d3d11: VertexBufferTracker

This introduces VertexBufferTracker to correctly track pipeline's
vertex buffer state.

Bug: dawn:1799
Bug: dawn:1705
Change-Id: I06f32b501a3637b22318ec201b1953eba6ed0cf2
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/131700
Reviewed-by: Peng Huang <penghuang@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
This commit is contained in:
jchen10 2023-05-09 02:22:42 +00:00 committed by Dawn LUCI CQ
parent b4425f537c
commit f083783f7e
2 changed files with 48 additions and 12 deletions

View File

@ -50,6 +50,48 @@ DXGI_FORMAT DXGIIndexFormat(wgpu::IndexFormat format) {
}
}
class VertexBufferTracker {
public:
explicit VertexBufferTracker(CommandRecordingContext* commandContext)
: mCommandContext(commandContext) {}
~VertexBufferTracker() {
mD3D11Buffers = {};
mStrides = {};
mOffsets = {};
mCommandContext->GetD3D11DeviceContext()->IASetVertexBuffers(
0, kMaxVertexBuffers, mD3D11Buffers.data(), mStrides.data(), mOffsets.data());
}
void OnSetVertexBuffer(VertexBufferSlot slot, ID3D11Buffer* buffer, uint64_t offset) {
mD3D11Buffers[slot] = buffer;
mOffsets[slot] = offset;
}
void Apply(const RenderPipeline* renderPipeline) {
ASSERT(renderPipeline != nullptr);
// If the vertex state has changed, we need to update the strides.
if (mLastAppliedRenderPipeline != renderPipeline) {
mLastAppliedRenderPipeline = renderPipeline;
for (VertexBufferSlot slot :
IterateBitSet(renderPipeline->GetVertexBufferSlotsUsed())) {
mStrides[slot] = renderPipeline->GetVertexBuffer(slot).arrayStride;
}
}
mCommandContext->GetD3D11DeviceContext()->IASetVertexBuffers(
0, kMaxVertexBuffers, mD3D11Buffers.data(), mStrides.data(), mOffsets.data());
}
private:
CommandRecordingContext* const mCommandContext;
const RenderPipeline* mLastAppliedRenderPipeline = nullptr;
ityp::array<VertexBufferSlot, ID3D11Buffer*, kMaxVertexBuffers> mD3D11Buffers = {};
ityp::array<VertexBufferSlot, UINT, kMaxVertexBuffers> mStrides = {};
ityp::array<VertexBufferSlot, UINT, kMaxVertexBuffers> mOffsets = {};
};
} // namespace
// Create CommandBuffer
@ -437,6 +479,7 @@ MaybeError CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass,
RenderPipeline* lastPipeline = nullptr;
BindGroupTracker bindGroupTracker(commandContext);
VertexBufferTracker vertexBufferTracker(commandContext);
std::array<float, 4> blendColor = {0.0f, 0.0f, 0.0f, 0.0f};
uint32_t stencilReference = 0;
@ -446,6 +489,7 @@ MaybeError CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass,
DrawCmd* draw = iter->NextCommand<DrawCmd>();
DAWN_TRY(bindGroupTracker.Apply());
vertexBufferTracker.Apply(lastPipeline);
DAWN_TRY(RecordFirstIndexOffset(lastPipeline, commandContext, draw->firstVertex,
draw->firstInstance));
commandContext->GetD3D11DeviceContext()->DrawInstanced(
@ -458,6 +502,7 @@ MaybeError CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass,
DrawIndexedCmd* draw = iter->NextCommand<DrawIndexedCmd>();
DAWN_TRY(bindGroupTracker.Apply());
vertexBufferTracker.Apply(lastPipeline);
DAWN_TRY(RecordFirstIndexOffset(lastPipeline, commandContext, draw->baseVertex,
draw->firstInstance));
commandContext->GetD3D11DeviceContext()->DrawIndexedInstanced(
@ -474,6 +519,7 @@ MaybeError CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass,
ASSERT(indirectBuffer != nullptr);
DAWN_TRY(bindGroupTracker.Apply());
vertexBufferTracker.Apply(lastPipeline);
if (lastPipeline->GetUsesVertexOrInstanceIndex()) {
// Copy StartVertexLocation and StartInstanceLocation into the uniform buffer
@ -499,6 +545,7 @@ MaybeError CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass,
ASSERT(indirectBuffer != nullptr);
DAWN_TRY(bindGroupTracker.Apply());
vertexBufferTracker.Apply(lastPipeline);
if (lastPipeline->GetUsesVertexOrInstanceIndex()) {
// Copy StartVertexLocation and StartInstanceLocation into the uniform buffer
@ -555,17 +602,8 @@ MaybeError CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass,
case Command::SetVertexBuffer: {
SetVertexBufferCmd* cmd = iter->NextCommand<SetVertexBufferCmd>();
ASSERT(lastPipeline);
const VertexBufferInfo& info = lastPipeline->GetVertexBuffer(cmd->slot);
// TODO(dawn:1705): should we set vertex back to nullptr after the draw call?
UINT slot = static_cast<uint8_t>(cmd->slot);
ID3D11Buffer* buffer = ToBackend(cmd->buffer)->GetD3D11Buffer();
UINT arrayStride = info.arrayStride;
UINT offset = cmd->offset;
commandContext->GetD3D11DeviceContext()->IASetVertexBuffers(slot, 1, &buffer,
&arrayStride, &offset);
vertexBufferTracker.OnSetVertexBuffer(cmd->slot, buffer, cmd->offset);
break;
}

View File

@ -1122,8 +1122,6 @@ TEST_P(BufferZeroInitTest, BoundAsStorageBuffer) {
// Test the buffer will be lazily initialized correctly when its first use is in SetVertexBuffer.
TEST_P(BufferZeroInitTest, SetVertexBuffer) {
// TODO(dawn:1799): Figure this out.
DAWN_SUPPRESS_TEST_IF(IsD3D11());
// Bind the whole buffer as a vertex buffer.
{
constexpr uint64_t kVertexBufferOffset = 0u;