// Copyright 2017 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "dawn_native/d3d12/BindGroupD3D12.h" #include "common/BitSetIterator.h" #include "dawn_native/d3d12/BindGroupLayoutD3D12.h" #include "dawn_native/d3d12/BufferD3D12.h" #include "dawn_native/d3d12/DeviceD3D12.h" #include "dawn_native/d3d12/SamplerHeapCacheD3D12.h" #include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h" #include "dawn_native/d3d12/TextureD3D12.h" namespace dawn_native { namespace d3d12 { // static ResultOrError BindGroup::Create(Device* device, const BindGroupDescriptor* descriptor) { return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor); } BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor, uint32_t viewSizeIncrement, const CPUDescriptorHeapAllocation& viewAllocation) : BindGroupBase(this, device, descriptor) { BindGroupLayout* bgl = ToBackend(GetLayout()); mCPUViewAllocation = viewAllocation; const auto& bindingOffsets = bgl->GetBindingOffsets(); ID3D12Device* d3d12Device = device->GetD3D12Device(); // It's not necessary to create descriptors in the descriptor heap for dynamic resources. // This is because they are created as root descriptors which are never heap allocated. // Since dynamic buffers are packed in the front, we can skip over these bindings by // starting from the dynamic buffer count. for (BindingIndex bindingIndex = bgl->GetDynamicBufferCount(); bindingIndex < bgl->GetBindingCount(); ++bindingIndex) { const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex); // Increment size does not need to be stored and is only used to get a handle // local to the allocation with OffsetFrom(). switch (bindingInfo.type) { case wgpu::BindingType::UniformBuffer: { BufferBinding binding = GetBindingAsBufferBinding(bindingIndex); D3D12_CONSTANT_BUFFER_VIEW_DESC desc; // TODO(enga@google.com): investigate if this needs to be a constraint at // the API level desc.SizeInBytes = Align(binding.size, 256); desc.BufferLocation = ToBackend(binding.buffer)->GetVA() + binding.offset; d3d12Device->CreateConstantBufferView( &desc, viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex])); break; } case wgpu::BindingType::StorageBuffer: { BufferBinding binding = GetBindingAsBufferBinding(bindingIndex); // Since SPIRV-Cross outputs HLSL shaders with RWByteAddressBuffer, // we must use D3D12_BUFFER_UAV_FLAG_RAW when making the // UNORDERED_ACCESS_VIEW_DESC. Using D3D12_BUFFER_UAV_FLAG_RAW requires // that we use DXGI_FORMAT_R32_TYPELESS as the format of the view. // DXGI_FORMAT_R32_TYPELESS requires that the element size be 4 // byte aligned. Since binding.size and binding.offset are in bytes, // we need to divide by 4 to obtain the element size. D3D12_UNORDERED_ACCESS_VIEW_DESC desc; desc.Buffer.NumElements = binding.size / 4; desc.Format = DXGI_FORMAT_R32_TYPELESS; desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; desc.Buffer.FirstElement = binding.offset / 4; desc.Buffer.StructureByteStride = 0; desc.Buffer.CounterOffsetInBytes = 0; desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; d3d12Device->CreateUnorderedAccessView( ToBackend(binding.buffer)->GetD3D12Resource().Get(), nullptr, &desc, viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex])); break; } case wgpu::BindingType::ReadonlyStorageBuffer: { BufferBinding binding = GetBindingAsBufferBinding(bindingIndex); // Like StorageBuffer, SPIRV-Cross outputs HLSL shaders for readonly storage // buffer with ByteAddressBuffer. So we must use D3D12_BUFFER_SRV_FLAG_RAW // when making the SRV descriptor. And it has similar requirement for // format, element size, etc. D3D12_SHADER_RESOURCE_VIEW_DESC desc; desc.Format = DXGI_FORMAT_R32_TYPELESS; desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; desc.Buffer.FirstElement = binding.offset / 4; desc.Buffer.NumElements = binding.size / 4; desc.Buffer.StructureByteStride = 0; desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW; d3d12Device->CreateShaderResourceView( ToBackend(binding.buffer)->GetD3D12Resource().Get(), &desc, viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex])); break; } // Readonly storage is implemented as SRV so it can be used at the same time as a // sampled texture. case wgpu::BindingType::SampledTexture: case wgpu::BindingType::ReadonlyStorageTexture: { auto* view = ToBackend(GetBindingAsTextureView(bindingIndex)); auto& srv = view->GetSRVDescriptor(); d3d12Device->CreateShaderResourceView( ToBackend(view->GetTexture())->GetD3D12Resource(), &srv, viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex])); break; } case wgpu::BindingType::Sampler: case wgpu::BindingType::ComparisonSampler: { // No-op as samplers will be later initialized by CreateSamplers(). break; } case wgpu::BindingType::WriteonlyStorageTexture: { TextureView* view = ToBackend(GetBindingAsTextureView(bindingIndex)); D3D12_UNORDERED_ACCESS_VIEW_DESC uav = view->GetUAVDescriptor(); d3d12Device->CreateUnorderedAccessView( ToBackend(view->GetTexture())->GetD3D12Resource(), nullptr, &uav, viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex])); break; } case wgpu::BindingType::StorageTexture: UNREACHABLE(); break; // TODO(shaobo.yan@intel.com): Implement dynamic buffer offset. } } } BindGroup::~BindGroup() { ToBackend(GetLayout())->DeallocateBindGroup(this, &mCPUViewAllocation); ASSERT(!mCPUViewAllocation.IsValid()); } bool BindGroup::PopulateViews(ShaderVisibleDescriptorAllocator* viewAllocator) { const BindGroupLayout* bgl = ToBackend(GetLayout()); const uint32_t descriptorCount = bgl->GetCbvUavSrvDescriptorCount(); if (descriptorCount == 0 || viewAllocator->IsAllocationStillValid(mGPUViewAllocation)) { return true; } // Attempt to allocate descriptors for the currently bound shader-visible heaps. // If either failed, return early to re-allocate and switch the heaps. Device* device = ToBackend(GetDevice()); D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptor; if (!viewAllocator->AllocateGPUDescriptors(descriptorCount, device->GetPendingCommandSerial(), &baseCPUDescriptor, &mGPUViewAllocation)) { return false; } // CPU bindgroups are sparsely allocated across CPU heaps. Instead of doing // simple copies per bindgroup, a single non-simple copy could be issued. // TODO(dawn:155): Consider doing this optimization. device->GetD3D12Device()->CopyDescriptorsSimple(descriptorCount, baseCPUDescriptor, mCPUViewAllocation.GetBaseDescriptor(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); return true; } D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseViewDescriptor() const { return mGPUViewAllocation.GetBaseDescriptor(); } D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseSamplerDescriptor() const { ASSERT(mSamplerAllocationEntry.Get() != nullptr); return mSamplerAllocationEntry->GetBaseDescriptor(); } bool BindGroup::PopulateSamplers(Device* device, ShaderVisibleDescriptorAllocator* samplerAllocator) { if (mSamplerAllocationEntry.Get() == nullptr) { return true; } return mSamplerAllocationEntry->Populate(device, samplerAllocator); } void BindGroup::SetSamplerAllocationEntry(Ref entry) { mSamplerAllocationEntry = std::move(entry); } }} // namespace dawn_native::d3d12