Add D3D12 Functionality For Multiple Bind Groups

SPIRV-Cross outputs HLSL utilizing register spaces for seperate bind groups.
This changes the D3D12 backend to also use them.

Bug: dawn:66
Change-Id: I0590ae59fa3d369b57cdb32e4c9808c137fa88dc
Reviewed-on: https://dawn-review.googlesource.com/c/3360
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
This commit is contained in:
Brandon Jones 2018-12-18 19:59:59 +00:00 committed by Commit Bot service account
parent d23fdd3624
commit 292c0c31f2
3 changed files with 109 additions and 4 deletions

View File

@ -65,7 +65,7 @@ namespace dawn_native { namespace d3d12 {
for (uint32_t i = 0; i < rangeCount; ++i) {
ranges[rangeIndex] = descriptorRanges[i];
ranges[rangeIndex].BaseShaderRegister += group * kMaxBindingsPerGroup;
ranges[rangeIndex].RegisterSpace = group;
rangeIndex++;
}

View File

@ -52,10 +52,8 @@ namespace dawn_native { namespace d3d12 {
for (uint32_t binding = 0; binding < groupBindingInfo.size(); ++binding) {
const BindingInfo& bindingInfo = groupBindingInfo[binding];
if (bindingInfo.used) {
uint32_t bindGroupOffset = group * kMaxBindingsPerGroup;
uint32_t bindingOffset = bindingOffsets[binding];
compiler.set_decoration(bindingInfo.id, spv::DecorationBinding,
bindGroupOffset + bindingOffset);
compiler.set_decoration(bindingInfo.id, spv::DecorationBinding, bindingOffset);
}
}
}

View File

@ -32,6 +32,17 @@ protected:
pass.EndPass();
return builder.GetResult();
}
dawn::PipelineLayout MakeBasicPipelineLayout(
dawn::Device device,
std::vector<dawn::BindGroupLayout> bindingInitializer) const {
dawn::PipelineLayoutDescriptor descriptor;
descriptor.numBindGroupLayouts = bindingInitializer.size();
descriptor.bindGroupLayouts = bindingInitializer.data();
return device.CreatePipelineLayout(&descriptor);
}
};
// Test a bindgroup reused in two command buffers in the same call to queue.Submit().
@ -277,4 +288,100 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
TEST_P(BindGroupTests, MultipleBindLayouts) {
// Test fails on Metal.
// https://bugs.chromium.org/p/dawn/issues/detail?id=33
DAWN_SKIP_TEST_IF(IsMetal());
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout (set = 0, binding = 0) uniform vertexUniformBuffer1 {
mat2 transform1;
};
layout (set = 1, binding = 0) uniform vertexUniformBuffer2 {
mat2 transform2;
};
void main() {
const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(1.f, -1.f), vec2(-1.f, 1.f));
gl_Position = vec4((transform1 + transform2) * pos[gl_VertexIndex], 0.f, 1.f);
})");
dawn::ShaderModule fsModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout (set = 0, binding = 1) uniform fragmentUniformBuffer1 {
vec4 color1;
};
layout (set = 1, binding = 1) uniform fragmentUniformBuffer2 {
vec4 color2;
};
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = color1 + color2;
})");
dawn::BindGroupLayout layout = utils::MakeBindGroupLayout(
device, {
{0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
{1, dawn::ShaderStageBit::Fragment, dawn::BindingType::UniformBuffer},
});
dawn::PipelineLayout pipelineLayout = MakeBasicPipelineLayout(device, {layout, layout});
utils::ComboRenderPipelineDescriptor textureDescriptor(device);
textureDescriptor.layout = pipelineLayout;
textureDescriptor.cVertexStage.module = vsModule;
textureDescriptor.cFragmentStage.module = fsModule;
textureDescriptor.cColorAttachments[0].format = renderPass.colorFormat;
dawn::RenderPipeline pipeline = device.CreateRenderPipeline(&textureDescriptor);
struct Data {
float transform[8];
char padding[256 - 8 * sizeof(float)];
float color[4];
};
ASSERT(offsetof(Data, color) == 256);
std::vector<Data> data;
std::vector<dawn::Buffer> buffers;
std::vector<dawn::BindGroup> bindGroups;
data.push_back(
{{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}, {0}, {0.0f, 1.0f, 0.0f, 1.0f}});
data.push_back(
{{0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}, {0}, {1.0f, 0.0f, 0.0f, 1.0f}});
for (int i = 0; i < 2; i++) {
dawn::Buffer buffer = utils::CreateBufferFromData(device, &data[i], sizeof(Data),
dawn::BufferUsageBit::Uniform);
buffers.push_back(buffer);
bindGroups.push_back(utils::MakeBindGroup(device, layout,
{{0, buffers[i], 0, sizeof(Data::transform)},
{1, buffers[i], 256, sizeof(Data::color)}}));
}
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass.renderPassInfo);
pass.SetRenderPipeline(pipeline);
pass.SetBindGroup(0, bindGroups[0]);
pass.SetBindGroup(1, bindGroups[1]);
pass.Draw(3, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commands = builder.GetResult();
queue.Submit(1, &commands);
RGBA8 filled(255, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
int min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
DAWN_INSTANTIATE_TEST(BindGroupTests, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);