206 lines
10 KiB
C++
206 lines
10 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/BindGroupD3D12.h"
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#include "common/BitSetIterator.h"
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#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
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#include "dawn_native/d3d12/BufferD3D12.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/SamplerHeapCacheD3D12.h"
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#include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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namespace dawn_native { namespace d3d12 {
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// static
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ResultOrError<BindGroup*> BindGroup::Create(Device* device,
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const BindGroupDescriptor* descriptor) {
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return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor);
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}
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BindGroup::BindGroup(Device* device,
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const BindGroupDescriptor* descriptor,
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uint32_t viewSizeIncrement,
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const CPUDescriptorHeapAllocation& viewAllocation)
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: BindGroupBase(this, device, descriptor) {
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BindGroupLayout* bgl = ToBackend(GetLayout());
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mCPUViewAllocation = viewAllocation;
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const auto& bindingOffsets = bgl->GetBindingOffsets();
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ID3D12Device* d3d12Device = device->GetD3D12Device();
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// It's not necessary to create descriptors in the descriptor heap for dynamic resources.
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// This is because they are created as root descriptors which are never heap allocated.
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// Since dynamic buffers are packed in the front, we can skip over these bindings by
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// starting from the dynamic buffer count.
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for (BindingIndex bindingIndex = bgl->GetDynamicBufferCount();
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bindingIndex < bgl->GetBindingCount(); ++bindingIndex) {
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const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex);
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// Increment size does not need to be stored and is only used to get a handle
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// local to the allocation with OffsetFrom().
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switch (bindingInfo.type) {
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case wgpu::BindingType::UniformBuffer: {
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BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
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D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
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// TODO(enga@google.com): investigate if this needs to be a constraint at
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// the API level
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desc.SizeInBytes = Align(binding.size, 256);
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desc.BufferLocation = ToBackend(binding.buffer)->GetVA() + binding.offset;
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d3d12Device->CreateConstantBufferView(
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&desc,
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viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex]));
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break;
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}
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case wgpu::BindingType::StorageBuffer: {
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BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
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// Since SPIRV-Cross outputs HLSL shaders with RWByteAddressBuffer,
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// we must use D3D12_BUFFER_UAV_FLAG_RAW when making the
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// UNORDERED_ACCESS_VIEW_DESC. Using D3D12_BUFFER_UAV_FLAG_RAW requires
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// that we use DXGI_FORMAT_R32_TYPELESS as the format of the view.
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// DXGI_FORMAT_R32_TYPELESS requires that the element size be 4
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// byte aligned. Since binding.size and binding.offset are in bytes,
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// we need to divide by 4 to obtain the element size.
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D3D12_UNORDERED_ACCESS_VIEW_DESC desc;
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desc.Buffer.NumElements = binding.size / 4;
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desc.Format = DXGI_FORMAT_R32_TYPELESS;
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desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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desc.Buffer.FirstElement = binding.offset / 4;
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desc.Buffer.StructureByteStride = 0;
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desc.Buffer.CounterOffsetInBytes = 0;
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desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
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d3d12Device->CreateUnorderedAccessView(
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ToBackend(binding.buffer)->GetD3D12Resource().Get(), nullptr, &desc,
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viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex]));
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break;
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}
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case wgpu::BindingType::ReadonlyStorageBuffer: {
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BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
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// Like StorageBuffer, SPIRV-Cross outputs HLSL shaders for readonly storage
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// buffer with ByteAddressBuffer. So we must use D3D12_BUFFER_SRV_FLAG_RAW
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// when making the SRV descriptor. And it has similar requirement for
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// format, element size, etc.
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D3D12_SHADER_RESOURCE_VIEW_DESC desc;
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desc.Format = DXGI_FORMAT_R32_TYPELESS;
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desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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desc.Buffer.FirstElement = binding.offset / 4;
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desc.Buffer.NumElements = binding.size / 4;
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desc.Buffer.StructureByteStride = 0;
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desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
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d3d12Device->CreateShaderResourceView(
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ToBackend(binding.buffer)->GetD3D12Resource().Get(), &desc,
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viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex]));
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break;
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}
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// Readonly storage is implemented as SRV so it can be used at the same time as a
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// sampled texture.
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case wgpu::BindingType::SampledTexture:
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case wgpu::BindingType::ReadonlyStorageTexture: {
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auto* view = ToBackend(GetBindingAsTextureView(bindingIndex));
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auto& srv = view->GetSRVDescriptor();
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d3d12Device->CreateShaderResourceView(
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ToBackend(view->GetTexture())->GetD3D12Resource(), &srv,
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viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex]));
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break;
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}
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case wgpu::BindingType::Sampler:
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case wgpu::BindingType::ComparisonSampler: {
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// No-op as samplers will be later initialized by CreateSamplers().
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break;
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}
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case wgpu::BindingType::WriteonlyStorageTexture: {
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TextureView* view = ToBackend(GetBindingAsTextureView(bindingIndex));
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav = view->GetUAVDescriptor();
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d3d12Device->CreateUnorderedAccessView(
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ToBackend(view->GetTexture())->GetD3D12Resource(), nullptr, &uav,
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viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex]));
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break;
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}
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case wgpu::BindingType::StorageTexture:
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UNREACHABLE();
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break;
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// TODO(shaobo.yan@intel.com): Implement dynamic buffer offset.
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}
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}
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}
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BindGroup::~BindGroup() {
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ToBackend(GetLayout())->DeallocateBindGroup(this, &mCPUViewAllocation);
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ASSERT(!mCPUViewAllocation.IsValid());
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}
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bool BindGroup::PopulateViews(ShaderVisibleDescriptorAllocator* viewAllocator) {
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const BindGroupLayout* bgl = ToBackend(GetLayout());
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const uint32_t descriptorCount = bgl->GetCbvUavSrvDescriptorCount();
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if (descriptorCount == 0 || viewAllocator->IsAllocationStillValid(mGPUViewAllocation)) {
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return true;
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}
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// Attempt to allocate descriptors for the currently bound shader-visible heaps.
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// If either failed, return early to re-allocate and switch the heaps.
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Device* device = ToBackend(GetDevice());
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D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptor;
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if (!viewAllocator->AllocateGPUDescriptors(descriptorCount,
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device->GetPendingCommandSerial(),
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&baseCPUDescriptor, &mGPUViewAllocation)) {
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return false;
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}
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// CPU bindgroups are sparsely allocated across CPU heaps. Instead of doing
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// simple copies per bindgroup, a single non-simple copy could be issued.
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// TODO(dawn:155): Consider doing this optimization.
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device->GetD3D12Device()->CopyDescriptorsSimple(descriptorCount, baseCPUDescriptor,
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mCPUViewAllocation.GetBaseDescriptor(),
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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return true;
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}
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D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseViewDescriptor() const {
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return mGPUViewAllocation.GetBaseDescriptor();
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}
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D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseSamplerDescriptor() const {
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ASSERT(mSamplerAllocationEntry.Get() != nullptr);
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return mSamplerAllocationEntry->GetBaseDescriptor();
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}
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bool BindGroup::PopulateSamplers(Device* device,
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ShaderVisibleDescriptorAllocator* samplerAllocator) {
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if (mSamplerAllocationEntry.Get() == nullptr) {
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return true;
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}
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return mSamplerAllocationEntry->Populate(device, samplerAllocator);
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}
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void BindGroup::SetSamplerAllocationEntry(Ref<SamplerHeapCacheEntry> entry) {
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mSamplerAllocationEntry = std::move(entry);
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}
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}} // namespace dawn_native::d3d12
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