ShaderModuleD3D12: Remap binding points

Using the new tint::transform::BindingRemapper.

Provides symmetry with TranslateToHLSLWithSPIRVCross().

Bug: tint:621
Bug: tint:671
Change-Id: I1a26c8cac236ac1133c688cf84bb810e15e30978
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/46341
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Ben Clayton <bclayton@google.com>
This commit is contained in:
Ben Clayton 2021-03-30 22:53:13 +00:00 committed by Commit Bot service account
parent 78fdaa4eeb
commit e40553b940
1 changed files with 48 additions and 1 deletions

View File

@ -199,6 +199,48 @@ namespace dawn_native { namespace d3d12 {
ScopedTintICEHandler scopedICEHandler(GetDevice());
using BindingRemapper = tint::transform::BindingRemapper;
using BindingPoint = tint::transform::BindingPoint;
BindingRemapper::BindingPoints bindingPoints;
BindingRemapper::AccessControls accessControls;
const EntryPointMetadata::BindingInfoArray& moduleBindingInfo =
GetEntryPoint(entryPointName).bindings;
// d3d12::BindGroupLayout packs the bindings per HLSL register-space.
// We modify the Tint AST to make the "bindings" decoration match the
// offset chosen by d3d12::BindGroupLayout so that Tint produces HLSL
// with the correct registers assigned to each interface variable.
for (BindGroupIndex group : IterateBitSet(layout->GetBindGroupLayoutsMask())) {
const BindGroupLayout* bgl = ToBackend(layout->GetBindGroupLayout(group));
const auto& bindingOffsets = bgl->GetBindingOffsets();
const auto& groupBindingInfo = moduleBindingInfo[group];
for (const auto& it : groupBindingInfo) {
BindingNumber binding = it.first;
auto const& bindingInfo = it.second;
BindingIndex bindingIndex = bgl->GetBindingIndex(binding);
uint32_t bindingOffset = bindingOffsets[bindingIndex];
BindingPoint srcBindingPoint{static_cast<uint32_t>(group),
static_cast<uint32_t>(binding)};
BindingPoint dstBindingPoint{static_cast<uint32_t>(group), bindingOffset};
if (srcBindingPoint != dstBindingPoint) {
bindingPoints.emplace(srcBindingPoint, dstBindingPoint);
}
// Declaring a read-only storage buffer in HLSL but specifying a
// storage buffer in the BGL produces the wrong output.
// Force read-only storage buffer bindings to be treated as UAV
// instead of SRV.
const bool forceStorageBufferAsUAV =
(bindingInfo.buffer.type == wgpu::BufferBindingType::ReadOnlyStorage &&
bgl->GetBindingInfo(bindingIndex).buffer.type ==
wgpu::BufferBindingType::Storage);
if (forceStorageBufferAsUAV) {
accessControls.emplace(srcBindingPoint, tint::ast::AccessControl::kReadWrite);
}
}
}
std::ostringstream errorStream;
errorStream << "Tint HLSL failure:" << std::endl;
@ -209,10 +251,15 @@ namespace dawn_native { namespace d3d12 {
layout->GetFirstIndexOffsetShaderRegister(),
layout->GetFirstIndexOffsetRegisterSpace()));
}
transformManager.append(std::make_unique<tint::transform::BindingRemapper>());
transformManager.append(std::make_unique<tint::transform::Renamer>());
transformManager.append(std::make_unique<tint::transform::Hlsl>());
tint::transform::Transform::Output output = transformManager.Run(GetTintProgram());
tint::transform::DataMap transformInputs;
transformInputs.Add<BindingRemapper::Remappings>(std::move(bindingPoints),
std::move(accessControls));
tint::transform::Transform::Output output =
transformManager.Run(GetTintProgram(), transformInputs);
tint::Program& program = output.program;
if (!program.IsValid()) {