d3d11: add BindGroup, BindGroupLayout and PipelineLayout
Bug: dawn:1705 Change-Id: I9bc7545328409c7ce8fd8adc26a35b872cda1420 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/126302 Reviewed-by: Austin Eng <enga@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Peng Huang <penghuang@chromium.org>
This commit is contained in:
parent
4faf3d31ba
commit
86e6a13649
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@ -427,6 +427,10 @@ source_set("sources") {
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"d3d11/AdapterD3D11.h",
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"d3d11/BackendD3D11.cpp",
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"d3d11/BackendD3D11.h",
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"d3d11/BindGroupD3D11.cpp",
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"d3d11/BindGroupD3D11.h",
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"d3d11/BindGroupLayoutD3D11.cpp",
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"d3d11/BindGroupLayoutD3D11.h",
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"d3d11/CommandRecordingContextD3D11.cpp",
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"d3d11/CommandRecordingContextD3D11.h",
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"d3d11/D3D11Backend.cpp",
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@ -435,6 +439,8 @@ source_set("sources") {
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"d3d11/DeviceInfoD3D11.cpp",
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"d3d11/DeviceInfoD3D11.h",
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"d3d11/Forward.h",
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"d3d11/PipelineLayoutD3D11.cpp",
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"d3d11/PipelineLayoutD3D11.h",
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"d3d11/PlatformFunctionsD3D11.cpp",
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"d3d11/PlatformFunctionsD3D11.h",
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"d3d11/QueueD3D11.cpp",
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@ -284,6 +284,10 @@ if (DAWN_ENABLE_D3D11)
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"d3d11/AdapterD3D11.h"
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"d3d11/BackendD3D11.cpp"
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"d3d11/BackendD3D11.h"
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"d3d11/BindGroupD3D11.cpp"
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"d3d11/BindGroupD3D11.h"
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"d3d11/BindGroupLayoutD3D11.cpp"
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"d3d11/BindGroupLayoutD3D11.h"
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"d3d11/CommandRecordingContextD3D11.cpp"
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"d3d11/CommandRecordingContextD3D11.h"
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"d3d11/D3D11Backend.cpp"
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@ -292,6 +296,8 @@ if (DAWN_ENABLE_D3D11)
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"d3d11/DeviceInfoD3D11.cpp"
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"d3d11/DeviceInfoD3D11.h"
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"d3d11/Forward.h"
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"d3d11/PipelineLayoutD3D11.cpp"
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"d3d11/PipelineLayoutD3D11.h"
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"d3d11/PlatformFunctionsD3D11.cpp"
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"d3d11/PlatformFunctionsD3D11.h"
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"d3d11/QueueD3D11.cpp"
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@ -0,0 +1,40 @@
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// Copyright 2023 The Dawn 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 "dawn/native/d3d11/BindGroupD3D11.h"
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#include <memory>
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#include "dawn/native/Texture.h"
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#include "dawn/native/d3d11/BindGroupLayoutD3D11.h"
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#include "dawn/native/d3d11/DeviceD3D11.h"
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namespace dawn::native::d3d11 {
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// static
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Ref<BindGroup> BindGroup::Create(Device* device, const BindGroupDescriptor* descriptor) {
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return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor);
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}
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BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor)
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: BindGroupBase(this, device, descriptor) {}
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BindGroup::~BindGroup() = default;
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void BindGroup::DestroyImpl() {
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BindGroupBase::DestroyImpl();
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ToBackend(GetLayout())->DeallocateBindGroup(this);
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}
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} // namespace dawn::native::d3d11
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@ -0,0 +1,40 @@
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// Copyright 2023 The Dawn 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 SRC_DAWN_NATIVE_D3D11_BINDGROUPD3D11_H_
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#define SRC_DAWN_NATIVE_D3D11_BINDGROUPD3D11_H_
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#include "dawn/common/PlacementAllocated.h"
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#include "dawn/native/BindGroup.h"
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namespace dawn::native::d3d11 {
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class Device;
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class BindGroup final : public BindGroupBase, public PlacementAllocated {
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public:
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static Ref<BindGroup> Create(Device* device, const BindGroupDescriptor* descriptor);
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private:
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friend SlabAllocator<BindGroup>;
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BindGroup(Device* device, const BindGroupDescriptor* descriptor);
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~BindGroup() override;
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void DestroyImpl() override;
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};
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} // namespace dawn::native::d3d11
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#endif // SRC_DAWN_NATIVE_D3D11_BINDGROUPD3D11_H_
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@ -0,0 +1,43 @@
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// Copyright 2023 The Dawn 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 "dawn/native/d3d11/BindGroupLayoutD3D11.h"
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#include "dawn/native/d3d11/DeviceD3D11.h"
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namespace dawn::native::d3d11 {
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ResultOrError<Ref<BindGroupLayout>> BindGroupLayout::Create(
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Device* device,
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const BindGroupLayoutDescriptor* descriptor,
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PipelineCompatibilityToken pipelineCompatibilityToken) {
