CommandBufferD3D12: Iterate per pass
This commit is contained in:
parent
aa13be96e8
commit
2beeae3ad3
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@ -44,6 +44,7 @@ namespace backend { namespace d3d12 {
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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}
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}
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} // anonymous namespace
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struct BindGroupStateTracker {
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struct BindGroupStateTracker {
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uint32_t cbvSrvUavDescriptorIndex = 0;
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uint32_t cbvSrvUavDescriptorIndex = 0;
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@ -72,9 +73,9 @@ namespace backend { namespace d3d12 {
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// the heap. Indices are only updated when descriptors are recorded
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// the heap. Indices are only updated when descriptors are recorded
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const uint64_t serial = device->GetSerial();
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const uint64_t serial = device->GetSerial();
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if (group->GetHeapSerial() != serial) {
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if (group->GetHeapSerial() != serial) {
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group->RecordDescriptors(
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group->RecordDescriptors(cbvSrvUavCPUDescriptorHeap, &cbvSrvUavDescriptorIndex,
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cbvSrvUavCPUDescriptorHeap, &cbvSrvUavDescriptorIndex,
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samplerCPUDescriptorHeap, &samplerDescriptorIndex,
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samplerCPUDescriptorHeap, &samplerDescriptorIndex, serial);
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serial);
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}
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}
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}
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}
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}
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}
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@ -100,12 +101,10 @@ namespace backend { namespace d3d12 {
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uint32_t cbvUavSrvCount =
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uint32_t cbvUavSrvCount =
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ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
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ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
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uint32_t samplerCount =
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uint32_t samplerCount = ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
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ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
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if (cbvUavSrvCount > 0) {
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if (cbvUavSrvCount > 0) {
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uint32_t parameterIndex =
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uint32_t parameterIndex = pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
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pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
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if (inCompute) {
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if (inCompute) {
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commandList->SetComputeRootDescriptorTable(
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commandList->SetComputeRootDescriptorTable(
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@ -119,17 +118,16 @@ namespace backend { namespace d3d12 {
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}
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}
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if (samplerCount > 0) {
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if (samplerCount > 0) {
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uint32_t parameterIndex =
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uint32_t parameterIndex = pipelineLayout->GetSamplerRootParameterIndex(index);
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pipelineLayout->GetSamplerRootParameterIndex(index);
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if (inCompute) {
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if (inCompute) {
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commandList->SetComputeRootDescriptorTable(
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commandList->SetComputeRootDescriptorTable(
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parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(
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parameterIndex,
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group->GetSamplerHeapOffset()));
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samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
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} else {
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} else {
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commandList->SetGraphicsRootDescriptorTable(
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commandList->SetGraphicsRootDescriptorTable(
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parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(
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parameterIndex,
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group->GetSamplerHeapOffset()));
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samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
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}
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}
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}
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}
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}
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}
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@ -155,6 +153,8 @@ namespace backend { namespace d3d12 {
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}
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}
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};
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};
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namespace {
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void AllocateAndSetDescriptorHeaps(Device* device,
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void AllocateAndSetDescriptorHeaps(Device* device,
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BindGroupStateTracker* bindingTracker,
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BindGroupStateTracker* bindingTracker,
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CommandIterator* commands) {
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CommandIterator* commands) {
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@ -226,22 +226,31 @@ namespace backend { namespace d3d12 {
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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}
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}
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}
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}
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} // namespace
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CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
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} // anonymous namespace
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: CommandBufferBase(builder), mDevice(device), mCommands(builder->AcquireCommands()) {
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CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
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: CommandBufferBase(builder), mCommands(builder->AcquireCommands()) {
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}
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}
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CommandBuffer::~CommandBuffer() {
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CommandBuffer::~CommandBuffer() {
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FreeCommands(&mCommands);
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FreeCommands(&mCommands);
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}
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}
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void CommandBuffer::FillCommands(ComPtr<ID3D12GraphicsCommandList> commandList) {
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void CommandBuffer::RecordCommands(ComPtr<ID3D12GraphicsCommandList> commandList) {
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BindGroupStateTracker bindingTracker(mDevice);
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Device* device = ToBackend(GetDevice());
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AllocateAndSetDescriptorHeaps(mDevice, &bindingTracker, &mCommands);
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BindGroupStateTracker bindingTracker(device);
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// Precompute the allocation of bindgroups in descriptor heaps
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// TODO(cwallez@chromium.org): Iterating over all the commands here is inefficient. We
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// should have a system where commands and descriptors are recorded in parallel then the
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// heaps set using a small CommandList inserted just before the main CommandList.
