mirror of
https://github.com/encounter/dawn-cmake.git
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Accessing the d3d device using COM needlessly refcounts. This is a particular issue in areas that frequently access the d3d device like Populate(). BUG=dawn:155 Change-Id: I24e83093623afd02fa592d8ec0c404b4571c374b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19703 Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
1226 lines
58 KiB
C++
1226 lines
58 KiB
C++
// Copyright 2017 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn_native/d3d12/CommandBufferD3D12.h"
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#include "common/Assert.h"
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#include "dawn_native/BindGroupAndStorageBarrierTracker.h"
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#include "dawn_native/CommandEncoder.h"
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#include "dawn_native/Commands.h"
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#include "dawn_native/RenderBundle.h"
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#include "dawn_native/d3d12/BindGroupD3D12.h"
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#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
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#include "dawn_native/d3d12/BufferD3D12.h"
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#include "dawn_native/d3d12/CommandRecordingContext.h"
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#include "dawn_native/d3d12/ComputePipelineD3D12.h"
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#include "dawn_native/d3d12/DescriptorHeapAllocator.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
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#include "dawn_native/d3d12/PlatformFunctions.h"
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#include "dawn_native/d3d12/RenderPassBuilderD3D12.h"
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#include "dawn_native/d3d12/RenderPipelineD3D12.h"
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#include "dawn_native/d3d12/SamplerD3D12.h"
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#include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
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#include "dawn_native/d3d12/TextureCopySplitter.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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#include "dawn_native/d3d12/UtilsD3D12.h"
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#include <deque>
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namespace dawn_native { namespace d3d12 {
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namespace {
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DXGI_FORMAT DXGIIndexFormat(wgpu::IndexFormat format) {
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switch (format) {
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case wgpu::IndexFormat::Uint16:
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return DXGI_FORMAT_R16_UINT;
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case wgpu::IndexFormat::Uint32:
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return DXGI_FORMAT_R32_UINT;
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default:
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UNREACHABLE();
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}
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}
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bool CanUseCopyResource(const Texture* src, const Texture* dst, const Extent3D& copySize) {
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// Checked by validation
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ASSERT(src->GetSampleCount() == dst->GetSampleCount());
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ASSERT(src->GetFormat().format == dst->GetFormat().format);
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const Extent3D& srcSize = src->GetSize();
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const Extent3D& dstSize = dst->GetSize();
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auto GetCopyDepth = [](const Texture* texture) {
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switch (texture->GetDimension()) {
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case wgpu::TextureDimension::e1D:
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return 1u;
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case wgpu::TextureDimension::e2D:
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return texture->GetArrayLayers();
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case wgpu::TextureDimension::e3D:
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return texture->GetSize().depth;
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}
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};
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// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-copyresource
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// In order to use D3D12's copy resource, the textures must be the same dimensions, and
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// the copy must be of the entire resource.
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// TODO(dawn:129): Support 1D textures.
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return src->GetDimension() == dst->GetDimension() && //
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dst->GetNumMipLevels() == 1 && //
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src->GetNumMipLevels() == 1 && // A copy command is of a single mip, so if a
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// resource has more than one, we definitely
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// cannot use CopyResource.
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copySize.width == dstSize.width && //
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copySize.width == srcSize.width && //
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copySize.height == dstSize.height && //
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copySize.height == srcSize.height && //
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copySize.depth == GetCopyDepth(src) && //
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copySize.depth == GetCopyDepth(dst);
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}
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} // anonymous namespace
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class BindGroupStateTracker : public BindGroupAndStorageBarrierTrackerBase<false, uint64_t> {
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public:
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BindGroupStateTracker(Device* device)
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: BindGroupAndStorageBarrierTrackerBase(),
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mAllocator(device->GetShaderVisibleDescriptorAllocator()) {
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}
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void SetInComputePass(bool inCompute_) {
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mInCompute = inCompute_;
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}
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MaybeError Apply(CommandRecordingContext* commandContext) {
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// Bindgroups are allocated in shader-visible descriptor heaps which are managed by a
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// ringbuffer. There can be a single shader-visible descriptor heap of each type bound
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// at any given time. This means that when we switch heaps, all other currently bound
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// bindgroups must be re-populated. Bindgroups can fail allocation gracefully which is
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// the signal to change the bounded heaps.
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// Re-populating all bindgroups after the last one fails causes duplicated allocations
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// to occur on overflow.
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// TODO(bryan.bernhart@intel.com): Consider further optimization.
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bool didCreateBindGroups = true;
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for (uint32_t index : IterateBitSet(mDirtyBindGroups)) {
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DAWN_TRY_ASSIGN(didCreateBindGroups,
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ToBackend(mBindGroups[index])->Populate(mAllocator));
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if (!didCreateBindGroups) {
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break;
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}
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}
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// This will re-create bindgroups for both heaps even if only one overflowed.
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// TODO(bryan.bernhart@intel.com): Consider re-allocating heaps independently
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// such that overflowing one doesn't re-allocate the another.
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ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
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if (!didCreateBindGroups) {
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DAWN_TRY(mAllocator->AllocateAndSwitchShaderVisibleHeaps());
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mDirtyBindGroupsObjectChangedOrIsDynamic |= mBindGroupLayoutsMask;
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mDirtyBindGroups |= mBindGroupLayoutsMask;
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// Must be called before applying the bindgroups.
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SetID3D12DescriptorHeaps(commandList);
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for (uint32_t index : IterateBitSet(mBindGroupLayoutsMask)) {
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DAWN_TRY_ASSIGN(didCreateBindGroups,
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ToBackend(mBindGroups[index])->Populate(mAllocator));
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ASSERT(didCreateBindGroups);
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}
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}
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for (uint32_t index : IterateBitSet(mDirtyBindGroupsObjectChangedOrIsDynamic)) {
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BindGroup* group = ToBackend(mBindGroups[index]);
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ApplyBindGroup(commandList, ToBackend(mPipelineLayout), index, group,
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mDynamicOffsetCounts[index], mDynamicOffsets[index].data());
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}
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if (mInCompute) {
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for (uint32_t index : IterateBitSet(mBindGroupLayoutsMask)) {
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for (uint32_t binding : IterateBitSet(mBuffersNeedingBarrier[index])) {
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wgpu::BindingType bindingType = mBindingTypes[index][binding];
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switch (bindingType) {
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case wgpu::BindingType::StorageBuffer:
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ToBackend(mBuffers[index][binding])
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->TrackUsageAndTransitionNow(commandContext,
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wgpu::BufferUsage::Storage);
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break;
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case wgpu::BindingType::StorageTexture:
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case wgpu::BindingType::ReadonlyStorageTexture:
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case wgpu::BindingType::WriteonlyStorageTexture:
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// Not implemented.