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return AcquireRef(new BindGroupLayout(device, descriptor, pipelineCompatibilityToken));
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}
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BindGroupLayout::BindGroupLayout(Device* device,
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const BindGroupLayoutDescriptor* descriptor,
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PipelineCompatibilityToken pipelineCompatibilityToken)
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: BindGroupLayoutBase(device, descriptor, pipelineCompatibilityToken),
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mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) {}
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Ref<BindGroup> BindGroupLayout::AllocateBindGroup(Device* device,
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const BindGroupDescriptor* descriptor) {
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return AcquireRef(mBindGroupAllocator.Allocate(device, descriptor));
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}
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void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup) {
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mBindGroupAllocator.Deallocate(bindGroup);
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}
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} // namespace dawn::native::d3d11
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@ -0,0 +1,47 @@
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// Copyright 2023 The Dawn 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 SRC_DAWN_NATIVE_D3D11_BINDGROUPLAYOUTD3D11_H_
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#define SRC_DAWN_NATIVE_D3D11_BINDGROUPLAYOUTD3D11_H_
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#include "dawn/common/SlabAllocator.h"
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#include "dawn/native/BindGroupLayout.h"
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#include "dawn/native/d3d11/BindGroupD3D11.h"
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namespace dawn::native::d3d11 {
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class Device;
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class BindGroupLayout final : public BindGroupLayoutBase {
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public:
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static ResultOrError<Ref<BindGroupLayout>> Create(
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Device* device,
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const BindGroupLayoutDescriptor* descriptor,
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PipelineCompatibilityToken pipelineCompatibilityToken);
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Ref<BindGroup> AllocateBindGroup(Device* device, const BindGroupDescriptor* descriptor);
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void DeallocateBindGroup(BindGroup* bindGroup);
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private:
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BindGroupLayout(Device* device,
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const BindGroupLayoutDescriptor* descriptor,
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PipelineCompatibilityToken pipelineCompatibilityToken);
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~BindGroupLayout() override = default;
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SlabAllocator<BindGroup> mBindGroupAllocator;
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};
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} // namespace dawn::native::d3d11
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#endif // SRC_DAWN_NATIVE_D3D11_BINDGROUPLAYOUTD3D11_H_
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@ -30,6 +30,9 @@
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#include "dawn/native/d3d/D3DError.h"
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#include "dawn/native/d3d11/AdapterD3D11.h"
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#include "dawn/native/d3d11/BackendD3D11.h"
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#include "dawn/native/d3d11/BindGroupD3D11.h"
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#include "dawn/native/d3d11/BindGroupLayoutD3D11.h"
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#include "dawn/native/d3d11/PipelineLayoutD3D11.h"
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#include "dawn/native/d3d11/PlatformFunctionsD3D11.h"
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#include "dawn/native/d3d11/QueueD3D11.h"
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#include "dawn/native/d3d11/SamplerD3D11.h"
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@ -229,13 +232,13 @@ MaybeError Device::ExecutePendingCommandContext() {
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ResultOrError<Ref<BindGroupBase>> Device::CreateBindGroupImpl(
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const BindGroupDescriptor* descriptor) {
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return DAWN_UNIMPLEMENTED_ERROR("CreateBindGroupImpl");
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return BindGroup::Create(this, descriptor);
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}
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ResultOrError<Ref<BindGroupLayoutBase>> Device::CreateBindGroupLayoutImpl(
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const BindGroupLayoutDescriptor* descriptor,
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PipelineCompatibilityToken pipelineCompatibilityToken) {
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return DAWN_UNIMPLEMENTED_ERROR("CreateBindGroupLayoutImpl");
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return BindGroupLayout::Create(this, descriptor, pipelineCompatibilityToken);
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}
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ResultOrError<Ref<BufferBase>> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
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@ -255,7 +258,7 @@ Ref<ComputePipelineBase> Device::CreateUninitializedComputePipelineImpl(
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ResultOrError<Ref<PipelineLayoutBase>> Device::CreatePipelineLayoutImpl(
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const PipelineLayoutDescriptor* descriptor) {
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return DAWN_UNIMPLEMENTED_ERROR("CreatePipelineLayoutImpl");
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return PipelineLayout::Create(this, descriptor);
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}
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ResultOrError<Ref<QuerySetBase>> Device::CreateQuerySetImpl(const QuerySetDescriptor* descriptor) {
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@ -0,0 +1,84 @@
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// Copyright 2023 The Dawn 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 "dawn/native/d3d11/PipelineLayoutD3D11.h"
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#include "dawn/common/BitSetIterator.h"
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#include "dawn/native/BindGroupLayout.h"
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#include "dawn/native/d3d11/DeviceD3D11.h"
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namespace dawn::native::d3d11 {
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// static
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ResultOrError<Ref<PipelineLayout>> PipelineLayout::Create(
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Device* device,
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const PipelineLayoutDescriptor* descriptor) {
