dawn-cmake/src/dawn/native/vulkan/BindGroupLayoutVk.cpp
Corentin Wallez 45b4893326 Remove TODOs that BGLD3D/Vk need updates for external textures
External textures are handled purely in the frontend so there is no need
to update the backend BGL to handle them. The TODOs can just be removed.

Bug: dawn:728
Change-Id: I319cf2a79bdc06a1457f3ec5746b07b5d05eef62
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/84767
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Loko Kung <lokokung@google.com>
2022-03-28 18:38:14 +00:00

196 lines
8.0 KiB
C++

// Copyright 2018 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn/native/vulkan/BindGroupLayoutVk.h"
#include "dawn/common/BitSetIterator.h"
#include "dawn/common/ityp_vector.h"
#include "dawn/native/vulkan/BindGroupVk.h"
#include "dawn/native/vulkan/DescriptorSetAllocator.h"
#include "dawn/native/vulkan/DeviceVk.h"
#include "dawn/native/vulkan/FencedDeleter.h"
#include "dawn/native/vulkan/UtilsVulkan.h"
#include "dawn/native/vulkan/VulkanError.h"
#include <map>
namespace dawn::native::vulkan {
namespace {
VkShaderStageFlags VulkanShaderStageFlags(wgpu::ShaderStage stages) {
VkShaderStageFlags flags = 0;
if (stages & wgpu::ShaderStage::Vertex) {
flags |= VK_SHADER_STAGE_VERTEX_BIT;
}
if (stages & wgpu::ShaderStage::Fragment) {
flags |= VK_SHADER_STAGE_FRAGMENT_BIT;
}
if (stages & wgpu::ShaderStage::Compute) {
flags |= VK_SHADER_STAGE_COMPUTE_BIT;
}
return flags;
}
} // anonymous namespace
VkDescriptorType VulkanDescriptorType(const BindingInfo& bindingInfo) {
switch (bindingInfo.bindingType) {
case BindingInfoType::Buffer:
switch (bindingInfo.buffer.type) {
case wgpu::BufferBindingType::Uniform:
if (bindingInfo.buffer.hasDynamicOffset) {
return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
}
return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding:
case wgpu::BufferBindingType::ReadOnlyStorage:
if (bindingInfo.buffer.hasDynamicOffset) {
return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
}
return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
case wgpu::BufferBindingType::Undefined:
UNREACHABLE();
}
case BindingInfoType::Sampler:
return VK_DESCRIPTOR_TYPE_SAMPLER;
case BindingInfoType::Texture:
case BindingInfoType::ExternalTexture:
return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
case BindingInfoType::StorageTexture:
return VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
}
UNREACHABLE();
}
// static
ResultOrError<Ref<BindGroupLayout>> BindGroupLayout::Create(
Device* device,
const BindGroupLayoutDescriptor* descriptor,
PipelineCompatibilityToken pipelineCompatibilityToken) {
Ref<BindGroupLayout> bgl =
AcquireRef(new BindGroupLayout(device, descriptor, pipelineCompatibilityToken));
DAWN_TRY(bgl->Initialize());
return bgl;
}
MaybeError BindGroupLayout::Initialize() {
// Compute the bindings that will be chained in the DescriptorSetLayout create info. We add
// one entry per binding set. This might be optimized by computing continuous ranges of
// bindings of the same type.
ityp::vector<BindingIndex, VkDescriptorSetLayoutBinding> bindings;
bindings.reserve(GetBindingCount());
for (const auto& [_, bindingIndex] : GetBindingMap()) {
const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
VkDescriptorSetLayoutBinding vkBinding;
vkBinding.binding = static_cast<uint32_t>(bindingIndex);
vkBinding.descriptorType = VulkanDescriptorType(bindingInfo);
vkBinding.descriptorCount = 1;
vkBinding.stageFlags = VulkanShaderStageFlags(bindingInfo.visibility);
vkBinding.pImmutableSamplers = nullptr;
bindings.emplace_back(vkBinding);
}
VkDescriptorSetLayoutCreateInfo createInfo;
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.pNext = nullptr;
createInfo.flags = 0;
createInfo.bindingCount = static_cast<uint32_t>(bindings.size());
createInfo.pBindings = bindings.data();
Device* device = ToBackend(GetDevice());
DAWN_TRY(CheckVkSuccess(device->fn.CreateDescriptorSetLayout(
device->GetVkDevice(), &createInfo, nullptr, &*mHandle),
"CreateDescriptorSetLayout"));
// Compute the size of descriptor pools used for this layout.
std::map<VkDescriptorType, uint32_t> descriptorCountPerType;
for (BindingIndex bindingIndex{0}; bindingIndex < GetBindingCount(); ++bindingIndex) {
VkDescriptorType vulkanType = VulkanDescriptorType(GetBindingInfo(bindingIndex));
// map::operator[] will return 0 if the key doesn't exist.
descriptorCountPerType[vulkanType]++;
}
// TODO(enga): Consider deduping allocators for layouts with the same descriptor type
// counts.
mDescriptorSetAllocator =
DescriptorSetAllocator::Create(this, std::move(descriptorCountPerType));
SetLabelImpl();
return {};
}
BindGroupLayout::BindGroupLayout(DeviceBase* device,
const BindGroupLayoutDescriptor* descriptor,
PipelineCompatibilityToken pipelineCompatibilityToken)
: BindGroupLayoutBase(device, descriptor, pipelineCompatibilityToken),
mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) {
}
BindGroupLayout::~BindGroupLayout() = default;
void BindGroupLayout::DestroyImpl() {
BindGroupLayoutBase::DestroyImpl();
Device* device = ToBackend(GetDevice());
// DescriptorSetLayout aren't used by execution on the GPU and can be deleted at any time,
// so we can destroy mHandle immediately instead of using the FencedDeleter.
// (Swiftshader implements this wrong b/154522740).
// In practice, the GPU is done with all descriptor sets because bind group deallocation
// refs the bind group layout so that once the bind group is finished being used, we can
// recycle its descriptor set.
if (mHandle != VK_NULL_HANDLE) {
device->fn.DestroyDescriptorSetLayout(device->GetVkDevice(), mHandle, nullptr);
mHandle = VK_NULL_HANDLE;
}
mDescriptorSetAllocator = nullptr;
}
VkDescriptorSetLayout BindGroupLayout::GetHandle() const {
return mHandle;
}
ResultOrError<Ref<BindGroup>> BindGroupLayout::AllocateBindGroup(
Device* device,
const BindGroupDescriptor* descriptor) {
DescriptorSetAllocation descriptorSetAllocation;
DAWN_TRY_ASSIGN(descriptorSetAllocation, mDescriptorSetAllocator->Allocate());
return AcquireRef(
mBindGroupAllocator.Allocate(device, descriptor, descriptorSetAllocation));
}
void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup,
DescriptorSetAllocation* descriptorSetAllocation) {
mDescriptorSetAllocator->Deallocate(descriptorSetAllocation);
mBindGroupAllocator.Deallocate(bindGroup);
}
void BindGroupLayout::SetLabelImpl() {
SetDebugName(ToBackend(GetDevice()), VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT,
reinterpret_cast<uint64_t&>(mHandle), "Dawn_BindGroupLayout", GetLabel());
}
} // namespace dawn::native::vulkan