Merge BindGroupLayout and ShaderModule BindingInfos

This moves BindGroupLayoutBase::BindingInfo into the dawn_native
namespace and changes ShaderModule::BindingInfo to extend it with
SPIR-V ids.

Bug: dawn:354
Change-Id: I6a2187e94c0200bee729cf8290f74e4f8c648334
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/17920
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
Austin Eng 2020-03-27 18:54:03 +00:00 committed by Commit Bot service account
parent ba53617f6f
commit 06508118eb
24 changed files with 66 additions and 66 deletions

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@ -175,6 +175,7 @@ source_set("libdawn_native_sources") {
"src/dawn_native/BindGroupLayout.cpp",
"src/dawn_native/BindGroupLayout.h",
"src/dawn_native/BindGroupTracker.h",
"src/dawn_native/BindingInfo.h",
"src/dawn_native/BuddyAllocator.cpp",
"src/dawn_native/BuddyAllocator.h",
"src/dawn_native/BuddyMemoryAllocator.cpp",

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@ -64,7 +64,7 @@ namespace dawn_native {
MaybeError ValidateTextureBinding(const DeviceBase* device,
const BindGroupBinding& binding,
wgpu::TextureUsage requiredUsage,
const BindGroupLayoutBase::BindingInfo& bindingInfo) {
const BindingInfo& bindingInfo) {
if (binding.textureView == nullptr || binding.sampler != nullptr ||
binding.buffer != nullptr) {
return DAWN_VALIDATION_ERROR("expected texture binding");
@ -146,8 +146,7 @@ namespace dawn_native {
}
bindingsSet.set(bindingIndex);
const BindGroupLayoutBase::BindingInfo& bindingInfo =
descriptor->layout->GetBindingInfo(bindingIndex);
const BindingInfo& bindingInfo = descriptor->layout->GetBindingInfo(bindingIndex);
// Perform binding-type specific validation.
switch (bindingInfo.type) {

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@ -41,8 +41,7 @@ namespace dawn_native {
for (BindingIndex bindingIndex = 0; bindingIndex < layout->GetBindingCount();
++bindingIndex) {
const BindGroupLayoutBase::BindingInfo& bindingInfo =
layout->GetBindingInfo(bindingIndex);
const BindingInfo& bindingInfo = layout->GetBindingInfo(bindingIndex);
if ((bindingInfo.visibility & wgpu::ShaderStage::Compute) == 0) {
continue;

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@ -171,14 +171,13 @@ namespace dawn_native {
namespace {
void HashCombineBindingInfo(size_t* hash, const BindGroupLayoutBase::BindingInfo& info) {
void HashCombineBindingInfo(size_t* hash, const BindingInfo& info) {
HashCombine(hash, info.hasDynamicOffset, info.multisampled, info.visibility, info.type,
info.textureComponentType, info.textureDimension,
info.storageTextureFormat);
}
bool operator!=(const BindGroupLayoutBase::BindingInfo& a,
const BindGroupLayoutBase::BindingInfo& b) {
bool operator!=(const BindingInfo& a, const BindingInfo& b) {
return a.hasDynamicOffset != b.hasDynamicOffset || //
a.multisampled != b.multisampled || //
a.visibility != b.visibility || //
@ -219,8 +218,7 @@ namespace dawn_native {
// This is a utility function to help ASSERT that the BGL-binding comparator places buffers
// first.
bool CheckBufferBindingsFirst(const BindGroupLayoutBase::BindingInfo* bindings,
BindingIndex count) {
bool CheckBufferBindingsFirst(const BindingInfo* bindings, BindingIndex count) {
ASSERT(count <= kMaxBindingsPerGroup);
BindingIndex lastBufferIndex = 0;
@ -266,7 +264,8 @@ namespace dawn_native {
const BindGroupLayoutBinding& binding = sortedBindings[i];
mBindingInfo[i].type = binding.type;
mBindingInfo[i].visibility = binding.visibility;
mBindingInfo[i].textureComponentType = binding.textureComponentType;
mBindingInfo[i].textureComponentType =
Format::TextureComponentTypeToFormatType(binding.textureComponentType);
mBindingInfo[i].storageTextureFormat = binding.storageTextureFormat;
switch (binding.type) {

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@ -18,10 +18,10 @@
#include "common/Constants.h"
#include "common/Math.h"
#include "common/SlabAllocator.h"
#include "dawn_native/BindingInfo.h"
#include "dawn_native/CachedObject.h"
#include "dawn_native/Error.h"
#include "dawn_native/Forward.h"
#include "dawn_native/IntegerTypes.h"
#include "dawn_native/dawn_platform.h"
@ -51,15 +51,6 @@ namespace dawn_native {
~BindGroupLayoutBase() override;
static BindGroupLayoutBase* MakeError(DeviceBase* device);
struct BindingInfo {
wgpu::ShaderStage visibility;
wgpu::BindingType type;
wgpu::TextureComponentType textureComponentType;
wgpu::TextureViewDimension textureDimension;
wgpu::TextureFormat storageTextureFormat;
bool hasDynamicOffset;
bool multisampled;
};
// A map from the BindingNumber to its packed BindingIndex.
using BindingMap = std::map<BindingNumber, BindingIndex>;

