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This was done with these two commands and a couple manual fixups for namespaces that had more than one space in the comment in the closing brace, as well as vulkan_platform.h git grep -l "namespace .* { namespace " | xargs sed -i "" "s/namespace \(.*\) { namespace /namespace \1::/" git grep -l "}} // namespace" | xargs sed -i "" "s%}} // namespace%} // namespace%" Bug: dawn:824 Change-Id: I6f448b820c12fc1004ea5270bf8e1f466b0c0aab Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75400 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
286 lines
14 KiB
C++
286 lines
14 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/ExternalTexture.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::d3d12 {
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// static
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ResultOrError<Ref<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& descriptorHeapOffsets = bgl->GetDescriptorHeapOffsets();
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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.bindingType) {
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case BindingInfoType::Buffer: {
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BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
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ID3D12Resource* resource = ToBackend(binding.buffer)->GetD3D12Resource();
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if (resource == nullptr) {
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// The Buffer was destroyed. Skip creating buffer views since there is no
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// resource. This bind group won't be used as it is an error to submit a
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// command buffer that references destroyed resources.
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continue;
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}
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switch (bindingInfo.buffer.type) {
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case wgpu::BufferBindingType::Uniform: {
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D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
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desc.SizeInBytes =
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Align(binding.size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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desc.BufferLocation =
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ToBackend(binding.buffer)->GetVA() + binding.offset;
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d3d12Device->CreateConstantBufferView(
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&desc, viewAllocation.OffsetFrom(
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viewSizeIncrement, descriptorHeapOffsets[bindingIndex]));
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break;
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}
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case wgpu::BufferBindingType::Storage:
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case kInternalStorageBufferBinding: {
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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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resource, nullptr, &desc,
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viewAllocation.OffsetFrom(viewSizeIncrement,
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descriptorHeapOffsets[bindingIndex]));
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break;
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}
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case wgpu::BufferBindingType::ReadOnlyStorage: {
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// Like StorageBuffer, SPIRV-Cross outputs HLSL shaders for readonly
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// storage buffer with ByteAddressBuffer. So we must use
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// D3D12_BUFFER_SRV_FLAG_RAW when making the SRV descriptor. And it has
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// similar requirement for 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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resource, &desc,
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viewAllocation.OffsetFrom(viewSizeIncrement,
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descriptorHeapOffsets[bindingIndex]));
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break;
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}
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case wgpu::BufferBindingType::Undefined:
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UNREACHABLE();
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}
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break;
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}
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case BindingInfoType::Texture: {
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auto* view = ToBackend(GetBindingAsTextureView(bindingIndex));
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auto& srv = view->GetSRVDescriptor();
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ID3D12Resource* resource = ToBackend(view->GetTexture())->GetD3D12Resource();
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if (resource == nullptr) {
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// The Texture was destroyed. Skip creating the SRV since there is no
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// resource. This bind group won't be used as it is an error to submit a
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// command buffer that references destroyed resources.
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continue;
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}
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d3d12Device->CreateShaderResourceView(
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resource, &srv,
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viewAllocation.OffsetFrom(viewSizeIncrement,
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descriptorHeapOffsets[bindingIndex]));
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break;
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}
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case BindingInfoType::StorageTexture: {
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TextureView* view = ToBackend(GetBindingAsTextureView(bindingIndex));
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ID3D12Resource* resource = ToBackend(view->GetTexture())->GetD3D12Resource();
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if (resource == nullptr) {
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// The Texture was destroyed. Skip creating the SRV/UAV since there is no
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// resource. This bind group won't be used as it is an error to submit a
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// command buffer that references destroyed resources.
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continue;
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}
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switch (bindingInfo.storageTexture.access) {
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case wgpu::StorageTextureAccess::WriteOnly: {
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav = view->GetUAVDescriptor();
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d3d12Device->CreateUnorderedAccessView(
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resource, nullptr, &uav,
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viewAllocation.OffsetFrom(viewSizeIncrement,
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descriptorHeapOffsets[bindingIndex]));
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break;
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}
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case wgpu::StorageTextureAccess::Undefined:
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UNREACHABLE();
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}
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break;
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}
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case BindingInfoType::ExternalTexture: {
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const std::array<Ref<TextureViewBase>, kMaxPlanesPerFormat>& views =
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GetBindingAsExternalTexture(bindingIndex)->GetTextureViews();
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// Only single-plane formats are supported right now, so assert only one view
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// exists.
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ASSERT(views[1].Get() == nullptr);
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ASSERT(views[2].Get() == nullptr);
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auto& srv = ToBackend(views[0])->GetSRVDescriptor();
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ID3D12Resource* resource =
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ToBackend(views[0]->GetTexture())->GetD3D12Resource();
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d3d12Device->CreateShaderResourceView(
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resource, &srv,
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viewAllocation.OffsetFrom(viewSizeIncrement,
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descriptorHeapOffsets[bindingIndex]));
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break;
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}
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case BindingInfoType::Sampler: {
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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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}
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}
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// Loop through the dynamic storage buffers and build a flat map from the index of the
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// dynamic storage buffer to its binding size. The index |dynamicStorageBufferIndex|
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// means that it is the i'th buffer that is both dynamic and storage, in increasing order
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// of BindingNumber.
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mDynamicStorageBufferLengths.resize(bgl->GetBindingCountInfo().dynamicStorageBufferCount);
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uint32_t dynamicStorageBufferIndex = 0;
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for (BindingIndex bindingIndex(0); bindingIndex < bgl->GetDynamicBufferCount();
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++bindingIndex) {
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if (bgl->IsStorageBufferBinding(bindingIndex)) {
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mDynamicStorageBufferLengths[dynamicStorageBufferIndex++] =
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GetBindingAsBufferBinding(bindingIndex).size;
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}
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}
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}
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BindGroup::~BindGroup() = default;
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void BindGroup::DestroyImpl() {
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BindGroupBase::DestroyImpl();
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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 != 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 == 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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const BindGroup::DynamicStorageBufferLengths& BindGroup::GetDynamicStorageBufferLengths()
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const {
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return mDynamicStorageBufferLengths;
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}
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} // namespace dawn_native::d3d12
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