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Bug: dawn:1705 Change-Id: If6de0d18c4da530ba63637aa095ae2f4a957c2f7 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/126663 Commit-Queue: Peng Huang <penghuang@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
404 lines
17 KiB
C++
404 lines
17 KiB
C++
// Copyright 2023 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/d3d11/RenderPipelineD3D11.h"
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#include <d3dcompiler.h>
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#include <array>
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#include <memory>
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#include <utility>
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#include "dawn/native/CreatePipelineAsyncTask.h"
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#include "dawn/native/d3d/D3DError.h"
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#include "dawn/native/d3d/ShaderUtils.h"
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#include "dawn/native/d3d11/DeviceD3D11.h"
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#include "dawn/native/d3d11/Forward.h"
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#include "dawn/native/d3d11/PipelineLayoutD3D11.h"
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#include "dawn/native/d3d11/ShaderModuleD3D11.h"
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#include "dawn/native/d3d11/UtilsD3D11.h"
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namespace dawn::native::d3d11 {
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namespace {
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D3D11_INPUT_CLASSIFICATION VertexStepModeFunction(wgpu::VertexStepMode mode) {
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switch (mode) {
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case wgpu::VertexStepMode::Vertex:
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return D3D11_INPUT_PER_VERTEX_DATA;
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case wgpu::VertexStepMode::Instance:
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return D3D11_INPUT_PER_INSTANCE_DATA;
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case wgpu::VertexStepMode::VertexBufferNotUsed:
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UNREACHABLE();
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}
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}
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D3D_PRIMITIVE_TOPOLOGY D3DPrimitiveTopology(wgpu::PrimitiveTopology topology) {
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switch (topology) {
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case wgpu::PrimitiveTopology::PointList:
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return D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
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case wgpu::PrimitiveTopology::LineList:
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return D3D_PRIMITIVE_TOPOLOGY_LINELIST;
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case wgpu::PrimitiveTopology::LineStrip:
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return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
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case wgpu::PrimitiveTopology::TriangleList:
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return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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case wgpu::PrimitiveTopology::TriangleStrip:
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return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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default:
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UNREACHABLE();
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}
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}
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D3D11_CULL_MODE D3DCullMode(wgpu::CullMode cullMode) {
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switch (cullMode) {
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case wgpu::CullMode::None:
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return D3D11_CULL_NONE;
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case wgpu::CullMode::Front:
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return D3D11_CULL_FRONT;
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case wgpu::CullMode::Back:
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return D3D11_CULL_BACK;
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default:
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UNREACHABLE();
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}
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}
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D3D11_BLEND D3DBlendFactor(wgpu::BlendFactor blendFactor) {
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switch (blendFactor) {
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case wgpu::BlendFactor::Zero:
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return D3D11_BLEND_ZERO;
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case wgpu::BlendFactor::One:
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return D3D11_BLEND_ONE;
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case wgpu::BlendFactor::Src:
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return D3D11_BLEND_SRC_COLOR;
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case wgpu::BlendFactor::OneMinusSrc:
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return D3D11_BLEND_INV_SRC_COLOR;
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case wgpu::BlendFactor::SrcAlpha:
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return D3D11_BLEND_SRC_ALPHA;
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case wgpu::BlendFactor::OneMinusSrcAlpha:
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return D3D11_BLEND_INV_SRC_ALPHA;
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case wgpu::BlendFactor::Dst:
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return D3D11_BLEND_DEST_COLOR;
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case wgpu::BlendFactor::OneMinusDst:
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return D3D11_BLEND_INV_DEST_COLOR;
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case wgpu::BlendFactor::DstAlpha:
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return D3D11_BLEND_DEST_ALPHA;
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case wgpu::BlendFactor::OneMinusDstAlpha:
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return D3D11_BLEND_INV_DEST_ALPHA;
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case wgpu::BlendFactor::SrcAlphaSaturated:
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return D3D11_BLEND_SRC_ALPHA_SAT;
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case wgpu::BlendFactor::Constant:
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return D3D11_BLEND_BLEND_FACTOR;
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case wgpu::BlendFactor::OneMinusConstant:
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return D3D11_BLEND_INV_BLEND_FACTOR;
