Dynamic Buffer Offset : D3D Backend

In a typical graphics application it is a common usage to update some uniforms once per draw,
and such uniforms include the word positions, orientations, and so on. In the current state of
WebGPU, this means that for each draw call we have to create a new bind group to set the right
uniform values. Bind group creation is expected to be more expensive than
recording draws because a memory allocation is required.

The functionality of dynamic buffer offset is to reduce the number of bind groups that need to
be created.

The patch implements dynamic buffer offset on D3D backend using root descriptor.

Bug=dawn:55

Change-Id: Ia713a4edb3c0ab8f3bba048d7813f343e9dee166
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9040
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Yan, Shaobo
2019-07-31 01:29:42 +00:00
committed by Commit Bot service account
parent d08611b7a8
commit 351ea23830
11 changed files with 393 additions and 34 deletions

View File

@@ -35,6 +35,13 @@ static constexpr uint32_t kMaxColorAttachments = 4u;
static constexpr uint32_t kTextureRowPitchAlignment = 256u;
// Dynamic buffer offsets require offset to be divisible by 256
static constexpr uint64_t kMinDynamicBufferOffsetAlignment = 256u;
// Max numbers of dynamic uniform buffers
static constexpr uint32_t kMaxDynamicUniformBufferCount = 8u;
// Max numbers of dynamic storage buffers
static constexpr uint32_t kMaxDynamicStorageBufferCount = 4u;
// Max numbers of dynamic buffers
static constexpr uint32_t kMaxDynamicBufferCount =
kMaxDynamicUniformBufferCount + kMaxDynamicStorageBufferCount;
// Indirect command sizes
static constexpr uint64_t kDispatchIndirectSize = 3 * sizeof(uint32_t);
static constexpr uint64_t kDrawIndirectSize = 4 * sizeof(uint32_t);