Rename GPUBindGroupLayoutBinding dynamic to hasDynamicOffset
Following WebGPU change at https://github.com/gpuweb/gpuweb/pull/427, this CL renames GPUBindGroupLayoutBinding dynamic to hasDynamicOffset. Bug: dawn:22 Change-Id: Ie1c2bf4b1f6764c83be7cfe04f4f1a1d2205f685 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11500 Commit-Queue: François Beaufort <beaufort.francois@gmail.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -56,7 +56,7 @@
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{"name": "binding", "type": "uint32_t"},
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{"name": "visibility", "type": "shader stage"},
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{"name": "type", "type": "binding type"},
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{"name": "dynamic", "type": "bool", "default": "false"},
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{"name": "has dynamic offset", "type": "bool", "default": "false"},
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{"name": "multisampled", "type": "bool", "default": "false"},
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{"name": "texture dimension", "type": "texture view dimension", "default": "undefined"},
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{"name": "texture component type", "type": "texture component type", "default": "float"}
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@ -55,18 +55,18 @@ namespace dawn_native {
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switch (binding.type) {
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case dawn::BindingType::UniformBuffer:
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if (binding.dynamic) {
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if (binding.hasDynamicOffset) {
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++dynamicUniformBufferCount;
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}
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break;
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case dawn::BindingType::StorageBuffer:
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if (binding.dynamic) {
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if (binding.hasDynamicOffset) {
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++dynamicStorageBufferCount;
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}
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break;
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case dawn::BindingType::SampledTexture:
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case dawn::BindingType::Sampler:
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if (binding.dynamic) {
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if (binding.hasDynamicOffset) {
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return DAWN_VALIDATION_ERROR("Samplers and textures cannot be dynamic");
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}
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break;
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@ -100,7 +100,7 @@ namespace dawn_native {
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namespace {
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size_t HashBindingInfo(const BindGroupLayoutBase::LayoutBindingInfo& info) {
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size_t hash = Hash(info.mask);
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HashCombine(&hash, info.dynamic, info.multisampled);
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HashCombine(&hash, info.hasDynamicOffset, info.multisampled);
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for (uint32_t binding : IterateBitSet(info.mask)) {
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HashCombine(&hash, info.visibilities[binding], info.types[binding],
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@ -112,7 +112,8 @@ namespace dawn_native {
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bool operator==(const BindGroupLayoutBase::LayoutBindingInfo& a,
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const BindGroupLayoutBase::LayoutBindingInfo& b) {
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if (a.mask != b.mask || a.dynamic != b.dynamic || a.multisampled != b.multisampled) {
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if (a.mask != b.mask || a.hasDynamicOffset != b.hasDynamicOffset ||
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a.multisampled != b.multisampled) {
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return false;
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}
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@ -148,9 +149,8 @@ namespace dawn_native {
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} else {
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mBindingInfo.textureDimensions[index] = binding.textureDimension;
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}
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if (binding.dynamic) {
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mBindingInfo.dynamic.set(index);
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if (binding.hasDynamicOffset) {
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mBindingInfo.hasDynamicOffset.set(index);
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switch (binding.type) {
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case dawn::BindingType::UniformBuffer:
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++mDynamicUniformBufferCount;
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@ -44,7 +44,7 @@ namespace dawn_native {
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std::array<dawn::BindingType, kMaxBindingsPerGroup> types;
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std::array<dawn::TextureComponentType, kMaxBindingsPerGroup> textureComponentTypes;
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std::array<dawn::TextureViewDimension, kMaxBindingsPerGroup> textureDimensions;
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std::bitset<kMaxBindingsPerGroup> dynamic;
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std::bitset<kMaxBindingsPerGroup> hasDynamicOffset;
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std::bitset<kMaxBindingsPerGroup> multisampled;
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std::bitset<kMaxBindingsPerGroup> mask;
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};
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@ -44,7 +44,7 @@ namespace dawn_native { namespace d3d12 {
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for (uint32_t bindingIndex : IterateBitSet(layout.mask)) {
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// It's not necessary to create descriptors in descriptor heap for dynamic resources.
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// So skip allocating descriptors in descriptor heaps for dynamic buffers.
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if (layout.dynamic[bindingIndex]) {
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if (layout.hasDynamicOffset[bindingIndex]) {
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continue;
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}
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@ -27,7 +27,7 @@ namespace dawn_native { namespace d3d12 {
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// For dynamic resources, Dawn uses root descriptor in D3D12 backend.
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// So there is no need to allocate the descriptor from descriptor heap. Skip counting
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// dynamic resources for calculating size of descriptor heap.
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if (groupInfo.dynamic[binding]) {
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if (groupInfo.hasDynamicOffset[binding]) {
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continue;
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}
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@ -94,7 +94,7 @@ namespace dawn_native { namespace d3d12 {
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descriptorOffsets[Sampler] = 0;
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for (uint32_t binding : IterateBitSet(groupInfo.mask)) {
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if (groupInfo.dynamic[binding]) {
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if (groupInfo.hasDynamicOffset[binding]) {
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// Dawn is using values in mBindingOffsets to decide register number in HLSL.