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default:
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UNREACHABLE();
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}
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}
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D3D11_BLEND_OP D3DBlendOperation(wgpu::BlendOperation blendOperation) {
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switch (blendOperation) {
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case wgpu::BlendOperation::Add:
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return D3D11_BLEND_OP_ADD;
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case wgpu::BlendOperation::Subtract:
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return D3D11_BLEND_OP_SUBTRACT;
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case wgpu::BlendOperation::ReverseSubtract:
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return D3D11_BLEND_OP_REV_SUBTRACT;
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case wgpu::BlendOperation::Min:
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return D3D11_BLEND_OP_MIN;
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case wgpu::BlendOperation::Max:
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return D3D11_BLEND_OP_MAX;
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default:
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UNREACHABLE();
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}
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}
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UINT D3DColorWriteMask(wgpu::ColorWriteMask colorWriteMask) {
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static_assert(static_cast<UINT>(wgpu::ColorWriteMask::Red) == D3D11_COLOR_WRITE_ENABLE_RED);
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static_assert(static_cast<UINT>(wgpu::ColorWriteMask::Green) == D3D11_COLOR_WRITE_ENABLE_GREEN);
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static_assert(static_cast<UINT>(wgpu::ColorWriteMask::Blue) == D3D11_COLOR_WRITE_ENABLE_BLUE);
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static_assert(static_cast<UINT>(wgpu::ColorWriteMask::Alpha) == D3D11_COLOR_WRITE_ENABLE_ALPHA);
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return static_cast<UINT>(colorWriteMask);
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}
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D3D11_STENCIL_OP StencilOp(wgpu::StencilOperation op) {
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switch (op) {
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case wgpu::StencilOperation::Keep:
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return D3D11_STENCIL_OP_KEEP;
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case wgpu::StencilOperation::Zero:
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return D3D11_STENCIL_OP_ZERO;
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case wgpu::StencilOperation::Replace:
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return D3D11_STENCIL_OP_REPLACE;
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case wgpu::StencilOperation::IncrementClamp:
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return D3D11_STENCIL_OP_INCR_SAT;
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case wgpu::StencilOperation::DecrementClamp:
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return D3D11_STENCIL_OP_DECR_SAT;
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case wgpu::StencilOperation::Invert:
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return D3D11_STENCIL_OP_INVERT;
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case wgpu::StencilOperation::IncrementWrap:
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return D3D11_STENCIL_OP_INCR;
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case wgpu::StencilOperation::DecrementWrap:
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return D3D11_STENCIL_OP_DECR;
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}
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}
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D3D11_DEPTH_STENCILOP_DESC StencilOpDesc(const StencilFaceState& descriptor) {
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D3D11_DEPTH_STENCILOP_DESC desc = {};
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desc.StencilFailOp = StencilOp(descriptor.failOp);
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desc.StencilDepthFailOp = StencilOp(descriptor.depthFailOp);
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desc.StencilPassOp = StencilOp(descriptor.passOp);
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desc.StencilFunc = ToD3D11ComparisonFunc(descriptor.compare);
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return desc;
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}
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} // namespace
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// static
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Ref<RenderPipeline> RenderPipeline::CreateUninitialized(
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Device* device,
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const RenderPipelineDescriptor* descriptor) {
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return AcquireRef(new RenderPipeline(device, descriptor));
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}
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RenderPipeline::RenderPipeline(Device* device, const RenderPipelineDescriptor* descriptor)
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: RenderPipelineBase(device, descriptor),
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mD3DPrimitiveTopology(D3DPrimitiveTopology(GetPrimitiveTopology())) {}
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MaybeError RenderPipeline::Initialize() {
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DAWN_TRY(InitializeRasterizerState());
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DAWN_TRY(InitializeBlendState());
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DAWN_TRY(InitializeShaders());
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DAWN_TRY(InitializeDepthStencilState());
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return {};
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}
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RenderPipeline::~RenderPipeline() = default;
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void RenderPipeline::ApplyNow(CommandRecordingContext* commandContext,
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const std::array<float, 4>& blendColor,
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uint32_t stencilReference) {
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ID3D11DeviceContext1* d3dDeviceContext1 = commandContext->GetD3D11DeviceContext1();
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d3dDeviceContext1->IASetPrimitiveTopology(mD3DPrimitiveTopology);
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// TODO(dawn:1753): deduplicate these objects in the backend eventually, and to avoid redundant
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// state setting.