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case wgpu::BindingType::UniformBuffer:
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case wgpu::BindingType::ReadonlyStorageBuffer:
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case wgpu::BindingType::Sampler:
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case wgpu::BindingType::SampledTexture:
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// Don't require barriers.
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default:
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UNREACHABLE();
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break;
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}
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}
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}
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}
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DidApply();
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return {};
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}
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void SetID3D12DescriptorHeaps(ID3D12GraphicsCommandList* commandList) {
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ASSERT(commandList != nullptr);
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std::array<ID3D12DescriptorHeap*, 2> descriptorHeaps =
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mAllocator->GetShaderVisibleHeaps();
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ASSERT(descriptorHeaps[0] != nullptr);
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ASSERT(descriptorHeaps[1] != nullptr);
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commandList->SetDescriptorHeaps(2, descriptorHeaps.data());
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}
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private:
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void ApplyBindGroup(ID3D12GraphicsCommandList* commandList,
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const PipelineLayout* pipelineLayout,
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uint32_t index,
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BindGroup* group,
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uint32_t dynamicOffsetCount,
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const uint64_t* dynamicOffsets) {
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ASSERT(dynamicOffsetCount == group->GetLayout()->GetDynamicBufferCount());
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// Usually, the application won't set the same offsets many times,
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// so always try to apply dynamic offsets even if the offsets stay the same
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if (dynamicOffsetCount != 0) {
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// Update dynamic offsets.
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// Dynamic buffer bindings are packed at the beginning of the layout.
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for (BindingIndex bindingIndex = 0; bindingIndex < dynamicOffsetCount;
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++bindingIndex) {
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uint32_t parameterIndex =
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pipelineLayout->GetDynamicRootParameterIndex(index, bindingIndex);
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BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex);
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// Calculate buffer locations that root descriptors links to. The location
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// is (base buffer location + initial offset + dynamic offset)
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uint64_t dynamicOffset = dynamicOffsets[bindingIndex];
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uint64_t offset = binding.offset + dynamicOffset;
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D3D12_GPU_VIRTUAL_ADDRESS bufferLocation =
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ToBackend(binding.buffer)->GetVA() + offset;
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switch (group->GetLayout()->GetBindingInfo(bindingIndex).type) {
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case wgpu::BindingType::UniformBuffer:
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if (mInCompute) {
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commandList->SetComputeRootConstantBufferView(parameterIndex,
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bufferLocation);
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} else {
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commandList->SetGraphicsRootConstantBufferView(parameterIndex,
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bufferLocation);
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}
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break;
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case wgpu::BindingType::StorageBuffer:
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if (mInCompute) {
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commandList->SetComputeRootUnorderedAccessView(parameterIndex,
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bufferLocation);
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} else {
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commandList->SetGraphicsRootUnorderedAccessView(parameterIndex,
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bufferLocation);
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}
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break;
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case wgpu::BindingType::ReadonlyStorageBuffer:
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if (mInCompute) {
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commandList->SetComputeRootShaderResourceView(parameterIndex,
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bufferLocation);
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} else {
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commandList->SetGraphicsRootShaderResourceView(parameterIndex,
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bufferLocation);
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}
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break;
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case wgpu::BindingType::SampledTexture:
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case wgpu::BindingType::Sampler:
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case wgpu::BindingType::StorageTexture:
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case wgpu::BindingType::ReadonlyStorageTexture:
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case wgpu::BindingType::WriteonlyStorageTexture:
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UNREACHABLE();
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break;
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}
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}
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}
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// It's not necessary to update descriptor tables if only the dynamic offset changed.
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if (!mDirtyBindGroups[index]) {
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return;
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}
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const uint32_t cbvUavSrvCount =
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ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
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const uint32_t samplerCount =
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ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
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if (cbvUavSrvCount > 0) {
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uint32_t parameterIndex = pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
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const D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor =
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group->GetBaseCbvUavSrvDescriptor();
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if (mInCompute) {
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commandList->SetComputeRootDescriptorTable(parameterIndex, baseDescriptor);
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} else {
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commandList->SetGraphicsRootDescriptorTable(parameterIndex, baseDescriptor);
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}
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}
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if (samplerCount > 0) {
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uint32_t parameterIndex = pipelineLayout->GetSamplerRootParameterIndex(index);
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const D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor =
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group->GetBaseSamplerDescriptor();
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if (mInCompute) {
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commandList->SetComputeRootDescriptorTable(parameterIndex, baseDescriptor);
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} else {
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commandList->SetGraphicsRootDescriptorTable(parameterIndex, baseDescriptor);
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}
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}
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}
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bool mInCompute = false;
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ShaderVisibleDescriptorAllocator* mAllocator;
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};
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namespace {
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// TODO(jiawei.shao@intel.com): use hash map <RenderPass, OMSetRenderTargetArgs> as
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// cache to avoid redundant RTV and DSV memory allocations.