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// Root descriptor needs to set this value to set correct register number in
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// generated HLSL shader.
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@ -178,7 +178,7 @@ namespace dawn_native { namespace d3d12 {
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group->GetLayout()->GetBindingInfo();
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uint32_t currentDynamicBufferIndex = 0;
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for (uint32_t bindingIndex : IterateBitSet(layout.dynamic)) {
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for (uint32_t bindingIndex : IterateBitSet(layout.hasDynamicOffset)) {
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ASSERT(dynamicOffsetCount > 0);
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uint32_t parameterIndex =
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pipelineLayout->GetDynamicRootParameterIndex(index, bindingIndex);
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@ -117,7 +117,7 @@ namespace dawn_native { namespace d3d12 {
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const auto& shaderRegisters = bindGroupLayout->GetBindingOffsets();
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// Init root descriptors in root signatures.
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for (uint32_t dynamicBinding : IterateBitSet(groupInfo.dynamic)) {
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for (uint32_t dynamicBinding : IterateBitSet(groupInfo.hasDynamicOffset)) {
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D3D12_ROOT_PARAMETER* rootParameter = &rootParameters[parameterIndex];
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// Setup root descriptor.
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@ -172,7 +172,7 @@ namespace dawn_native { namespace d3d12 {
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uint32_t PipelineLayout::GetDynamicRootParameterIndex(uint32_t group, uint32_t binding) const {
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ASSERT(group < kMaxBindGroups);
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ASSERT(binding < kMaxBindingsPerGroup);
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ASSERT(GetBindGroupLayout(group)->GetBindingInfo().dynamic[binding]);
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ASSERT(GetBindGroupLayout(group)->GetBindingInfo().hasDynamicOffset[binding]);
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return mDynamicRootParameterIndices[group][binding];
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}
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}} // namespace dawn_native::d3d12
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@ -460,7 +460,7 @@ namespace dawn_native { namespace metal {
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// TODO(shaobo.yan@intel.com): Record bound buffer status to use
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// setBufferOffset to achieve better performance.
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if (layout.dynamic[bindingIndex]) {
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if (layout.hasDynamicOffset[bindingIndex]) {
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offset += dynamicOffsets[currentDynamicBufferIndex];
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currentDynamicBufferIndex++;
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}
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@ -254,7 +254,7 @@ namespace dawn_native { namespace opengl {
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GLuint uboIndex = indices[bindingIndex];
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GLuint offset = binding.offset;
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if (layout.dynamic[bindingIndex]) {
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if (layout.hasDynamicOffset[bindingIndex]) {
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offset += dynamicOffsets[currentDynamicIndex];
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++currentDynamicIndex;
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}
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@ -298,7 +298,7 @@ namespace dawn_native { namespace opengl {
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GLuint ssboIndex = indices[bindingIndex];
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GLuint offset = binding.offset;
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if (layout.dynamic[bindingIndex]) {
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if (layout.hasDynamicOffset[bindingIndex]) {
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offset += dynamicOffsets[currentDynamicIndex];
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++currentDynamicIndex;
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}
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@ -73,7 +73,7 @@ namespace dawn_native { namespace vulkan {
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auto& binding = bindings[numBindings];
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binding.binding = bindingIndex;
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binding.descriptorType =
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VulkanDescriptorType(info.types[bindingIndex], info.dynamic[bindingIndex]);
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VulkanDescriptorType(info.types[bindingIndex], info.hasDynamicOffset[bindingIndex]);
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binding.descriptorCount = 1;
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binding.stageFlags = VulkanShaderStageFlags(info.visibilities[bindingIndex]);
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binding.pImmutableSamplers = nullptr;
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@ -146,8 +146,8 @@ namespace dawn_native { namespace vulkan {
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if (descriptorTypeIndex[type] == -1) {
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descriptorTypeIndex[type] = numSizes;
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result[numSizes].type =
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VulkanDescriptorType(info.types[bindingIndex], info.dynamic[bindingIndex]);
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result[numSizes].type = VulkanDescriptorType(info.types[bindingIndex],
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info.hasDynamicOffset[bindingIndex]);
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result[numSizes].descriptorCount = 1;
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numSizes++;
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} else {
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@ -78,7 +78,7 @@ namespace dawn_native { namespace vulkan {
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write.dstArrayElement = 0;
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write.descriptorCount = 1;
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write.descriptorType = VulkanDescriptorType(layoutInfo.types[bindingIndex],
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layoutInfo.dynamic[bindingIndex]);
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layoutInfo.hasDynamicOffset[bindingIndex]);
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switch (layoutInfo.types[bindingIndex]) {
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case dawn::BindingType::UniformBuffer:
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