// 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/ExternalTexture.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::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& descriptorHeapOffsets = bgl->GetDescriptorHeapOffsets(); 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.bindingType) { case BindingInfoType::Buffer: { BufferBinding binding = GetBindingAsBufferBinding(bindingIndex); ID3D12Resource* resource = ToBackend(binding.buffer)->GetD3D12Resource(); if (resource == nullptr) { // The Buffer was destroyed. Skip creating buffer views since there is no // resource. This bind group won't be used as it is an error to submit a // command buffer that references destroyed resources. continue; } switch (bindingInfo.buffer.type) { case wgpu::BufferBindingType::Uniform: { D3D12_CONSTANT_BUFFER_VIEW_DESC desc; desc.SizeInBytes = Align(binding.size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); desc.BufferLocation = ToBackend(binding.buffer)->GetVA() + binding.offset; d3d12Device->CreateConstantBufferView( &desc, viewAllocation.OffsetFrom( viewSizeIncrement, descriptorHeapOffsets[bindingIndex])); break; } case wgpu::BufferBindingType::Storage: case kInternalStorageBufferBinding: { // 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( resource, nullptr, &desc, viewAllocation.OffsetFrom(viewSizeIncrement, descriptorHeapOffsets[bindingIndex])); break; } case wgpu::BufferBindingType::ReadOnlyStorage: { // 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( resource, &desc, viewAllocation.OffsetFrom(viewSizeIncrement, descriptorHeapOffsets[bindingIndex])); break; } case wgpu::BufferBindingType::Undefined: UNREACHABLE(); } break; } case BindingInfoType::Texture: { auto* view = ToBackend(GetBindingAsTextureView(bindingIndex)); auto& srv = view->GetSRVDescriptor(); ID3D12Resource* resource = ToBackend(view->GetTexture())->GetD3D12Resource(); if (resource == nullptr) { // The Texture was destroyed. Skip creating the SRV since there is no // resource. This bind group won't be used as it is an error to submit a // command buffer that references destroyed resources. continue; } d3d12Device->CreateShaderResourceView( resource, &srv, viewAllocation.OffsetFrom(viewSizeIncrement, descriptorHeapOffsets[bindingIndex])); break; } case BindingInfoType::StorageTexture: { TextureView* view = ToBackend(GetBindingAsTextureView(bindingIndex)); ID3D12Resource* resource = ToBackend(view->GetTexture())->GetD3D12Resource(); if (resource == nullptr) { // The Texture was destroyed. Skip creating the SRV/UAV since there is no // resource. This bind group won't be used as it is an error to submit a // command buffer that references destroyed resources. continue; } switch (bindingInfo.storageTexture.access) { case wgpu::StorageTextureAccess::WriteOnly: { D3D12_UNORDERED_ACCESS_VIEW_DESC uav = view->GetUAVDescriptor(); d3d12Device->CreateUnorderedAccessView( resource, nullptr, &uav, viewAllocation.OffsetFrom(viewSizeIncrement, descriptorHeapOffsets[bindingIndex])); break; } case wgpu::StorageTextureAccess::Undefined: UNREACHABLE(); } break; } case BindingInfoType::ExternalTexture: { const std::array, kMaxPlanesPerFormat>& views = GetBindingAsExternalTexture(bindingIndex)->GetTextureViews(); // Only single-plane formats are supported right now, so assert only one view // exists. ASSERT(views[1].Get() == nullptr); ASSERT(views[2].Get() == nullptr); auto& srv = ToBackend(views[0])->GetSRVDescriptor(); ID3D12Resource* resource = ToBackend(views[0]->GetTexture())->GetD3D12Resource(); d3d12Device->CreateShaderResourceView( resource, &srv, viewAllocation.OffsetFrom(viewSizeIncrement, descriptorHeapOffsets[bindingIndex])); break; } case BindingInfoType::Sampler: { // No-op as samplers will be later initialized by CreateSamplers(). break; } } } // Loop through the dynamic storage buffers and build a flat map from the index of the // dynamic storage buffer to its binding size. The index |dynamicStorageBufferIndex| // means that it is the i'th buffer that is both dynamic and storage, in increasing order // of BindingNumber. mDynamicStorageBufferLengths.resize(bgl->GetBindingCountInfo().dynamicStorageBufferCount); uint32_t dynamicStorageBufferIndex = 0; for (BindingIndex bindingIndex(0); bindingIndex < bgl->GetDynamicBufferCount(); ++bindingIndex) { if (bgl->IsStorageBufferBinding(bindingIndex)) { mDynamicStorageBufferLengths[dynamicStorageBufferIndex++] = GetBindingAsBufferBinding(bindingIndex).size; } } } BindGroup::~BindGroup() = default; void BindGroup::DestroyImpl() { BindGroupBase::DestroyImpl(); 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 != nullptr); return mSamplerAllocationEntry->GetBaseDescriptor(); } bool BindGroup::PopulateSamplers(Device* device, ShaderVisibleDescriptorAllocator* samplerAllocator) { if (mSamplerAllocationEntry == nullptr) { return true; } return mSamplerAllocationEntry->Populate(device, samplerAllocator); } void BindGroup::SetSamplerAllocationEntry(Ref entry) { mSamplerAllocationEntry = std::move(entry); } const BindGroup::DynamicStorageBufferLengths& BindGroup::GetDynamicStorageBufferLengths() const { return mDynamicStorageBufferLengths; } } // namespace dawn_native::d3d12