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ResultOrError<OMSetRenderTargetArgs> GetSubpassOMSetRenderTargetArgs(
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BeginRenderPassCmd* renderPass,
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Device* device) {
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OMSetRenderTargetArgs args = {};
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uint32_t rtvCount = static_cast<uint32_t>(
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renderPass->attachmentState->GetColorAttachmentsMask().count());
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DescriptorHeapAllocator* allocator = device->GetDescriptorHeapAllocator();
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DescriptorHeapHandle rtvHeap;
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DAWN_TRY_ASSIGN(rtvHeap,
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allocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, rtvCount));
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ASSERT(rtvHeap.Get() != nullptr);
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ID3D12Device* d3dDevice = device->GetD3D12Device();
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unsigned int rtvIndex = 0;
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for (uint32_t i :
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IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
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ASSERT(rtvIndex < rtvCount);
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TextureView* view = ToBackend(renderPass->colorAttachments[i].view).Get();
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(rtvIndex);
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = view->GetRTVDescriptor();
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d3dDevice->CreateRenderTargetView(ToBackend(view->GetTexture())->GetD3D12Resource(),
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&rtvDesc, rtvHandle);
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args.RTVs[rtvIndex] = rtvHandle;
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++rtvIndex;
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}
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args.numRTVs = rtvCount;
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if (renderPass->attachmentState->HasDepthStencilAttachment()) {
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DescriptorHeapHandle dsvHeap;
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DAWN_TRY_ASSIGN(dsvHeap,
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allocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1));
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ASSERT(dsvHeap.Get() != nullptr);
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TextureView* view = ToBackend(renderPass->depthStencilAttachment.view).Get();
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D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = view->GetDSVDescriptor();
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d3dDevice->CreateDepthStencilView(ToBackend(view->GetTexture())->GetD3D12Resource(),
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&dsvDesc, dsvHandle);
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args.dsv = dsvHandle;
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}
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return args;
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}
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class VertexBufferTracker {
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public:
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void OnSetVertexBuffer(uint32_t slot, Buffer* buffer, uint64_t offset) {
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mStartSlot = std::min(mStartSlot, slot);
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mEndSlot = std::max(mEndSlot, slot + 1);
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auto* d3d12BufferView = &mD3D12BufferViews[slot];
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d3d12BufferView->BufferLocation = buffer->GetVA() + offset;
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d3d12BufferView->SizeInBytes = buffer->GetSize() - offset;
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// The bufferView stride is set based on the vertex state before a draw.
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}
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void Apply(ID3D12GraphicsCommandList* commandList,
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const RenderPipeline* renderPipeline) {
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ASSERT(renderPipeline != nullptr);
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std::bitset<kMaxVertexBuffers> vertexBufferSlotsUsed =
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renderPipeline->GetVertexBufferSlotsUsed();
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uint32_t startSlot = mStartSlot;
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uint32_t endSlot = mEndSlot;
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// If the vertex state has changed, we need to update the StrideInBytes
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// for the D3D12 buffer views. We also need to extend the dirty range to
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// touch all these slots because the stride may have changed.
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if (mLastAppliedRenderPipeline != renderPipeline) {
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mLastAppliedRenderPipeline = renderPipeline;
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for (uint32_t slot : IterateBitSet(vertexBufferSlotsUsed)) {
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startSlot = std::min(startSlot, slot);
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endSlot = std::max(endSlot, slot + 1);
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mD3D12BufferViews[slot].StrideInBytes =
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renderPipeline->GetVertexBuffer(slot).arrayStride;
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}
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}
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if (endSlot <= startSlot) {
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return;
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}
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// mD3D12BufferViews is kept up to date with the most recent data passed
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// to SetVertexBuffer. This makes it correct to only track the start
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// and end of the dirty range. When Apply is called,
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// we will at worst set non-dirty vertex buffers in duplicate.
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uint32_t count = endSlot - startSlot;
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commandList->IASetVertexBuffers(startSlot, count, &mD3D12BufferViews[startSlot]);
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mStartSlot = kMaxVertexBuffers;
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mEndSlot = 0;
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}
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private:
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// startSlot and endSlot indicate the range of dirty vertex buffers.
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// If there are multiple calls to SetVertexBuffer, the start and end
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// represent the union of the dirty ranges (the union may have non-dirty
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// data in the middle of the range).
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const RenderPipeline* mLastAppliedRenderPipeline = nullptr;
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uint32_t mStartSlot = kMaxVertexBuffers;
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uint32_t mEndSlot = 0;
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std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexBuffers> mD3D12BufferViews = {};
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};
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class IndexBufferTracker {
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public:
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void OnSetIndexBuffer(Buffer* buffer, uint64_t offset) {
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mD3D12BufferView.BufferLocation = buffer->GetVA() + offset;
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mD3D12BufferView.SizeInBytes = buffer->GetSize() - offset;
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// We don't need to dirty the state unless BufferLocation or SizeInBytes
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// change, but most of the time this will always be the case.
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mLastAppliedIndexFormat = DXGI_FORMAT_UNKNOWN;
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}
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void OnSetPipeline(const RenderPipelineBase* pipeline) {
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mD3D12BufferView.Format =
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DXGIIndexFormat(pipeline->GetVertexStateDescriptor()->indexFormat);
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}
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void Apply(ID3D12GraphicsCommandList* commandList) {
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if (mD3D12BufferView.Format == mLastAppliedIndexFormat) {
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return;
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}
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commandList->IASetIndexBuffer(&mD3D12BufferView);
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mLastAppliedIndexFormat = mD3D12BufferView.Format;
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}
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private:
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DXGI_FORMAT mLastAppliedIndexFormat = DXGI_FORMAT_UNKNOWN;
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D3D12_INDEX_BUFFER_VIEW mD3D12BufferView = {};
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};
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void ResolveMultisampledRenderPass(CommandRecordingContext* commandContext,
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BeginRenderPassCmd* renderPass) {
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ASSERT(renderPass != nullptr);
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for (uint32_t i :
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IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
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TextureViewBase* resolveTarget =
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renderPass->colorAttachments[i].resolveTarget.Get();
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if (resolveTarget == nullptr) {
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continue;
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}
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Texture* colorTexture =
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ToBackend(renderPass->colorAttachments[i].view->GetTexture());
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Texture* resolveTexture = ToBackend(resolveTarget->GetTexture());
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// Transition the usages of the color attachment and resolve target.