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@ -12,8 +12,11 @@
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef DAWNNATIVE_INTEGERTYPES_H_
#define DAWNNATIVE_INTEGERTYPES_H_
#ifndef DAWNNATIVE_BINDINGINFO_H_
#define DAWNNATIVE_BINDINGINFO_H_
#include "dawn_native/Format.h"
#include "dawn_native/dawn_platform.h"
#include <cstdint>
@ -28,6 +31,16 @@ namespace dawn_native {
// Binding numbers get mapped to a packed range of indices
using BindingIndex = uint32_t;
struct BindingInfo {
wgpu::ShaderStage visibility;
wgpu::BindingType type;
Format::Type textureComponentType = Format::Type::Float;
wgpu::TextureViewDimension textureDimension = wgpu::TextureViewDimension::Undefined;
wgpu::TextureFormat storageTextureFormat = wgpu::TextureFormat::Undefined;
bool hasDynamicOffset = false;
bool multisampled = false;
};
} // namespace dawn_native
#endif // DAWNNATIVE_INTEGERTYPES_H_
#endif // DAWNNATIVE_BINDINGINFO_H_

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@ -35,6 +35,7 @@ target_sources(dawn_native PRIVATE
"BindGroupLayout.cpp"
"BindGroupLayout.h"
"BindGroupTracker.h"
"BindingInfo.h"
"BuddyAllocator.cpp"
"BuddyAllocator.h"
"BuddyMemoryAllocator.cpp"

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@ -73,13 +73,13 @@ namespace dawn_native {
return aspect != Color;
}
bool Format::HasComponentType(wgpu::TextureComponentType componentType) const {
bool Format::HasComponentType(Type componentType) const {
// Depth stencil textures need to be special cased but we don't support sampling them yet.
if (aspect != Color) {
return false;
}
return TextureComponentTypeToFormatType(componentType) == type;
return componentType == type;
}
size_t Format::GetIndex() const {

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@ -65,7 +65,7 @@ namespace dawn_native {
bool HasDepth() const;
bool HasStencil() const;
bool HasDepthOrStencil() const;
bool HasComponentType(wgpu::TextureComponentType componentType) const;
bool HasComponentType(Type componentType) const;
// The index of the format in the list of all known formats: a unique number for each format
// in [0, kKnownFormatCount)

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@ -144,7 +144,7 @@ namespace dawn_native {
for (uint32_t group = 0; group < info.size(); ++group) {
for (const auto& it : info[group]) {
BindingNumber bindingNumber = it.first;
const ShaderModuleBase::BindingInfo& bindingInfo = it.second;
const ShaderModuleBase::ShaderBindingInfo& bindingInfo = it.second;
if (bindingInfo.multisampled) {
return DAWN_VALIDATION_ERROR("Multisampled textures not supported (yet)");

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@ -132,7 +132,7 @@ namespace dawn_native {
}
for (BindingIndex i = 0; i < dynamicOffsetCount; ++i) {
const BindGroupLayoutBase::BindingInfo& bindingInfo = layout->GetBindingInfo(i);
const BindingInfo& bindingInfo = layout->GetBindingInfo(i);
// BGL creation sorts bindings such that the dynamic buffer bindings are first.
// ASSERT that this true.

