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Currently, the bind group layout tightly packs the shader registers for each of the sampler and non-sampler descriptors sets. This reduces the max shader register used and helps targeting shader model 5.0, which has a relatively low max slot count per resource. It is safe in D3D, since a shader register collision can be valid if the descriptor types differ. To support Mesa's SPIR-V to DXIL compiler, we need to avoid possible collisions between resources' shader registers because it uses SPIR-V as an intermediate representation (which does not namespace bindings by type). This change re-works BindGroupLayoutD3D12 to not assume the resulting shader registers will be tightly packed and group per descriptor type. Change-Id: I0bb51106c4683bfe02ce15ecad71716734b7a91f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/60764 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Michael Tang <tangm@microsoft.com>
92 lines
3.8 KiB
C++
92 lines
3.8 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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#ifndef DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_
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#define DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_
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#include "dawn_native/BindGroupLayout.h"
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#include "common/SlabAllocator.h"
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#include "common/ityp_stack_vec.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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namespace dawn_native { namespace d3d12 {
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class BindGroup;
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class CPUDescriptorHeapAllocation;
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class Device;
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class StagingDescriptorAllocator;
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// A purposefully invalid register space.
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//
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// We use the bind group index as the register space, but don't know the bind group index until
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// pipeline layout creation time. This value should be replaced in PipelineLayoutD3D12.
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static constexpr uint32_t kRegisterSpacePlaceholder =
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D3D12_DRIVER_RESERVED_REGISTER_SPACE_VALUES_START;
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class BindGroupLayout final : public BindGroupLayoutBase {
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public:
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static Ref<BindGroupLayout> Create(Device* device,
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const BindGroupLayoutDescriptor* descriptor);
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ResultOrError<Ref<BindGroup>> AllocateBindGroup(Device* device,
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const BindGroupDescriptor* descriptor);
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void DeallocateBindGroup(BindGroup* bindGroup, CPUDescriptorHeapAllocation* viewAllocation);
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// The offset (in descriptor count) into the corresponding descriptor heap. Not valid for
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// dynamic binding indexes.
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ityp::span<BindingIndex, const uint32_t> GetDescriptorHeapOffsets() const;
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// The D3D shader register that the Dawn binding index is mapped to by this bind group
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// layout.
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uint32_t GetShaderRegister(BindingIndex bindingIndex) const;
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// Counts of descriptors in the descriptor tables.
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uint32_t GetCbvUavSrvDescriptorCount() const;
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uint32_t GetSamplerDescriptorCount() const;
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const std::vector<D3D12_DESCRIPTOR_RANGE>& GetCbvUavSrvDescriptorRanges() const;
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const std::vector<D3D12_DESCRIPTOR_RANGE>& GetSamplerDescriptorRanges() const;
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private:
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BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor);
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~BindGroupLayout() override = default;
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// Contains the offset into the descriptor heap for the given resource view. Samplers and
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// non-samplers are stored in separate descriptor heaps, so the offsets should be unique
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// within each group and tightly packed.
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//
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// Dynamic resources are not used here since their descriptors are placed directly in root
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// parameters.
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ityp::stack_vec<BindingIndex, uint32_t, kMaxOptimalBindingsPerGroup> mDescriptorHeapOffsets;
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// Contains the shader register this binding is mapped to.
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ityp::stack_vec<BindingIndex, uint32_t, kMaxOptimalBindingsPerGroup> mShaderRegisters;
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uint32_t mCbvUavSrvDescriptorCount;
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uint32_t mSamplerDescriptorCount;
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std::vector<D3D12_DESCRIPTOR_RANGE> mCbvUavSrvDescriptorRanges;
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std::vector<D3D12_DESCRIPTOR_RANGE> mSamplerDescriptorRanges;
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SlabAllocator<BindGroup> mBindGroupAllocator;
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StagingDescriptorAllocator* mSamplerAllocator = nullptr;
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StagingDescriptorAllocator* mViewAllocator = nullptr;
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};
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}} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_
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