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d3dDeviceContext1->IASetInputLayout(mInputLayout.Get());
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d3dDeviceContext1->RSSetState(mRasterizerState.Get());
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d3dDeviceContext1->VSSetShader(mVertexShader.Get(), nullptr, 0);
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d3dDeviceContext1->PSSetShader(mPixelShader.Get(), nullptr, 0);
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d3dDeviceContext1->OMSetBlendState(mBlendState.Get(), blendColor.data(), GetSampleMask());
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d3dDeviceContext1->OMSetDepthStencilState(mDepthStencilState.Get(), stencilReference);
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}
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bool RenderPipeline::GetUsesVertexOrInstanceIndex() const {
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return mUsesVertexOrInstanceIndex;
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}
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void RenderPipeline::DestroyImpl() {
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RenderPipelineBase::DestroyImpl();
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}
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MaybeError RenderPipeline::InitializeRasterizerState() {
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Device* device = ToBackend(GetDevice());
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D3D11_RASTERIZER_DESC rasterizerDesc;
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rasterizerDesc.FillMode = D3D11_FILL_SOLID;
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rasterizerDesc.CullMode = D3DCullMode(GetCullMode());
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rasterizerDesc.FrontCounterClockwise = (GetFrontFace() == wgpu::FrontFace::CCW) ? TRUE : FALSE;
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rasterizerDesc.DepthBias = GetDepthBias();
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rasterizerDesc.DepthBiasClamp = GetDepthBiasClamp();
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rasterizerDesc.SlopeScaledDepthBias = GetDepthBiasSlopeScale();
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rasterizerDesc.DepthClipEnable = !HasUnclippedDepth();
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rasterizerDesc.ScissorEnable = TRUE;
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rasterizerDesc.MultisampleEnable = (GetSampleCount() > 1) ? TRUE : FALSE;
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rasterizerDesc.AntialiasedLineEnable = FALSE;
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DAWN_TRY(CheckHRESULT(
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device->GetD3D11Device()->CreateRasterizerState(&rasterizerDesc, &mRasterizerState),
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"ID3D11Device::CreateRasterizerState"));
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return {};
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}
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MaybeError RenderPipeline::InitializeInputLayout(const Blob& vertexShader) {
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if (!GetAttributeLocationsUsed().any()) {
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return {};
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}
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std::array<D3D11_INPUT_ELEMENT_DESC, kMaxVertexAttributes> inputElementDescriptors;
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UINT count = 0;
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for (VertexAttributeLocation loc : IterateBitSet(GetAttributeLocationsUsed())) {
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D3D11_INPUT_ELEMENT_DESC& inputElementDescriptor = inputElementDescriptors[count++];
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const VertexAttributeInfo& attribute = GetAttribute(loc);
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// If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the
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// SemanticIndex N
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inputElementDescriptor.SemanticName = "TEXCOORD";
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inputElementDescriptor.SemanticIndex = static_cast<uint8_t>(loc);
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inputElementDescriptor.Format = d3d::DXGIVertexFormat(attribute.format);
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inputElementDescriptor.InputSlot = static_cast<uint8_t>(attribute.vertexBufferSlot);
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const VertexBufferInfo& input = GetVertexBuffer(attribute.vertexBufferSlot);
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inputElementDescriptor.AlignedByteOffset = attribute.offset;
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inputElementDescriptor.InputSlotClass = VertexStepModeFunction(input.stepMode);
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if (inputElementDescriptor.InputSlotClass == D3D11_INPUT_PER_VERTEX_DATA) {
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inputElementDescriptor.InstanceDataStepRate = 0;
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} else {
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inputElementDescriptor.InstanceDataStepRate = 1;
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}
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}
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ID3D11Device* d3d11Device = ToBackend(GetDevice())->GetD3D11Device();
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DAWN_TRY(CheckHRESULT(
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d3d11Device->CreateInputLayout(inputElementDescriptors.data(), count, vertexShader.Data(),
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vertexShader.Size(), &mInputLayout),
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"ID3D11Device::CreateInputLayout"));
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return {};