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@ -379,12 +379,12 @@ namespace dawn_native {
}
const auto& it = mBindingInfo[binding.set].emplace(BindingNumber(binding.binding),
BindingInfo{});
ShaderBindingInfo{});
if (!it.second) {
return DAWN_VALIDATION_ERROR("Shader has duplicate bindings");
}
BindingInfo* info = &it.first->second;
ShaderBindingInfo* info = &it.first->second;
info->id = binding.id;
info->base_type_id = binding.base_type_id;
info->type = ToWGPUBindingType(binding.binding_type);
@ -558,14 +558,15 @@ namespace dawn_native {
return DAWN_VALIDATION_ERROR("Bind group index over limits in the SPIRV");
}
const auto& it = mBindingInfo[set].emplace(bindingNumber, BindingInfo{});
const auto& it = mBindingInfo[set].emplace(bindingNumber, ShaderBindingInfo{});
if (!it.second) {
return DAWN_VALIDATION_ERROR("Shader has duplicate bindings");
}
BindingInfo* info = &it.first->second;
ShaderBindingInfo* info = &it.first->second;
info->id = resource.id;
info->base_type_id = resource.base_type_id;
switch (bindingType) {
case wgpu::BindingType::SampledTexture: {
spirv_cross::SPIRType::ImageType imageType =
@ -747,7 +748,7 @@ namespace dawn_native {
// corresponding binding in the BindGroupLayout, if it exists.
for (const auto& it : mBindingInfo[group]) {
BindingNumber bindingNumber = it.first;
const auto& moduleInfo = it.second;
const ShaderBindingInfo& moduleInfo = it.second;
const auto& bindingIt = bindingMap.find(bindingNumber);
if (bindingIt == bindingMap.end()) {
@ -755,17 +756,15 @@ namespace dawn_native {
}
BindingIndex bindingIndex(bindingIt->second);
const BindGroupLayoutBase::BindingInfo& bindingInfo =
layout->GetBindingInfo(bindingIndex);
const auto& layoutBindingType = bindingInfo.type;
const BindingInfo& bindingInfo = layout->GetBindingInfo(bindingIndex);
if (layoutBindingType != moduleInfo.type) {
if (bindingInfo.type != moduleInfo.type) {
// Binding mismatch between shader and bind group is invalid. For example, a
// writable binding in the shader with a readonly storage buffer in the bind group
// layout is invalid. However, a readonly binding in the shader with a writable
// storage buffer in the bind group layout is valid.
bool validBindingConversion =
layoutBindingType == wgpu::BindingType::StorageBuffer &&
bindingInfo.type == wgpu::BindingType::StorageBuffer &&
moduleInfo.type == wgpu::BindingType::ReadonlyStorageBuffer;
if (!validBindingConversion) {
return false;
@ -776,11 +775,9 @@ namespace dawn_native {
return false;
}
switch (layoutBindingType) {
switch (bindingInfo.type) {
case wgpu::BindingType::SampledTexture: {
Format::Type layoutTextureComponentType =
Format::TextureComponentTypeToFormatType(bindingInfo.textureComponentType);
if (layoutTextureComponentType != moduleInfo.textureComponentType) {
if (bindingInfo.textureComponentType != moduleInfo.textureComponentType) {
return false;
}

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@ -16,11 +16,11 @@
#define DAWNNATIVE_SHADERMODULE_H_
#include "common/Constants.h"
#include "dawn_native/BindingInfo.h"
#include "dawn_native/CachedObject.h"
#include "dawn_native/Error.h"
#include "dawn_native/Format.h"
#include "dawn_native/Forward.h"
#include "dawn_native/IntegerTypes.h"
#include "dawn_native/PerStage.h"
#include "dawn_native/dawn_platform.h"
@ -50,18 +50,19 @@ namespace dawn_native {
MaybeError ExtractSpirvInfo(const spirv_cross::Compiler& compiler);
struct BindingInfo {
struct ShaderBindingInfo : BindingInfo {
// The SPIRV ID of the resource.
uint32_t id;
uint32_t base_type_id;
wgpu::BindingType type;
// Match the defaults in BindGroupLayoutDescriptor
wgpu::TextureViewDimension textureDimension = wgpu::TextureViewDimension::Undefined;
Format::Type textureComponentType = Format::Type::Float;
bool multisampled = false;
wgpu::TextureFormat storageTextureFormat = wgpu::TextureFormat::Undefined;
private:
// Disallow access to unused members.
using BindingInfo::hasDynamicOffset;
using BindingInfo::visibility;
};
using ModuleBindingInfo = std::array<std::map<BindingNumber, BindingInfo>, kMaxBindGroups>;
using ModuleBindingInfo =
std::array<std::map<BindingNumber, ShaderBindingInfo>, kMaxBindGroups>;
const ModuleBindingInfo& GetBindingInfo() const;
const std::bitset<kMaxVertexAttributes>& GetUsedVertexAttributes() const;

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@ -86,7 +86,7 @@ namespace dawn_native { namespace d3d12 {
ID3D12Device* d3d12Device = device->GetD3D12Device().Get();
for (BindingIndex bindingIndex = 0; bindingIndex < bgl->GetBindingCount(); ++bindingIndex) {
const BindGroupLayoutBase::BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex);
const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex);
// It's not necessary to create descriptors in descriptor heap for dynamic
// resources. So skip allocating descriptors in descriptor heaps for dynamic

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@ -47,7 +47,7 @@ namespace dawn_native { namespace d3d12 {
mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) {
for (BindingIndex bindingIndex = GetDynamicBufferCount(); bindingIndex < GetBindingCount();
++bindingIndex) {
const BindGroupLayoutBase::BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
// For dynamic resources, Dawn uses root descriptor in D3D12 backend.
// So there is no need to allocate the descriptor from descriptor heap.
@ -101,7 +101,7 @@ namespace dawn_native { namespace d3d12 {
descriptorOffsets[Sampler] = 0;
for (BindingIndex bindingIndex = 0; bindingIndex < GetBindingCount(); ++bindingIndex) {
const BindGroupLayoutBase::BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
if (bindingInfo.hasDynamicOffset) {
// Dawn is using values in mBindingOffsets to decide register number in HLSL.