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{
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AllocateAndSetDescriptorHeaps(device, &bindingTracker, &mCommands);
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bindingTracker.Reset();
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bindingTracker.Reset();
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ID3D12DescriptorHeap* descriptorHeaps[2] = {bindingTracker.cbvSrvUavGPUDescriptorHeap.Get(),
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ID3D12DescriptorHeap* descriptorHeaps[2] = {
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bindingTracker.cbvSrvUavGPUDescriptorHeap.Get(),
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bindingTracker.samplerGPUDescriptorHeap.Get()};
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bindingTracker.samplerGPUDescriptorHeap.Get()};
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if (descriptorHeaps[0] && descriptorHeaps[1]) {
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if (descriptorHeaps[0] && descriptorHeaps[1]) {
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commandList->SetDescriptorHeaps(2, descriptorHeaps);
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commandList->SetDescriptorHeaps(2, descriptorHeaps);
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@ -250,106 +259,21 @@ namespace backend { namespace d3d12 {
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} else if (descriptorHeaps[1]) {
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} else if (descriptorHeaps[1]) {
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commandList->SetDescriptorHeaps(2, &descriptorHeaps[1]);
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commandList->SetDescriptorHeaps(2, &descriptorHeaps[1]);
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}
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}
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}
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Command type;
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Command type;
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RenderPipeline* lastRenderPipeline = nullptr;
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PipelineLayout* lastLayout = nullptr;
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while (mCommands.NextCommandId(&type)) {
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while (mCommands.NextCommandId(&type)) {
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switch (type) {
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switch (type) {
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case Command::BeginComputePass: {
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case Command::BeginComputePass: {
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mCommands.NextCommand<BeginComputePassCmd>();
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mCommands.NextCommand<BeginComputePassCmd>();
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bindingTracker.SetInComputePass(true);
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RecordComputePass(commandList, &bindingTracker);
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} break;
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} break;
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case Command::BeginRenderPass: {
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case Command::BeginRenderPass: {
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BeginRenderPassCmd* beginRenderPassCmd =
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BeginRenderPassCmd* beginRenderPassCmd =
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mCommands.NextCommand<BeginRenderPassCmd>();
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mCommands.NextCommand<BeginRenderPassCmd>();
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RenderPassDescriptor* info = ToBackend(beginRenderPassCmd->info.Get());
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RecordRenderPass(commandList, &bindingTracker,
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ToBackend(beginRenderPassCmd->info.Get()));
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RenderPassDescriptor::OMSetRenderTargetArgs args =
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info->GetSubpassOMSetRenderTargetArgs();
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if (args.dsv.ptr) {
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commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE,
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&args.dsv);
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} else {
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commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE,
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nullptr);
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}
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// Clear framebuffer attachments as needed and transition to render target
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for (uint32_t i : IterateBitSet(info->GetColorAttachmentMask())) {
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auto& attachmentInfo = info->GetColorAttachment(i);
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Texture* texture = ToBackend(attachmentInfo.view->GetTexture());
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// It's already validated that this texture is either frozen to the correct
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// usage, or not frozen.
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if (!texture->IsFrozen()) {
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texture->TransitionUsageImpl(texture->GetUsage(),
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nxt::TextureUsageBit::OutputAttachment);
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texture->UpdateUsageInternal(nxt::TextureUsageBit::OutputAttachment);
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}
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// Load op - color
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if (attachmentInfo.loadOp == nxt::LoadOp::Clear) {
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D3D12_CPU_DESCRIPTOR_HANDLE handle = info->GetRTVDescriptor(i);
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commandList->ClearRenderTargetView(
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handle, attachmentInfo.clearColor.data(), 0, nullptr);
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}
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}
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if (info->HasDepthStencilAttachment()) {
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auto& attachmentInfo = info->GetDepthStencilAttachment();
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Texture* texture = ToBackend(attachmentInfo.view->GetTexture());
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// It's already validated that this texture is either frozen to the correct
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// usage, or not frozen.
