.get_decoration(resource.id, spv::DecorationDescriptorSet);
|
||||
auto& baseRegister = baseRegisters[RegisterType::Count * bindGroupIndex + offset];
|
||||
auto& baseRegister = baseRegisters[bindGroupIndex];
|
||||
auto bindGroupOffset = bindGroupIndex * kMaxBindingsPerGroup;
|
||||
compiler.set_decoration(resource.id, spv::DecorationBinding, bindGroupOffset + baseRegister++);
|
||||
}
|
||||
};
|
||||
|
||||
RenumberBindings(resources.uniform_buffers, RegisterType::Buffer);
|
||||
RenumberBindings(resources.storage_buffers, RegisterType::UnorderedAccess);
|
||||
RenumberBindings(resources.separate_images, RegisterType::Texture);
|
||||
RenumberBindings(resources.separate_samplers, RegisterType::Sampler);
|
||||
const auto& resources = compiler.get_shader_resources();
|
||||
RenumberBindings(resources.uniform_buffers); // c
|
||||
RenumberBindings(resources.storage_buffers); // u
|
||||
RenumberBindings(resources.separate_images); // t
|
||||
RenumberBindings(resources.separate_samplers); // s
|
||||
|
||||
hlslSource = compiler.compile();
|
||||
|
||||
|
|
Loading…
Reference in New Issue