dawn-cmake/src/dawn_native/d3d12/BindGroupLayoutD3D12.h
Michael Tang 663a16e2fe D3D12: use the WGSL binding number as shader register
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>
2021-08-19 17:17:26 +00:00

92 lines
3.8 KiB
C++

// Copyright 2017 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.
#ifndef DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_
#define DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_
#include "dawn_native/BindGroupLayout.h"
#include "common/SlabAllocator.h"
#include "common/ityp_stack_vec.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
class BindGroup;
class CPUDescriptorHeapAllocation;
class Device;
class StagingDescriptorAllocator;
// A purposefully invalid register space.
//
// We use the bind group index as the register space, but don't know the bind group index until
// pipeline layout creation time. This value should be replaced in PipelineLayoutD3D12.
static constexpr uint32_t kRegisterSpacePlaceholder =
D3D12_DRIVER_RESERVED_REGISTER_SPACE_VALUES_START;
class BindGroupLayout final : public BindGroupLayoutBase {
public:
static Ref<BindGroupLayout> Create(Device* device,
const BindGroupLayoutDescriptor* descriptor);
ResultOrError<Ref<BindGroup>> AllocateBindGroup(Device* device,
const BindGroupDescriptor* descriptor);
void DeallocateBindGroup(BindGroup* bindGroup, CPUDescriptorHeapAllocation* viewAllocation);
// The offset (in descriptor count) into the corresponding descriptor heap. Not valid for
// dynamic binding indexes.
ityp::span<BindingIndex, const uint32_t> GetDescriptorHeapOffsets() const;
// The D3D shader register that the Dawn binding index is mapped to by this bind group
// layout.
uint32_t GetShaderRegister(BindingIndex bindingIndex) const;
// Counts of descriptors in the descriptor tables.
uint32_t GetCbvUavSrvDescriptorCount() const;
uint32_t GetSamplerDescriptorCount() const;
const std::vector<D3D12_DESCRIPTOR_RANGE>& GetCbvUavSrvDescriptorRanges() const;
const std::vector<D3D12_DESCRIPTOR_RANGE>& GetSamplerDescriptorRanges() const;
private:
BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor);
~BindGroupLayout() override = default;
// Contains the offset into the descriptor heap for the given resource view. Samplers and
// non-samplers are stored in separate descriptor heaps, so the offsets should be unique
// within each group and tightly packed.
//
// Dynamic resources are not used here since their descriptors are placed directly in root
// parameters.
ityp::stack_vec<BindingIndex, uint32_t, kMaxOptimalBindingsPerGroup> mDescriptorHeapOffsets;
// Contains the shader register this binding is mapped to.
ityp::stack_vec<BindingIndex, uint32_t, kMaxOptimalBindingsPerGroup> mShaderRegisters;
uint32_t mCbvUavSrvDescriptorCount;
uint32_t mSamplerDescriptorCount;
std::vector<D3D12_DESCRIPTOR_RANGE> mCbvUavSrvDescriptorRanges;
std::vector<D3D12_DESCRIPTOR_RANGE> mSamplerDescriptorRanges;
SlabAllocator<BindGroup> mBindGroupAllocator;
StagingDescriptorAllocator* mSamplerAllocator = nullptr;
StagingDescriptorAllocator* mViewAllocator = nullptr;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_