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colorTexture->TrackUsageAndTransitionNow(commandContext,
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D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
|
|
resolveTexture->TrackUsageAndTransitionNow(commandContext,
|
|
D3D12_RESOURCE_STATE_RESOLVE_DEST);
|
|
|
|
// Do MSAA resolve with ResolveSubResource().
|
|
ID3D12Resource* colorTextureHandle = colorTexture->GetD3D12Resource();
|
|
ID3D12Resource* resolveTextureHandle = resolveTexture->GetD3D12Resource();
|
|
const uint32_t resolveTextureSubresourceIndex = resolveTexture->GetSubresourceIndex(
|
|
resolveTarget->GetBaseMipLevel(), resolveTarget->GetBaseArrayLayer());
|
|
constexpr uint32_t kColorTextureSubresourceIndex = 0;
|
|
commandContext->GetCommandList()->ResolveSubresource(
|
|
resolveTextureHandle, resolveTextureSubresourceIndex, colorTextureHandle,
|
|
kColorTextureSubresourceIndex, colorTexture->GetD3D12Format());
|
|
}
|
|
}
|
|
|
|
} // anonymous namespace
|
|
|
|
CommandBuffer::CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor)
|
|
: CommandBufferBase(encoder, descriptor), mCommands(encoder->AcquireCommands()) {
|
|
}
|
|
|
|
CommandBuffer::~CommandBuffer() {
|
|
FreeCommands(&mCommands);
|
|
}
|
|
|
|
MaybeError CommandBuffer::RecordCommands(CommandRecordingContext* commandContext) {
|
|
Device* device = ToBackend(GetDevice());
|
|
BindGroupStateTracker bindingTracker(device);
|
|
|
|
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
|
|
|
|
// Make sure we use the correct descriptors for this command list. Could be done once per
|
|
// actual command list but here is ok because there should be few command buffers.
|
|
bindingTracker.SetID3D12DescriptorHeaps(commandList);
|
|
|
|
// Records the necessary barriers for the resource usage pre-computed by the frontend
|
|
auto PrepareResourcesForSubmission = [](CommandRecordingContext* commandContext,
|
|
const PassResourceUsage& usages) -> bool {
|
|
std::vector<D3D12_RESOURCE_BARRIER> barriers;
|
|
|
|
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
|
|
|
|
wgpu::BufferUsage bufferUsages = wgpu::BufferUsage::None;
|
|
|
|
for (size_t i = 0; i < usages.buffers.size(); ++i) {
|
|
D3D12_RESOURCE_BARRIER barrier;
|
|
if (ToBackend(usages.buffers[i])
|
|
->TrackUsageAndGetResourceBarrier(commandContext, &barrier,
|
|
usages.bufferUsages[i])) {
|
|
barriers.push_back(barrier);
|
|
}
|
|
bufferUsages |= usages.bufferUsages[i];
|
|
}
|
|
|
|
for (size_t i = 0; i < usages.textures.size(); ++i) {
|
|
Texture* texture = ToBackend(usages.textures[i]);
|
|
// Clear textures that are not output attachments. Output attachments will be
|
|
// cleared during record render pass if the texture subresource has not been
|
|
// initialized before the render pass.
|
|
if (!(usages.textureUsages[i] & wgpu::TextureUsage::OutputAttachment)) {
|
|
texture->EnsureSubresourceContentInitialized(commandContext, 0,
|
|
texture->GetNumMipLevels(), 0,
|
|
texture->GetArrayLayers());
|
|
}
|
|
}
|
|
|
|
wgpu::TextureUsage textureUsages = wgpu::TextureUsage::None;
|
|
|
|
for (size_t i = 0; i < usages.textures.size(); ++i) {
|
|
D3D12_RESOURCE_BARRIER barrier;
|
|
if (ToBackend(usages.textures[i])
|
|
->TrackUsageAndGetResourceBarrier(commandContext, &barrier,
|
|
usages.textureUsages[i])) {
|
|
barriers.push_back(barrier);
|
|
}
|
|
textureUsages |= usages.textureUsages[i];
|
|
}
|
|
|
|
if (barriers.size()) {
|
|
commandList->ResourceBarrier(barriers.size(), barriers.data());
|
|
}
|
|
|
|
return (bufferUsages & wgpu::BufferUsage::Storage ||
|
|
textureUsages & wgpu::TextureUsage::Storage);
|
|
};
|
|
|
|
const std::vector<PassResourceUsage>& passResourceUsages = GetResourceUsages().perPass;
|
|
uint32_t nextPassNumber = 0;
|
|
|
|
Command type;
|
|
while (mCommands.NextCommandId(&type)) {
|
|
switch (type) {
|
|
case Command::BeginComputePass: {
|
|
mCommands.NextCommand<BeginComputePassCmd>();
|
|
|
|
PrepareResourcesForSubmission(commandContext,
|
|
passResourceUsages[nextPassNumber]);
|
|
bindingTracker.SetInComputePass(true);
|
|
DAWN_TRY(RecordComputePass(commandContext, &bindingTracker));
|
|
|
|
nextPassNumber++;
|
|
break;
|
|
}
|
|
|
|
case Command::BeginRenderPass: {
|
|
BeginRenderPassCmd* beginRenderPassCmd =
|
|
mCommands.NextCommand<BeginRenderPassCmd>();
|
|
|
|
const bool passHasUAV = PrepareResourcesForSubmission(
|
|
commandContext, passResourceUsages[nextPassNumber]);
|
|
bindingTracker.SetInComputePass(false);
|
|
|
|
LazyClearRenderPassAttachments(beginRenderPassCmd);
|
|
DAWN_TRY(RecordRenderPass(commandContext, &bindingTracker, beginRenderPassCmd,
|
|
passHasUAV));
|
|
|
|
nextPassNumber++;
|
|
break;
|
|
}
|
|
|
|
case Command::CopyBufferToBuffer: {
|
|
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
|
|
Buffer* srcBuffer = ToBackend(copy->source.Get());
|
|
Buffer* dstBuffer = ToBackend(copy->destination.Get());
|
|
|
|
srcBuffer->TrackUsageAndTransitionNow(commandContext,
|
|
wgpu::BufferUsage::CopySrc);
|
|
dstBuffer->TrackUsageAndTransitionNow(commandContext,
|
|
wgpu::BufferUsage::CopyDst);
|
|
|
|
commandList->CopyBufferRegion(
|
|
dstBuffer->GetD3D12Resource().Get(), copy->destinationOffset,
|
|
srcBuffer->GetD3D12Resource().Get(), copy->sourceOffset, copy->size);
|
|
break;
|
|
}
|
|
|
|
case Command::CopyBufferToTexture: {
|
|