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}
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MaybeError RenderPipeline::InitializeBlendState() {
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Device* device = ToBackend(GetDevice());
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CD3D11_BLEND_DESC blendDesc(D3D11_DEFAULT);
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blendDesc.AlphaToCoverageEnable = IsAlphaToCoverageEnabled();
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blendDesc.IndependentBlendEnable = TRUE;
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static_assert(kMaxColorAttachments == std::size(blendDesc.RenderTarget));
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for (ColorAttachmentIndex i(0Ui8); i < ColorAttachmentIndex(kMaxColorAttachments); ++i) {
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D3D11_RENDER_TARGET_BLEND_DESC& rtBlendDesc =
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blendDesc.RenderTarget[static_cast<uint8_t>(i)];
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const ColorTargetState* descriptor = GetColorTargetState(ColorAttachmentIndex(i));
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if (descriptor->blend) {
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rtBlendDesc.BlendEnable = TRUE;
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rtBlendDesc.SrcBlend = D3DBlendFactor(descriptor->blend->color.srcFactor);
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rtBlendDesc.DestBlend = D3DBlendFactor(descriptor->blend->color.dstFactor);
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rtBlendDesc.BlendOp = D3DBlendOperation(descriptor->blend->color.operation);
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rtBlendDesc.SrcBlendAlpha = D3DBlendFactor(descriptor->blend->alpha.srcFactor);
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rtBlendDesc.DestBlendAlpha = D3DBlendFactor(descriptor->blend->alpha.dstFactor);
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rtBlendDesc.BlendOpAlpha = D3DBlendOperation(descriptor->blend->alpha.operation);
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rtBlendDesc.RenderTargetWriteMask = D3DColorWriteMask(descriptor->writeMask);
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}
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}
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DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateBlendState(&blendDesc, &mBlendState),
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"ID3D11Device::CreateBlendState"));
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return {};
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}
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MaybeError RenderPipeline::InitializeDepthStencilState() {
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Device* device = ToBackend(GetDevice());
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const DepthStencilState* state = GetDepthStencilState();
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D3D11_DEPTH_STENCIL_DESC depthStencilDesc = {};
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depthStencilDesc.DepthEnable =
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(state->depthCompare == wgpu::CompareFunction::Always && !state->depthWriteEnabled) ? FALSE
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: TRUE;
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depthStencilDesc.DepthWriteMask =
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state->depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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depthStencilDesc.DepthFunc = ToD3D11ComparisonFunc(state->depthCompare);
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depthStencilDesc.StencilEnable = StencilTestEnabled(state) ? TRUE : FALSE;
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depthStencilDesc.StencilReadMask = static_cast<UINT8>(state->stencilReadMask);
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depthStencilDesc.StencilWriteMask = static_cast<UINT8>(state->stencilWriteMask);
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depthStencilDesc.FrontFace = StencilOpDesc(state->stencilFront);
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depthStencilDesc.BackFace = StencilOpDesc(state->stencilBack);
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DAWN_TRY(CheckHRESULT(
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device->GetD3D11Device()->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState),
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"ID3D11Device::CreateDepthStencilState"));
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return {};
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}
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MaybeError RenderPipeline::InitializeShaders() {
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Device* device = ToBackend(GetDevice());
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uint32_t compileFlags = 0;
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if (!device->IsToggleEnabled(Toggle::UseDXC) &&
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!device->IsToggleEnabled(Toggle::FxcOptimizations)) {
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compileFlags |= D3DCOMPILE_OPTIMIZATION_LEVEL0;
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}
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if (device->IsToggleEnabled(Toggle::EmitHLSLDebugSymbols)) {
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compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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}
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// Tint does matrix multiplication expecting row major matrices
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compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
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// FXC can miscompile code that depends on special float values (NaN, INF, etc) when IEEE
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// strictness is not enabled. See crbug.com/tint/976.