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if (!texture->IsFrozen()) {
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texture->TransitionUsageImpl(texture->GetUsage(),
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nxt::TextureUsageBit::OutputAttachment);
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texture->UpdateUsageInternal(nxt::TextureUsageBit::OutputAttachment);
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}
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// Load op - depth/stencil
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bool doDepthClear = TextureFormatHasDepth(texture->GetFormat()) &&
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(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
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bool doStencilClear = TextureFormatHasStencil(texture->GetFormat()) &&
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(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
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D3D12_CLEAR_FLAGS clearFlags = {};
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if (doDepthClear) {
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clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
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}
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if (doStencilClear) {
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clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
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}
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if (clearFlags) {
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auto handle = info->GetDSVDescriptor();
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// TODO(kainino@chromium.org): investigate: should the NXT clear
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// stencil type be uint8_t?
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uint8_t clearStencil =
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static_cast<uint8_t>(attachmentInfo.clearStencil);
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commandList->ClearDepthStencilView(handle, clearFlags,
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attachmentInfo.clearDepth,
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clearStencil, 0, nullptr);
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}
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}
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// Set up the default render pass dynamic state
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uint32_t width = info->GetWidth();
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uint32_t height = info->GetHeight();
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D3D12_VIEWPORT viewport = {
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0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f};
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D3D12_RECT scissorRect = {0, 0, static_cast<long>(width),
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static_cast<long>(height)};
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commandList->RSSetViewports(1, &viewport);
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commandList->RSSetScissorRects(1, &scissorRect);
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static constexpr std::array<float, 4> defaultBlendFactor = {0, 0, 0, 0};
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commandList->OMSetBlendFactor(&defaultBlendFactor[0]);
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} break;
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} break;
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case Command::CopyBufferToBuffer: {
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case Command::CopyBufferToBuffer: {
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@ -446,129 +370,6 @@ namespace backend { namespace d3d12 {
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}
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}
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} break;
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} break;
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case Command::Dispatch: {
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DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
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commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z);
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} break;
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case Command::DrawArrays: {
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DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
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commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
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draw->firstVertex, draw->firstInstance);
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} break;
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case Command::DrawElements: {
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DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
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commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
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draw->firstIndex, 0, draw->firstInstance);
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} break;
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case Command::EndComputePass: {
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mCommands.NextCommand<EndComputePassCmd>();
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bindingTracker.SetInComputePass(false);
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} break;
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case Command::EndRenderPass: {
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mCommands.NextCommand<EndRenderPassCmd>();
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} break;
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case Command::SetComputePipeline: {