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
|
|
Buffer* buffer = ToBackend(copy->source.buffer.Get());
|
|
Texture* texture = ToBackend(copy->destination.texture.Get());
|
|
|
|
if (IsCompleteSubresourceCopiedTo(texture, copy->copySize,
|
|
copy->destination.mipLevel)) {
|
|
texture->SetIsSubresourceContentInitialized(
|
|
true, copy->destination.mipLevel, 1, copy->destination.arrayLayer, 1);
|
|
} else {
|
|
texture->EnsureSubresourceContentInitialized(
|
|
commandContext, copy->destination.mipLevel, 1,
|
|
copy->destination.arrayLayer, 1);
|
|
}
|
|
|
|
buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopySrc);
|
|
texture->TrackUsageAndTransitionNow(commandContext,
|
|
wgpu::TextureUsage::CopyDst);
|
|
|
|
auto copySplit = ComputeTextureCopySplit(
|
|
copy->destination.origin, copy->copySize, texture->GetFormat(),
|
|
copy->source.offset, copy->source.rowPitch, copy->source.imageHeight);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION textureLocation =
|
|
ComputeTextureCopyLocationForTexture(texture, copy->destination.mipLevel,
|
|
copy->destination.arrayLayer);
|
|
|
|
for (uint32_t i = 0; i < copySplit.count; ++i) {
|
|
TextureCopySplit::CopyInfo& info = copySplit.copies[i];
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION bufferLocation =
|
|
ComputeBufferLocationForCopyTextureRegion(
|
|
texture, buffer->GetD3D12Resource().Get(), info.bufferSize,
|
|
copySplit.offset, copy->source.rowPitch);
|
|
D3D12_BOX sourceRegion =
|
|
ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);
|
|
|
|
commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x,
|
|
info.textureOffset.y, info.textureOffset.z,
|
|
&bufferLocation, &sourceRegion);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::CopyTextureToBuffer: {
|
|
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
|
|
Texture* texture = ToBackend(copy->source.texture.Get());
|
|
Buffer* buffer = ToBackend(copy->destination.buffer.Get());
|
|
|
|
texture->EnsureSubresourceContentInitialized(
|
|
commandContext, copy->source.mipLevel, 1, copy->source.arrayLayer, 1);
|
|
|
|
texture->TrackUsageAndTransitionNow(commandContext,
|
|
wgpu::TextureUsage::CopySrc);
|
|
buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
|
|
|
|
TextureCopySplit copySplit = ComputeTextureCopySplit(
|
|
copy->source.origin, copy->copySize, texture->GetFormat(),
|
|
copy->destination.offset, copy->destination.rowPitch,
|
|
copy->destination.imageHeight);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION textureLocation =
|
|
ComputeTextureCopyLocationForTexture(texture, copy->source.mipLevel,
|
|
copy->source.arrayLayer);
|
|
|
|
for (uint32_t i = 0; i < copySplit.count; ++i) {
|
|
TextureCopySplit::CopyInfo& info = copySplit.copies[i];
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION bufferLocation =
|
|
ComputeBufferLocationForCopyTextureRegion(
|
|
texture, buffer->GetD3D12Resource().Get(), info.bufferSize,
|
|
copySplit.offset, copy->destination.rowPitch);
|
|
|
|
D3D12_BOX sourceRegion =
|
|
ComputeD3D12BoxFromOffsetAndSize(info.textureOffset, info.copySize);
|
|
|
|
commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x,
|
|
info.bufferOffset.y, info.bufferOffset.z,
|
|
&textureLocation, &sourceRegion);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::CopyTextureToTexture: {
|
|
CopyTextureToTextureCmd* copy =
|
|
mCommands.NextCommand<CopyTextureToTextureCmd>();
|
|
|
|
Texture* source = ToBackend(copy->source.texture.Get());
|
|
Texture* destination = ToBackend(copy->destination.texture.Get());
|
|
|
|
source->EnsureSubresourceContentInitialized(
|
|
commandContext, copy->source.mipLevel, 1, copy->source.arrayLayer, 1);
|
|
if (IsCompleteSubresourceCopiedTo(destination, copy->copySize,
|
|
copy->destination.mipLevel)) {
|
|
destination->SetIsSubresourceContentInitialized(
|
|
true, copy->destination.mipLevel, 1, copy->destination.arrayLayer, 1);
|
|
} else {
|
|
destination->EnsureSubresourceContentInitialized(
|
|
commandContext, copy->destination.mipLevel, 1,
|
|
copy->destination.arrayLayer, 1);
|
|
}
|
|
source->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopySrc);
|
|
destination->TrackUsageAndTransitionNow(commandContext,
|
|
wgpu::TextureUsage::CopyDst);
|
|
|
|
if (CanUseCopyResource(source, destination, copy->copySize)) {
|
|
commandList->CopyResource(destination->GetD3D12Resource(),
|
|
source->GetD3D12Resource());
|
|
} else {
|
|
D3D12_TEXTURE_COPY_LOCATION srcLocation =
|
|
ComputeTextureCopyLocationForTexture(source, copy->source.mipLevel,
|
|
copy->source.arrayLayer);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION dstLocation =
|
|
ComputeTextureCopyLocationForTexture(destination,
|
|
copy->destination.mipLevel,
|
|
copy->destination.arrayLayer);
|
|
|
|
D3D12_BOX sourceRegion =
|
|
ComputeD3D12BoxFromOffsetAndSize(copy->source.origin, copy->copySize);
|
|
|
|
commandList->CopyTextureRegion(
|
|
&dstLocation, copy->destination.origin.x, copy->destination.origin.y,
|
|
copy->destination.origin.z, &srcLocation, &sourceRegion);
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
MaybeError CommandBuffer::RecordComputePass(CommandRecordingContext* commandContext,
|
|
BindGroupStateTracker* bindingTracker) {
|
|
PipelineLayout* lastLayout = nullptr;
|
|
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
|
|
|
|
Command type;
