129 lines
4.8 KiB
C++
129 lines
4.8 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/ComputePipelineD3D12.h"
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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/d3d12/D3D12Error.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/ShaderModuleD3D12.h"
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#include "dawn/native/d3d12/UtilsD3D12.h"
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namespace dawn::native::d3d12 {
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Ref<ComputePipeline> ComputePipeline::CreateUninitialized(
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Device* device,
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const ComputePipelineDescriptor* descriptor) {
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return AcquireRef(new ComputePipeline(device, descriptor));
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}
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MaybeError ComputePipeline::Initialize() {
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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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// SPRIV-cross does matrix multiplication expecting row major matrices
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compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
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const ProgrammableStage& computeStage = GetStage(SingleShaderStage::Compute);
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ShaderModule* module = ToBackend(computeStage.module.Get());
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D3D12_COMPUTE_PIPELINE_STATE_DESC d3dDesc = {};
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d3dDesc.pRootSignature = ToBackend(GetLayout())->GetRootSignature();
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// TODO(dawn:549): Compile shader everytime before we implement compiled shader cache
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CompiledShader compiledShader;
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DAWN_TRY_ASSIGN(compiledShader, module->Compile(computeStage, SingleShaderStage::Compute,
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ToBackend(GetLayout()), compileFlags));
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d3dDesc.CS = compiledShader.GetD3D12ShaderBytecode();
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mCacheKey.Record(d3dDesc, ToBackend(GetLayout())->GetRootSignatureBlob());
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// Try to see if we have anything in the blob cache.
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CachedBlob blob = device->LoadCachedBlob(GetCacheKey());
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const bool cacheHit = !blob.Empty();
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if (cacheHit) {
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// Cache hits, attach cached blob to descriptor.
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d3dDesc.CachedPSO.pCachedBlob = blob.Data();
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d3dDesc.CachedPSO.CachedBlobSizeInBytes = blob.Size();
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}
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auto* d3d12Device = device->GetD3D12Device();
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DAWN_TRY(CheckHRESULT(
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d3d12Device->CreateComputePipelineState(&d3dDesc, IID_PPV_ARGS(&mPipelineState)),
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"D3D12 creating pipeline state"));
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if (!cacheHit) {
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// Cache misses, need to get pipeline cached blob and store.
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ComPtr<ID3DBlob> d3dBlob;
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DAWN_TRY(CheckHRESULT(GetPipelineState()->GetCachedBlob(&d3dBlob),
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"D3D12 compute pipeline state get cached blob"));
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device->StoreCachedBlob(GetCacheKey(), CachedBlob::Create(std::move(d3dBlob)));
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}
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SetLabelImpl();
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return {};
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}
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ComputePipeline::~ComputePipeline() = default;
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void ComputePipeline::DestroyImpl() {
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ComputePipelineBase::DestroyImpl();
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ToBackend(GetDevice())->ReferenceUntilUnused(mPipelineState);
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}
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ID3D12PipelineState* ComputePipeline::GetPipelineState() const {
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return mPipelineState.Get();
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}
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void ComputePipeline::SetLabelImpl() {
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SetDebugName(ToBackend(GetDevice()), GetPipelineState(), "Dawn_ComputePipeline", GetLabel());
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}
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void ComputePipeline::InitializeAsync(Ref<ComputePipelineBase> computePipeline,
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WGPUCreateComputePipelineAsyncCallback callback,
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void* userdata) {
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std::unique_ptr<CreateComputePipelineAsyncTask> asyncTask =
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std::make_unique<CreateComputePipelineAsyncTask>(std::move(computePipeline), callback,
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userdata);
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CreateComputePipelineAsyncTask::RunAsync(std::move(asyncTask));
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}
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bool ComputePipeline::UsesNumWorkgroups() const {
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return GetStage(SingleShaderStage::Compute).metadata->usesNumWorkgroups;
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}
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ComPtr<ID3D12CommandSignature> ComputePipeline::GetDispatchIndirectCommandSignature() {
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if (UsesNumWorkgroups()) {
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return ToBackend(GetLayout())->GetDispatchIndirectCommandSignatureWithNumWorkgroups();
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}
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return ToBackend(GetDevice())->GetDispatchIndirectSignature();
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}
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} // namespace dawn::native::d3d12
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