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Ref<PipelineLayout> pipelineLayout = AcquireRef(new PipelineLayout(device, descriptor));
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DAWN_TRY(pipelineLayout->Initialize());
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return pipelineLayout;
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}
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MaybeError PipelineLayout::Initialize() {
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unsigned int constantBufferIndex = 0;
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unsigned int samplerIndex = 0;
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unsigned int shaderResourceViewIndex = 0;
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unsigned int unorderedAccessViewIndex = 0;
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unsigned int storageTextureIndex = 0;
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for (BindGroupIndex group : IterateBitSet(GetBindGroupLayoutsMask())) {
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const BindGroupLayoutBase* bgl = GetBindGroupLayout(group);
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mIndexInfo[group].resize(bgl->GetBindingCount());
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for (BindingIndex bindingIndex{0}; bindingIndex < bgl->GetBindingCount(); ++bindingIndex) {
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const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex);
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switch (bindingInfo.bindingType) {
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case BindingInfoType::Buffer:
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switch (bindingInfo.buffer.type) {
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case wgpu::BufferBindingType::Uniform:
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mIndexInfo[group][bindingIndex] = constantBufferIndex++;
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break;
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case wgpu::BufferBindingType::Storage:
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case kInternalStorageBufferBinding:
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case wgpu::BufferBindingType::ReadOnlyStorage:
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mIndexInfo[group][bindingIndex] = unorderedAccessViewIndex++;
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break;
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case wgpu::BufferBindingType::Undefined:
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UNREACHABLE();
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}
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break;
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case BindingInfoType::Sampler:
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mIndexInfo[group][bindingIndex] = samplerIndex++;
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break;
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case BindingInfoType::Texture:
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case BindingInfoType::ExternalTexture:
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mIndexInfo[group][bindingIndex] = shaderResourceViewIndex++;
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break;
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case BindingInfoType::StorageTexture:
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mIndexInfo[group][bindingIndex] = storageTextureIndex++;
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break;
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}
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}
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}
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return {};
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}
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const PipelineLayout::BindingIndexInfo& PipelineLayout::GetBindingIndexInfo() const {
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return mIndexInfo;
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}
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} // namespace dawn::native::d3d11
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@ -0,0 +1,61 @@
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// Copyright 2023 The Dawn 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 SRC_DAWN_NATIVE_D3D11_PIPELINELAYOUTD3D11_H_
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#define SRC_DAWN_NATIVE_D3D11_PIPELINELAYOUTD3D11_H_
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#include "dawn/native/PipelineLayout.h"
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#include "dawn/common/ityp_array.h"
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#include "dawn/common/ityp_vector.h"
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#include "dawn/native/BindingInfo.h"
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#include "dawn/native/d3d/d3d_platform.h"
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namespace dawn::native::d3d11 {
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class Device;
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// For D3D11, uniform buffers, samplers, sampled textures, and storage buffers are bind to
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// different kind of slots. The number of slots for each type is limited by the D3D11 spec.
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// So we need to pack the bindings by type into the slots tightly.
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// And D3D11 uses SM 5.0 which doesn't support spaces(binding groups). so we need to flatten
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// the binding groups into a single array.
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class PipelineLayout final : public PipelineLayoutBase {
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public:
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// constant buffer slot reserved for index offsets and num workgroups.
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static constexpr uint32_t kReservedConstantBufferSlot =
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D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1;
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static constexpr uint32_t kFirstIndexOffsetConstantBufferSlot = kReservedConstantBufferSlot;
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static constexpr uint32_t kNumWorkgroupsConstantBufferSlot = kReservedConstantBufferSlot;
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static ResultOrError<Ref<PipelineLayout>> Create(Device* device,
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const PipelineLayoutDescriptor* descriptor);
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using BindingIndexInfo =
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ityp::array<BindGroupIndex, ityp::vector<BindingIndex, uint32_t>, kMaxBindGroups>;
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const BindingIndexInfo& GetBindingIndexInfo() const;
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private:
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using PipelineLayoutBase::PipelineLayoutBase;
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~PipelineLayout() override = default;
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MaybeError Initialize();
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BindingIndexInfo mIndexInfo;
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};
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} // namespace dawn::native::d3d11
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#endif // SRC_DAWN_NATIVE_D3D11_PIPELINELAYOUTD3D11_H_
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