|
|
while (mCommands.NextCommandId(&type)) {
|
|
switch (type) {
|
|
case Command::Dispatch: {
|
|
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z);
|
|
break;
|
|
}
|
|
|
|
case Command::DispatchIndirect: {
|
|
DispatchIndirectCmd* dispatch = mCommands.NextCommand<DispatchIndirectCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
Buffer* buffer = ToBackend(dispatch->indirectBuffer.Get());
|
|
ComPtr<ID3D12CommandSignature> signature =
|
|
ToBackend(GetDevice())->GetDispatchIndirectSignature();
|
|
commandList->ExecuteIndirect(signature.Get(), 1,
|
|
buffer->GetD3D12Resource().Get(),
|
|
dispatch->indirectOffset, nullptr, 0);
|
|
break;
|
|
}
|
|
|
|
case Command::EndComputePass: {
|
|
mCommands.NextCommand<EndComputePassCmd>();
|
|
return {};
|
|
}
|
|
|
|
case Command::SetComputePipeline: {
|
|
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
|
|
ComputePipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
|
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
|
|
|
commandList->SetComputeRootSignature(layout->GetRootSignature().Get());
|
|
commandList->SetPipelineState(pipeline->GetPipelineState().Get());
|
|
|
|
bindingTracker->OnSetPipeline(pipeline);
|
|
|
|
lastLayout = layout;
|
|
break;
|
|
}
|
|
|
|
case Command::SetBindGroup: {
|
|
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
|
|
BindGroup* group = ToBackend(cmd->group.Get());
|
|
uint32_t* dynamicOffsets = nullptr;
|
|
|
|
if (cmd->dynamicOffsetCount > 0) {
|
|
dynamicOffsets = mCommands.NextData<uint32_t>(cmd->dynamicOffsetCount);
|
|
}
|
|
|
|
bindingTracker->OnSetBindGroup(cmd->index, group, cmd->dynamicOffsetCount,
|
|
dynamicOffsets);
|
|
break;
|
|
}
|
|
|
|
case Command::InsertDebugMarker: {
|
|
InsertDebugMarkerCmd* cmd = mCommands.NextCommand<InsertDebugMarkerCmd>();
|
|
const char* label = mCommands.NextData<char>(cmd->length + 1);
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
// PIX color is 1 byte per channel in ARGB format
|
|
constexpr uint64_t kPIXBlackColor = 0xff000000;
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixSetMarkerOnCommandList(commandList, kPIXBlackColor, label);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::PopDebugGroup: {
|
|
mCommands.NextCommand<PopDebugGroupCmd>();
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixEndEventOnCommandList(commandList);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::PushDebugGroup: {
|
|
PushDebugGroupCmd* cmd = mCommands.NextCommand<PushDebugGroupCmd>();
|
|
const char* label = mCommands.NextData<char>(cmd->length + 1);
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
// PIX color is 1 byte per channel in ARGB format
|
|
constexpr uint64_t kPIXBlackColor = 0xff000000;
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixBeginEventOnCommandList(commandList, kPIXBlackColor, label);
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
void CommandBuffer::SetupRenderPass(CommandRecordingContext* commandContext,
|
|
BeginRenderPassCmd* renderPass,
|
|
RenderPassBuilder* renderPassBuilder) {
|
|
for (uint32_t i : IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
|
|
RenderPassColorAttachmentInfo& attachmentInfo = renderPass->colorAttachments[i];
|
|
TextureView* view = ToBackend(attachmentInfo.view.Get());
|
|
|
|
// Set color load operation.
|
|
renderPassBuilder->SetRenderTargetBeginningAccess(
|
|
i, attachmentInfo.loadOp, attachmentInfo.clearColor, view->GetD3D12Format());
|
|
|
|
// Set color store operation.
|
|
if (attachmentInfo.resolveTarget.Get() != nullptr) {
|
|
TextureView* resolveDestinationView = ToBackend(attachmentInfo.resolveTarget.Get());
|
|
Texture* resolveDestinationTexture =
|
|
ToBackend(resolveDestinationView->GetTexture());
|
|
|
|
resolveDestinationTexture->TrackUsageAndTransitionNow(
|
|
commandContext, D3D12_RESOURCE_STATE_RESOLVE_DEST);
|
|
|
|
renderPassBuilder->SetRenderTargetEndingAccessResolve(i, attachmentInfo.storeOp,
|
|
view, resolveDestinationView);
|
|
} else {
|
|
renderPassBuilder->SetRenderTargetEndingAccess(i, attachmentInfo.storeOp);
|
|
}
|
|
}
|
|
|
|
if (renderPass->attachmentState->HasDepthStencilAttachment()) {
|
|
RenderPassDepthStencilAttachmentInfo& attachmentInfo =
|
|
renderPass->depthStencilAttachment;
|
|
TextureView* view = ToBackend(renderPass->depthStencilAttachment.view.Get());
|
|
|
|
const bool hasDepth = view->GetTexture()->GetFormat().HasDepth();
|
|
const bool hasStencil = view->GetTexture()->GetFormat().HasStencil();
|
|
|
|
// Set depth/stencil load operations.
|
|
if (hasDepth) {
|
|
renderPassBuilder->SetDepthAccess(
|
|
attachmentInfo.depthLoadOp, attachmentInfo.depthStoreOp,
|
|
attachmentInfo.clearDepth, view->GetD3D12Format());
|
|
} else {
|
|
renderPassBuilder->SetDepthNoAccess();
|
|
}
|
|
|
|
if (hasStencil) {
|
|
renderPassBuilder->SetStencilAccess(
|
|
attachmentInfo.stencilLoadOp, attachmentInfo.stencilStoreOp,
|
|
attachmentInfo.clearStencil, view->GetD3D12Format());
|
|
} else {
|
|
renderPassBuilder->SetStencilNoAccess();
|
|
}
|
|
|
|
} else {
|
|
renderPassBuilder->SetDepthStencilNoAccess();
|
|
}
|
|
}
|
|
|
|
void CommandBuffer::EmulateBeginRenderPass(CommandRecordingContext* commandContext,
|
|
const RenderPassBuilder* renderPassBuilder) const {
|
|
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
|
|
|
|
// Clear framebuffer attachments as needed.