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SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
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ComputePipeline* pipeline = ToBackend(cmd->pipeline).Get();
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PipelineLayout* layout = ToBackend(pipeline->GetLayout());
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commandList->SetComputeRootSignature(layout->GetRootSignature().Get());
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commandList->SetPipelineState(pipeline->GetPipelineState().Get());
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// TODO(enga@google.com): Implement compute pipelines
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bindingTracker.SetInheritedBindGroups(commandList, lastLayout, layout);
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lastLayout = layout;
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} break;
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case Command::SetRenderPipeline: {
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SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
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RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
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PipelineLayout* layout = ToBackend(pipeline->GetLayout());
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commandList->SetGraphicsRootSignature(layout->GetRootSignature().Get());
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commandList->SetPipelineState(pipeline->GetPipelineState().Get());
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commandList->IASetPrimitiveTopology(pipeline->GetD3D12PrimitiveTopology());
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bindingTracker.SetInheritedBindGroups(commandList, lastLayout, layout);
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lastRenderPipeline = pipeline;
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lastLayout = layout;
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} break;
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case Command::SetPushConstants: {
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mCommands.NextCommand<SetPushConstantsCmd>();
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} break;
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case Command::SetStencilReference: {
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SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
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commandList->OMSetStencilRef(cmd->reference);
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} break;
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case Command::SetScissorRect: {
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SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>();
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D3D12_RECT rect;
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rect.left = cmd->x;
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rect.top = cmd->y;
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rect.right = cmd->x + cmd->width;
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rect.bottom = cmd->y + cmd->height;
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commandList->RSSetScissorRects(1, &rect);
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} break;
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case Command::SetBlendColor: {
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SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
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ASSERT(lastRenderPipeline);
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commandList->OMSetBlendFactor(static_cast<const FLOAT*>(&cmd->r));
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} break;
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case Command::SetBindGroup: {
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SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
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BindGroup* group = ToBackend(cmd->group.Get());
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bindingTracker.SetBindGroup(commandList, lastLayout, group, cmd->index);
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} break;
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case Command::SetIndexBuffer: {
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SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
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Buffer* buffer = ToBackend(cmd->buffer.Get());
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D3D12_INDEX_BUFFER_VIEW bufferView;
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bufferView.BufferLocation = buffer->GetVA() + cmd->offset;
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bufferView.SizeInBytes = buffer->GetSize() - cmd->offset;
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// TODO(cwallez@chromium.org): Make index buffers lazily applied, right now
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// this will break if the pipeline is changed for one with a different index
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// format after SetIndexBuffer
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bufferView.Format = DXGIIndexFormat(lastRenderPipeline->GetIndexFormat());
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commandList->IASetIndexBuffer(&bufferView);
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} break;
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case Command::SetVertexBuffers: {
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SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>();
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auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
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auto offsets = mCommands.NextData<uint32_t>(cmd->count);
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auto inputState = ToBackend(lastRenderPipeline->GetInputState());