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compileFlags |= D3DCOMPILE_IEEE_STRICTNESS;
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PerStage<d3d::CompiledShader> compiledShader;
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std::bitset<kMaxInterStageShaderVariables>* usedInterstageVariables = nullptr;
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dawn::native::EntryPointMetadata fragmentEntryPoint;
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if (GetStageMask() & wgpu::ShaderStage::Fragment) {
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// Now that only fragment shader can have inter-stage inputs.
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const ProgrammableStage& programmableStage = GetStage(SingleShaderStage::Fragment);
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fragmentEntryPoint = programmableStage.module->GetEntryPoint(programmableStage.entryPoint);
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usedInterstageVariables = &fragmentEntryPoint.usedInterStageVariables;
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}
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if (GetStageMask() & wgpu::ShaderStage::Vertex) {
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const ProgrammableStage& programmableStage = GetStage(SingleShaderStage::Vertex);
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DAWN_TRY_ASSIGN(
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compiledShader[SingleShaderStage::Vertex],
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ToBackend(programmableStage.module)
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->Compile(programmableStage, SingleShaderStage::Vertex, ToBackend(GetLayout()),
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compileFlags, usedInterstageVariables));
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const Blob& shaderBlob = compiledShader[SingleShaderStage::Vertex].shaderBlob;
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DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateVertexShader(
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shaderBlob.Data(), shaderBlob.Size(), nullptr, &mVertexShader),
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"D3D11 create vertex shader"));
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DAWN_TRY(InitializeInputLayout(shaderBlob));
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mUsesVertexOrInstanceIndex =
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compiledShader[SingleShaderStage::Vertex].usesVertexOrInstanceIndex;
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}
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if (GetStageMask() & wgpu::ShaderStage::Fragment) {
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const ProgrammableStage& programmableStage = GetStage(SingleShaderStage::Fragment);
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DAWN_TRY_ASSIGN(
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compiledShader[SingleShaderStage::Fragment],
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ToBackend(programmableStage.module)
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->Compile(programmableStage, SingleShaderStage::Fragment, ToBackend(GetLayout()),
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compileFlags, usedInterstageVariables));
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DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreatePixelShader(
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compiledShader[SingleShaderStage::Fragment].shaderBlob.Data(),
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compiledShader[SingleShaderStage::Fragment].shaderBlob.Size(),
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nullptr, &mPixelShader),
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"D3D11 create pixel shader"));
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}
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return {};
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}
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void RenderPipeline::InitializeAsync(Ref<RenderPipelineBase> renderPipeline,
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WGPUCreateRenderPipelineAsyncCallback callback,
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void* userdata) {
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std::unique_ptr<CreateRenderPipelineAsyncTask> asyncTask =
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std::make_unique<CreateRenderPipelineAsyncTask>(std::move(renderPipeline), callback,
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userdata);
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CreateRenderPipelineAsyncTask::RunAsync(std::move(asyncTask));
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}
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} // namespace dawn::native::d3d11
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