|
|
{
|
|
for (uint32_t i = 0; i < renderPassBuilder->GetColorAttachmentCount(); i++) {
|
|
// Load op - color
|
|
if (renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i]
|
|
.BeginningAccess.Type == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) {
|
|
commandList->ClearRenderTargetView(
|
|
renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i].cpuDescriptor,
|
|
renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i]
|
|
.BeginningAccess.Clear.ClearValue.Color,
|
|
0, nullptr);
|
|
}
|
|
}
|
|
|
|
if (renderPassBuilder->HasDepth()) {
|
|
D3D12_CLEAR_FLAGS clearFlags = {};
|
|
float depthClear = 0.0f;
|
|
uint8_t stencilClear = 0u;
|
|
|
|
if (renderPassBuilder->GetRenderPassDepthStencilDescriptor()
|
|
->DepthBeginningAccess.Type ==
|
|
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) {
|
|
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
|
|
depthClear = renderPassBuilder->GetRenderPassDepthStencilDescriptor()
|
|
->DepthBeginningAccess.Clear.ClearValue.DepthStencil.Depth;
|
|
}
|
|
if (renderPassBuilder->GetRenderPassDepthStencilDescriptor()
|
|
->StencilBeginningAccess.Type ==
|
|
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) {
|
|
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
|
|
stencilClear =
|
|
renderPassBuilder->GetRenderPassDepthStencilDescriptor()
|
|
->StencilBeginningAccess.Clear.ClearValue.DepthStencil.Stencil;
|
|
}
|
|
|
|
// TODO(kainino@chromium.org): investigate: should the Dawn clear
|
|
// stencil type be uint8_t?
|
|
if (clearFlags) {
|
|
commandList->ClearDepthStencilView(
|
|
renderPassBuilder->GetRenderPassDepthStencilDescriptor()->cpuDescriptor,
|
|
clearFlags, depthClear, stencilClear, 0, nullptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
commandList->OMSetRenderTargets(
|
|
renderPassBuilder->GetColorAttachmentCount(), renderPassBuilder->GetRenderTargetViews(),
|
|
FALSE,
|
|
renderPassBuilder->HasDepth()
|
|
? &renderPassBuilder->GetRenderPassDepthStencilDescriptor()->cpuDescriptor
|
|
: nullptr);
|
|
}
|
|
|
|
MaybeError CommandBuffer::RecordRenderPass(CommandRecordingContext* commandContext,
|
|
BindGroupStateTracker* bindingTracker,
|
|
BeginRenderPassCmd* renderPass,
|
|
const bool passHasUAV) {
|
|
Device* device = ToBackend(GetDevice());
|
|
OMSetRenderTargetArgs args;
|
|
DAWN_TRY_ASSIGN(args, GetSubpassOMSetRenderTargetArgs(renderPass, device));
|
|
|
|
const bool useRenderPass = device->IsToggleEnabled(Toggle::UseD3D12RenderPass);
|
|
|
|
// renderPassBuilder must be scoped to RecordRenderPass because any underlying
|
|
// D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS structs must remain
|
|
// valid until after EndRenderPass() has been called.
|
|
RenderPassBuilder renderPassBuilder(args, passHasUAV);
|
|
|
|
SetupRenderPass(commandContext, renderPass, &renderPassBuilder);
|
|
|
|
// Use D3D12's native render pass API if it's available, otherwise emulate the
|
|
// beginning and ending access operations.
|
|
if (useRenderPass) {
|
|
commandContext->GetCommandList4()->BeginRenderPass(
|
|
renderPassBuilder.GetColorAttachmentCount(),
|
|
renderPassBuilder.GetRenderPassRenderTargetDescriptors(),
|
|
renderPassBuilder.HasDepth()
|
|
? renderPassBuilder.GetRenderPassDepthStencilDescriptor()
|
|
: nullptr,
|
|
renderPassBuilder.GetRenderPassFlags());
|
|
} else {
|
|
EmulateBeginRenderPass(commandContext, &renderPassBuilder);
|
|
}
|
|
|
|
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
|
|
|
|
// Set up default dynamic state
|
|
{
|
|
uint32_t width = renderPass->width;
|
|
uint32_t height = renderPass->height;
|
|
D3D12_VIEWPORT viewport = {
|
|
0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f};
|
|
D3D12_RECT scissorRect = {0, 0, static_cast<long>(width), static_cast<long>(height)};
|
|
commandList->RSSetViewports(1, &viewport);
|
|
commandList->RSSetScissorRects(1, &scissorRect);
|
|
|
|
static constexpr std::array<float, 4> defaultBlendFactor = {0, 0, 0, 0};
|
|
commandList->OMSetBlendFactor(&defaultBlendFactor[0]);
|
|
}
|
|
|
|
RenderPipeline* lastPipeline = nullptr;
|
|
PipelineLayout* lastLayout = nullptr;
|
|
VertexBufferTracker vertexBufferTracker = {};
|
|
IndexBufferTracker indexBufferTracker = {};
|
|
|
|
auto EncodeRenderBundleCommand = [&](CommandIterator* iter, Command type) -> MaybeError {
|
|
switch (type) {
|
|
case Command::Draw: {
|
|
DrawCmd* draw = iter->NextCommand<DrawCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
vertexBufferTracker.Apply(commandList, lastPipeline);
|
|
commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
|
|
draw->firstVertex, draw->firstInstance);
|
|
break;
|
|
}
|
|
|
|
case Command::DrawIndexed: {
|
|
DrawIndexedCmd* draw = iter->NextCommand<DrawIndexedCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
indexBufferTracker.Apply(commandList);
|
|
vertexBufferTracker.Apply(commandList, lastPipeline);
|
|
commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
|
|
draw->firstIndex, draw->baseVertex,
|
|
draw->firstInstance);
|
|
break;
|
|
}
|
|
|
|
case Command::DrawIndirect: {
|
|
DrawIndirectCmd* draw = iter->NextCommand<DrawIndirectCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
vertexBufferTracker.Apply(commandList, lastPipeline);
|
|
Buffer* buffer = ToBackend(draw->indirectBuffer.Get());
|
|
ComPtr<ID3D12CommandSignature> signature =
|
|
ToBackend(GetDevice())->GetDrawIndirectSignature();
|
|
commandList->ExecuteIndirect(signature.Get(), 1,
|
|
buffer->GetD3D12Resource().Get(),
|
|