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std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexInputs> d3d12BufferViews;
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for (uint32_t i = 0; i < cmd->count; ++i) {
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auto input = inputState->GetInput(cmd->startSlot + i);
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Buffer* buffer = ToBackend(buffers[i].Get());
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d3d12BufferViews[i].BufferLocation = buffer->GetVA() + offsets[i];
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d3d12BufferViews[i].StrideInBytes = input.stride;
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d3d12BufferViews[i].SizeInBytes = buffer->GetSize() - offsets[i];
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}
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commandList->IASetVertexBuffers(cmd->startSlot, cmd->count,
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d3d12BufferViews.data());
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} break;
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case Command::TransitionBufferUsage: {
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case Command::TransitionBufferUsage: {
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TransitionBufferUsageCmd* cmd =
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TransitionBufferUsageCmd* cmd =
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mCommands.NextCommand<TransitionBufferUsageCmd>();
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mCommands.NextCommand<TransitionBufferUsageCmd>();
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@ -598,7 +399,242 @@ namespace backend { namespace d3d12 {
|
||||||
|
|
||||||
texture->UpdateUsageInternal(cmd->usage);
|
texture->UpdateUsageInternal(cmd->usage);
|
||||||
} break;
|
} break;
|
||||||
|
|
||||||
|
default: { UNREACHABLE(); } break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CommandBuffer::RecordComputePass(ComPtr<ID3D12GraphicsCommandList> commandList,
|
||||||
|
BindGroupStateTracker* bindingTracker) {
|
||||||
|
PipelineLayout* lastLayout = nullptr;
|
||||||
|
|
||||||
|
Command type;
|
||||||
|
while (mCommands.NextCommandId(&type)) {
|
||||||
|
switch (type) {
|
||||||
|
case Command::Dispatch: {
|
||||||
|
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
|
||||||
|
commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z);
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::EndComputePass: {
|
||||||
|
mCommands.NextCommand<EndComputePassCmd>();
|
||||||
|
return;
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::SetComputePipeline: {
|
||||||
|
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
|
||||||
|
ComputePipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
||||||
|
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
||||||
|
|
||||||
|
commandList->SetComputeRootSignature(layout->GetRootSignature().Get());
|
||||||
|
commandList->SetPipelineState(pipeline->GetPipelineState().Get());
|
||||||
|
|
||||||
|
bindingTracker->SetInheritedBindGroups(commandList, lastLayout, layout);
|
||||||
|
lastLayout = layout;
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::SetBindGroup: {
|
||||||
|
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
|
||||||
|
BindGroup* group = ToBackend(cmd->group.Get());
|
||||||
|
bindingTracker->SetBindGroup(commandList, lastLayout, group, cmd->index);
|
||||||
|
} break;
|
||||||
|
|
||||||
|
default: { UNREACHABLE(); } break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void CommandBuffer::RecordRenderPass(ComPtr<ID3D12GraphicsCommandList> commandList,
|
||||||
|
BindGroupStateTracker* bindingTracker,
|
||||||
|
RenderPassDescriptor* renderPass) {
|
||||||
|
// Clear framebuffer attachments as needed and transition to render target
|
||||||
|
{
|
||||||
|
for (uint32_t i : IterateBitSet(renderPass->GetColorAttachmentMask())) {
|
||||||
|
auto& attachmentInfo = renderPass->GetColorAttachment(i);
|
||||||
|
Texture* texture = ToBackend(attachmentInfo.view->GetTexture());
|
||||||
|
|
||||||
|
// It's already validated that this texture is either frozen to the correct
|
||||||
|
// usage, or not frozen.
|
||||||
|
if (!texture->IsFrozen()) {
|
||||||
|
texture->TransitionUsageImpl(texture->GetUsage(),
|
||||||
|
nxt::TextureUsageBit::OutputAttachment);
|
||||||
|
texture->UpdateUsageInternal(nxt::TextureUsageBit::OutputAttachment);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Load op - color
|
||||||
|
if (attachmentInfo.loadOp == nxt::LoadOp::Clear) {
|
||||||
|
D3D12_CPU_DESCRIPTOR_HANDLE handle = renderPass->GetRTVDescriptor(i);
|
||||||
|
commandList->ClearRenderTargetView(handle, attachmentInfo.clearColor.data(), 0,
|
||||||
|
nullptr);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (renderPass->HasDepthStencilAttachment()) {
|
||||||
|
auto& attachmentInfo = renderPass->GetDepthStencilAttachment();
|
||||||
|
Texture* texture = ToBackend(attachmentInfo.view->GetTexture());
|
||||||
|
|
||||||
|
// It's already validated that this texture is either frozen to the correct
|
||||||
|
// usage, or not frozen.
|
||||||
|
if (!texture->IsFrozen()) {
|
||||||
|
texture->TransitionUsageImpl(texture->GetUsage(),
|
||||||
|
nxt::TextureUsageBit::OutputAttachment);
|
||||||
|
texture->UpdateUsageInternal(nxt::TextureUsageBit::OutputAttachment);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Load op - depth/stencil
|
||||||
|
bool doDepthClear = TextureFormatHasDepth(texture->GetFormat()) &&
|
||||||
|
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
|
||||||
|
bool doStencilClear = TextureFormatHasStencil(texture->GetFormat()) &&
|
||||||
|
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
|
||||||
|
|
||||||
|
D3D12_CLEAR_FLAGS clearFlags = {};
|
||||||
|
if (doDepthClear) {
|
||||||
|
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
|
||||||
|
}
|
||||||
|
if (doStencilClear) {
|
||||||
|
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (clearFlags) {
|
||||||
|
auto handle = renderPass->GetDSVDescriptor();
|
||||||
|
// TODO(kainino@chromium.org): investigate: should the NXT clear
|
||||||
|
// stencil type be uint8_t?