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@ -133,7 +133,7 @@ namespace dawn_native { namespace d3d12 {
for (BindingIndex dynamicBindingIndex = 0;
dynamicBindingIndex < bindGroupLayout->GetDynamicBufferCount();
++dynamicBindingIndex) {
const BindGroupLayoutBase::BindingInfo& bindingInfo =
const BindingInfo& bindingInfo =
bindGroupLayout->GetBindingInfo(dynamicBindingIndex);
D3D12_ROOT_PARAMETER* rootParameter = &rootParameters[parameterIndex];

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@ -15,7 +15,7 @@
#ifndef DAWNNATIVE_D3D12_PIPELINELAYOUTD3D12_H_
#define DAWNNATIVE_D3D12_PIPELINELAYOUTD3D12_H_
#include "dawn_native/IntegerTypes.h"
#include "dawn_native/BindingInfo.h"
#include "dawn_native/PipelineLayout.h"
#include "dawn_native/d3d12/d3d12_platform.h"

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@ -97,7 +97,7 @@ namespace dawn_native { namespace d3d12 {
const auto& bindingOffsets = bgl->GetBindingOffsets();
const auto& groupBindingInfo = moduleBindingInfo[group];
for (const auto& it : groupBindingInfo) {
const BindingInfo& bindingInfo = it.second;
const ShaderBindingInfo& bindingInfo = it.second;
BindingNumber bindingNumber = it.first;
BindingIndex bindingIndex = bgl->GetBindingIndex(bindingNumber);

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@ -500,7 +500,7 @@ namespace dawn_native { namespace metal {
// call here.
for (BindingIndex bindingIndex = 0;
bindingIndex < group->GetLayout()->GetBindingCount(); ++bindingIndex) {
const BindGroupLayoutBase::BindingInfo& bindingInfo =
const BindingInfo& bindingInfo =
group->GetLayout()->GetBindingInfo(bindingIndex);
bool hasVertStage =

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@ -31,7 +31,7 @@ namespace dawn_native { namespace metal {
for (uint32_t group : IterateBitSet(GetBindGroupLayoutsMask())) {
for (BindingIndex bindingIndex = 0;
bindingIndex < GetBindGroupLayout(group)->GetBindingCount(); ++bindingIndex) {
const BindGroupLayoutBase::BindingInfo& bindingInfo =
const BindingInfo& bindingInfo =
GetBindGroupLayout(group)->GetBindingInfo(bindingIndex);
if (!(bindingInfo.visibility & StageBit(stage))) {
continue;

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@ -138,7 +138,7 @@ namespace dawn_native { namespace metal {
BindingNumber bindingNumber = it.first;
BindingIndex bindingIndex = it.second;
const BindGroupLayoutBase::BindingInfo& bindingInfo =
const BindingInfo& bindingInfo =
layout->GetBindGroupLayout(group)->GetBindingInfo(bindingIndex);
for (auto stage : IterateStages(bindingInfo.visibility)) {

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@ -243,7 +243,7 @@ namespace dawn_native { namespace opengl {
for (BindingIndex bindingIndex = 0;
bindingIndex < group->GetLayout()->GetBindingCount(); ++bindingIndex) {
const BindGroupLayoutBase::BindingInfo& bindingInfo =
const BindingInfo& bindingInfo =
group->GetLayout()->GetBindingInfo(bindingIndex);
switch (bindingInfo.type) {

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@ -179,10 +179,10 @@ namespace dawn_native { namespace opengl {
const BindGroupLayoutBase* bgl =
layout->GetBindGroupLayout(combined.textureLocation.group);
wgpu::TextureComponentType componentType =
Format::Type componentType =
bgl->GetBindingInfo(bgl->GetBindingIndex(combined.textureLocation.binding))
.textureComponentType;
bool shouldUseFiltering = componentType == wgpu::TextureComponentType::Float;
bool shouldUseFiltering = componentType == Format::Type::Float;
GLuint samplerIndex =
indices[combined.samplerLocation.group][combined.samplerLocation.binding];

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@ -46,8 +46,7 @@ namespace dawn_native { namespace vulkan {
for (const auto& it : GetLayout()->GetBindingMap()) {
BindingNumber bindingNumber = it.first;
BindingIndex bindingIndex = it.second;
const BindGroupLayoutBase::BindingInfo& bindingInfo =
GetLayout()->GetBindingInfo(bindingIndex);
const BindingInfo& bindingInfo = GetLayout()->GetBindingInfo(bindingIndex);
auto& write = writes[numWrites];
write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;