draw->indirectOffset, nullptr, 0);
|
|
break;
|
|
}
|
|
|
|
case Command::DrawIndexedIndirect: {
|
|
DrawIndexedIndirectCmd* draw = iter->NextCommand<DrawIndexedIndirectCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
indexBufferTracker.Apply(commandList);
|
|
vertexBufferTracker.Apply(commandList, lastPipeline);
|
|
Buffer* buffer = ToBackend(draw->indirectBuffer.Get());
|
|
ComPtr<ID3D12CommandSignature> signature =
|
|
ToBackend(GetDevice())->GetDrawIndexedIndirectSignature();
|
|
commandList->ExecuteIndirect(signature.Get(), 1,
|
|
buffer->GetD3D12Resource().Get(),
|
|
draw->indirectOffset, nullptr, 0);
|
|
break;
|
|
}
|
|
|
|
case Command::InsertDebugMarker: {
|
|
InsertDebugMarkerCmd* cmd = iter->NextCommand<InsertDebugMarkerCmd>();
|
|
const char* label = iter->NextData<char>(cmd->length + 1);
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
// PIX color is 1 byte per channel in ARGB format
|
|
constexpr uint64_t kPIXBlackColor = 0xff000000;
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixSetMarkerOnCommandList(commandList, kPIXBlackColor, label);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::PopDebugGroup: {
|
|
iter->NextCommand<PopDebugGroupCmd>();
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixEndEventOnCommandList(commandList);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::PushDebugGroup: {
|
|
PushDebugGroupCmd* cmd = iter->NextCommand<PushDebugGroupCmd>();
|
|
const char* label = iter->NextData<char>(cmd->length + 1);
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
// PIX color is 1 byte per channel in ARGB format
|
|
constexpr uint64_t kPIXBlackColor = 0xff000000;
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixBeginEventOnCommandList(commandList, kPIXBlackColor, label);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::SetRenderPipeline: {
|
|
SetRenderPipelineCmd* cmd = iter->NextCommand<SetRenderPipelineCmd>();
|
|
RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
|
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
|
|
|
commandList->SetGraphicsRootSignature(layout->GetRootSignature().Get());
|
|
commandList->SetPipelineState(pipeline->GetPipelineState().Get());
|
|
commandList->IASetPrimitiveTopology(pipeline->GetD3D12PrimitiveTopology());
|
|
|
|
bindingTracker->OnSetPipeline(pipeline);
|
|
indexBufferTracker.OnSetPipeline(pipeline);
|
|
|
|
lastPipeline = pipeline;
|
|
lastLayout = layout;
|
|
break;
|
|
}
|
|
|
|
case Command::SetBindGroup: {
|
|
SetBindGroupCmd* cmd = iter->NextCommand<SetBindGroupCmd>();
|
|
BindGroup* group = ToBackend(cmd->group.Get());
|
|
uint32_t* dynamicOffsets = nullptr;
|
|
|
|
if (cmd->dynamicOffsetCount > 0) {
|
|
dynamicOffsets = iter->NextData<uint32_t>(cmd->dynamicOffsetCount);
|
|
}
|
|
|
|
bindingTracker->OnSetBindGroup(cmd->index, group, cmd->dynamicOffsetCount,
|
|
dynamicOffsets);
|
|
break;
|
|
}
|
|
|
|
case Command::SetIndexBuffer: {
|
|
SetIndexBufferCmd* cmd = iter->NextCommand<SetIndexBufferCmd>();
|
|
|
|
indexBufferTracker.OnSetIndexBuffer(ToBackend(cmd->buffer.Get()), cmd->offset);
|
|
break;
|
|
}
|
|
|
|
case Command::SetVertexBuffer: {
|
|
SetVertexBufferCmd* cmd = iter->NextCommand<SetVertexBufferCmd>();
|
|
|
|
vertexBufferTracker.OnSetVertexBuffer(cmd->slot, ToBackend(cmd->buffer.Get()),
|
|
cmd->offset);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
return {};
|
|
};
|
|
|
|
Command type;
|
|
while (mCommands.NextCommandId(&type)) {
|
|
switch (type) {
|
|
case Command::EndRenderPass: {
|
|
mCommands.NextCommand<EndRenderPassCmd>();
|
|
if (useRenderPass) {
|
|
commandContext->GetCommandList4()->EndRenderPass();
|
|
} else if (renderPass->attachmentState->GetSampleCount() > 1) {
|
|
ResolveMultisampledRenderPass(commandContext, renderPass);
|
|
}
|
|
return {};
|
|
}
|
|
|
|
case Command::SetStencilReference: {
|
|
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
|
|
|
|
commandList->OMSetStencilRef(cmd->reference);
|
|
break;
|
|
}
|
|
|
|
case Command::SetViewport: {
|
|
SetViewportCmd* cmd = mCommands.NextCommand<SetViewportCmd>();
|
|
D3D12_VIEWPORT viewport;
|
|
viewport.TopLeftX = cmd->x;
|
|
viewport.TopLeftY = cmd->y;
|
|
viewport.Width = cmd->width;
|
|
viewport.Height = cmd->height;
|
|
viewport.MinDepth = cmd->minDepth;
|
|
viewport.MaxDepth = cmd->maxDepth;
|
|
|
|
commandList->RSSetViewports(1, &viewport);
|
|
break;
|
|
}
|
|
|
|
case Command::SetScissorRect: {
|
|
SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>();
|
|
D3D12_RECT rect;
|
|
rect.left = cmd->x;
|
|
rect.top = cmd->y;
|
|
rect.right = cmd->x + cmd->width;
|
|
rect.bottom = cmd->y + cmd->height;
|
|
|
|
commandList->RSSetScissorRects(1, &rect);
|
|
break;
|
|
}
|
|
|
|
case Command::SetBlendColor: {
|
|
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
|
|
commandList->OMSetBlendFactor(static_cast<const FLOAT*>(&cmd->color.r));
|
|
break;
|
|
}
|
|
|
|
case Command::ExecuteBundles: {
|
|
ExecuteBundlesCmd* cmd = mCommands.NextCommand<ExecuteBundlesCmd>();
|
|
auto bundles = mCommands.NextData<Ref<RenderBundleBase>>(cmd->count);
|
|
|
|
for (uint32_t i = 0; i < cmd->count; ++i) {
|
|
CommandIterator* iter = bundles[i]->GetCommands();
|
|
iter->Reset();
|
|
while (iter->NextCommandId(&type)) {
|
|
DAWN_TRY(EncodeRenderBundleCommand(iter, type));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
DAWN_TRY(EncodeRenderBundleCommand(&mCommands, type));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return {};
|
|
}
|
|
}} // namespace dawn_native::d3d12
|