|
||||||
|
uint8_t clearStencil = static_cast<uint8_t>(attachmentInfo.clearStencil);
|
||||||
|
commandList->ClearDepthStencilView(
|
||||||
|
handle, clearFlags, attachmentInfo.clearDepth, clearStencil, 0, nullptr);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set up render targets
|
||||||
|
{
|
||||||
|
RenderPassDescriptor::OMSetRenderTargetArgs args =
|
||||||
|
renderPass->GetSubpassOMSetRenderTargetArgs();
|
||||||
|
if (args.dsv.ptr) {
|
||||||
|
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE, &args.dsv);
|
||||||
|
} else {
|
||||||
|
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE, nullptr);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set up default dynamic state
|
||||||
|
{
|
||||||
|
uint32_t width = renderPass->GetWidth();
|
||||||
|
uint32_t height = renderPass->GetHeight();
|
||||||
|
D3D12_VIEWPORT viewport = {
|
||||||
|
0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f};
|
||||||
|
D3D12_RECT scissorRect = {0, 0, static_cast<long>(width), static_cast<long>(height)};
|
||||||
|
commandList->RSSetViewports(1, &viewport);
|
||||||
|
commandList->RSSetScissorRects(1, &scissorRect);
|
||||||
|
|
||||||
|
static constexpr std::array<float, 4> defaultBlendFactor = {0, 0, 0, 0};
|
||||||
|
commandList->OMSetBlendFactor(&defaultBlendFactor[0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderPipeline* lastPipeline = nullptr;
|
||||||
|
PipelineLayout* lastLayout = nullptr;
|
||||||
|
|
||||||
|
Command type;
|
||||||
|
while (mCommands.NextCommandId(&type)) {
|
||||||
|
switch (type) {
|
||||||
|
case Command::EndRenderPass: {
|
||||||
|
mCommands.NextCommand<EndRenderPassCmd>();
|
||||||
|
return;
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::DrawArrays: {
|
||||||
|
DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
|
||||||
|
commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
|
||||||
|
draw->firstVertex, draw->firstInstance);
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::DrawElements: {
|
||||||
|
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
|
||||||
|
commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
|
||||||
|
draw->firstIndex, 0, draw->firstInstance);
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::SetRenderPipeline: {
|
||||||
|
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
|
||||||
|
RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
||||||
|
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
||||||
|
|
||||||
|
commandList->SetGraphicsRootSignature(layout->GetRootSignature().Get());
|
||||||
|
commandList->SetPipelineState(pipeline->GetPipelineState().Get());
|
||||||
|
commandList->IASetPrimitiveTopology(pipeline->GetD3D12PrimitiveTopology());
|
||||||
|
|
||||||
|
bindingTracker->SetInheritedBindGroups(commandList, lastLayout, layout);
|
||||||
|
|
||||||
|
lastPipeline = pipeline;
|
||||||
|
lastLayout = layout;
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::SetStencilReference: {
|
||||||
|
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
|
||||||
|
|
||||||
|
commandList->OMSetStencilRef(cmd->reference);
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::SetScissorRect: {
|
||||||
|
SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>();
|
||||||
|
D3D12_RECT rect;
|
||||||
|
rect.left = cmd->x;
|
||||||
|
rect.top = cmd->y;
|
||||||
|
rect.right = cmd->x + cmd->width;
|
||||||
|
rect.bottom = cmd->y + cmd->height;
|
||||||
|
|
||||||
|
commandList->RSSetScissorRects(1, &rect);
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::SetBlendColor: {
|
||||||
|
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
|
||||||
|
commandList->OMSetBlendFactor(static_cast<const FLOAT*>(&cmd->r));
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::SetBindGroup: {
|
||||||
|
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
|
||||||
|
BindGroup* group = ToBackend(cmd->group.Get());
|
||||||
|
bindingTracker->SetBindGroup(commandList, lastLayout, group, cmd->index);
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::SetIndexBuffer: {
|
||||||
|
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
|
||||||
|
|
||||||
|
