D3D12: Use a separate space for the index offset constants
Tint's HLSL writer can now map sets to spaces, so we can use a dedicated space and register to store the index offset constants. Currently, we use the first space (0) and find a free unused register. Bug: dawn:1103 Change-Id: Ie1fe95ec314097baf0e0952a0c78222cad493c95 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/63223 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Michael Tang <tangm@microsoft.com>
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@ -160,27 +160,6 @@ namespace dawn_native { namespace d3d12 {
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// |ranges| will have resized and the pointers in the |rootParameter|s will be invalid.
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ASSERT(rangeIndex == rangesCount);
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// Since Tint's HLSL writer doesn't currently map sets to spaces, we use the default space
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// (0).
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mFirstIndexOffsetRegisterSpace = 0;
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BindGroupIndex firstOffsetGroup{mFirstIndexOffsetRegisterSpace};
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if (GetBindGroupLayoutsMask()[firstOffsetGroup]) {
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// Find the last register used on firstOffsetGroup.
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auto bgl = ToBackend(GetBindGroupLayout(firstOffsetGroup));
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uint32_t maxRegister = 0;
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for (BindingIndex bindingIndex{0}; bindingIndex < bgl->GetBindingCount();
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++bindingIndex) {
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uint32_t shaderRegister = bgl->GetShaderRegister(bindingIndex);
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if (shaderRegister > maxRegister) {
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maxRegister = shaderRegister;
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}
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}
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mFirstIndexOffsetShaderRegister = maxRegister + 1;
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} else {
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// firstOffsetGroup is not in use, we can use the first register.
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mFirstIndexOffsetShaderRegister = 0;
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}
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D3D12_ROOT_PARAMETER indexOffsetConstants{};
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indexOffsetConstants.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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indexOffsetConstants.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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@ -188,8 +167,8 @@ namespace dawn_native { namespace d3d12 {
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// NOTE: We should consider delaying root signature creation until we know how many values
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// we need
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indexOffsetConstants.Constants.Num32BitValues = 2;
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indexOffsetConstants.Constants.RegisterSpace = mFirstIndexOffsetRegisterSpace;
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indexOffsetConstants.Constants.ShaderRegister = mFirstIndexOffsetShaderRegister;
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indexOffsetConstants.Constants.RegisterSpace = kReservedRegisterSpace;
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indexOffsetConstants.Constants.ShaderRegister = kFirstOffsetInfoBaseRegister;
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mFirstIndexOffsetParameterIndex = rootParameters.size();
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// NOTE: We should consider moving this entry to earlier in the root signature since offsets
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// would need to be updated often
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@ -251,11 +230,11 @@ namespace dawn_native { namespace d3d12 {
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}
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uint32_t PipelineLayout::GetFirstIndexOffsetRegisterSpace() const {
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return mFirstIndexOffsetRegisterSpace;
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return kReservedRegisterSpace;
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}
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uint32_t PipelineLayout::GetFirstIndexOffsetShaderRegister() const {
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return mFirstIndexOffsetShaderRegister;
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return kFirstOffsetInfoBaseRegister;
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}
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uint32_t PipelineLayout::GetFirstIndexOffsetParameterIndex() const {
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@ -15,6 +15,7 @@
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#ifndef DAWNNATIVE_D3D12_PIPELINELAYOUTD3D12_H_
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#define DAWNNATIVE_D3D12_PIPELINELAYOUTD3D12_H_
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#include "common/Constants.h"
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#include "common/ityp_array.h"
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#include "dawn_native/BindingInfo.h"
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#include "dawn_native/PipelineLayout.h"
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@ -22,6 +23,10 @@
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namespace dawn_native { namespace d3d12 {
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// We reserve a register space that a user cannot use.
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static constexpr uint32_t kReservedRegisterSpace = kMaxBindGroups + 1;
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static constexpr uint32_t kFirstOffsetInfoBaseRegister = 0;
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class Device;
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class PipelineLayout final : public PipelineLayoutBase {
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@ -53,8 +58,6 @@ namespace dawn_native { namespace d3d12 {
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ityp::array<BindingIndex, uint32_t, kMaxDynamicBuffersPerPipelineLayout>,
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kMaxBindGroups>
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mDynamicRootParameterIndices;
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uint32_t mFirstIndexOffsetRegisterSpace;
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uint32_t mFirstIndexOffsetShaderRegister;
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uint32_t mFirstIndexOffsetParameterIndex;
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ComPtr<ID3D12RootSignature> mRootSignature;
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};
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