Buffer* buffer = ToBackend(cmd->buffer.Get());
|
||||||
|
D3D12_INDEX_BUFFER_VIEW bufferView;
|
||||||
|
bufferView.BufferLocation = buffer->GetVA() + cmd->offset;
|
||||||
|
bufferView.SizeInBytes = buffer->GetSize() - cmd->offset;
|
||||||
|
// TODO(cwallez@chromium.org): Make index buffers lazily applied, right now
|
||||||
|
// this will break if the pipeline is changed for one with a different index
|
||||||
|
// format after SetIndexBuffer
|
||||||
|
bufferView.Format = DXGIIndexFormat(lastPipeline->GetIndexFormat());
|
||||||
|
|
||||||
|
commandList->IASetIndexBuffer(&bufferView);
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case Command::SetVertexBuffers: {
|
||||||
|
SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>();
|
||||||
|
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
|
||||||
|
auto offsets = mCommands.NextData<uint32_t>(cmd->count);
|
||||||
|
|
||||||
|
auto inputState = ToBackend(lastPipeline->GetInputState());
|
||||||
|
|
||||||
|
std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexInputs> d3d12BufferViews;
|
||||||
|
for (uint32_t i = 0; i < cmd->count; ++i) {
|
||||||
|
auto input = inputState->GetInput(cmd->startSlot + i);
|
||||||
|
Buffer* buffer = ToBackend(buffers[i].Get());
|
||||||
|
d3d12BufferViews[i].BufferLocation = buffer->GetVA() + offsets[i];
|
||||||
|
d3d12BufferViews[i].StrideInBytes = input.stride;
|
||||||
|
d3d12BufferViews[i].SizeInBytes = buffer->GetSize() - offsets[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
commandList->IASetVertexBuffers(cmd->startSlot, cmd->count,
|
||||||
|
d3d12BufferViews.data());
|
||||||
|
} break;
|
||||||
|
|
||||||
|
default: { UNREACHABLE(); } break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}} // namespace backend::d3d12
|
}} // namespace backend::d3d12
|
||||||
|
|
|
@ -23,16 +23,24 @@
|
||||||
namespace backend { namespace d3d12 {
|
namespace backend { namespace d3d12 {
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
class RenderPassDescriptor;
|
||||||
|
|
||||||
|
struct BindGroupStateTracker;
|
||||||
|
|
||||||
class CommandBuffer : public CommandBufferBase {
|
class CommandBuffer : public CommandBufferBase {
|
||||||
public:
|
public:
|
||||||
CommandBuffer(Device* device, CommandBufferBuilder* builder);
|
CommandBuffer(CommandBufferBuilder* builder);
|
||||||
~CommandBuffer();
|
~CommandBuffer();
|
||||||
|
|
||||||
void FillCommands(ComPtr<ID3D12GraphicsCommandList> commandList);
|
void RecordCommands(ComPtr<ID3D12GraphicsCommandList> commandList);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Device* mDevice;
|
void RecordComputePass(ComPtr<ID3D12GraphicsCommandList> commandList,
|
||||||
|
BindGroupStateTracker* bindingTracker);
|
||||||
|
void RecordRenderPass(ComPtr<ID3D12GraphicsCommandList> commandList,
|
||||||
|
BindGroupStateTracker* bindingTracker,
|
||||||
|
RenderPassDescriptor* renderPass);
|
||||||
|
|
||||||
CommandIterator mCommands;
|
CommandIterator mCommands;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -280,7 +280,7 @@ namespace backend { namespace d3d12 {
|
||||||
return new BufferView(builder);
|
return new BufferView(builder);
|
||||||
}
|
}
|
||||||
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
|
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
|
||||||
return new CommandBuffer(this, builder);
|
return new CommandBuffer(builder);
|
||||||
}
|
}
|
||||||
ComputePipelineBase* Device::CreateComputePipeline(ComputePipelineBuilder* builder) {
|
ComputePipelineBase* Device::CreateComputePipeline(ComputePipelineBuilder* builder) {
|
||||||
return new ComputePipeline(builder);
|
return new ComputePipeline(builder);
|
||||||
|
|
|
@ -29,7 +29,7 @@ namespace backend { namespace d3d12 {
|
||||||
|
|
||||||
device->OpenCommandList(&mCommandList);
|
device->OpenCommandList(&mCommandList);
|
||||||
for (uint32_t i = 0; i < numCommands; ++i) {
|
for (uint32_t i = 0; i < numCommands; ++i) {
|
||||||
commands[i]->FillCommands(mCommandList);
|
commands[i]->RecordCommands(mCommandList);
|
||||||
}
|
}
|
||||||
ASSERT_SUCCESS(mCommandList->Close());
|
ASSERT_SUCCESS(mCommandList->Close());
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue