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Bug: dawn:340 Change-Id: Ie613a1b8e445a385c10eb377983440ace9ad3f4a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16746 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
189 lines
8.0 KiB
C++
189 lines
8.0 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/BindGroupLayoutD3D12.h"
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#include "common/BitSetIterator.h"
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#include "dawn_native/d3d12/BindGroupD3D12.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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namespace dawn_native { namespace d3d12 {
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BindGroupLayout::BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor)
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: BindGroupLayoutBase(device, descriptor),
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mDescriptorCounts{},
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mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) {
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const auto& groupInfo = GetBindingInfo();
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for (uint32_t binding : IterateBitSet(groupInfo.mask)) {
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// For dynamic resources, Dawn uses root descriptor in D3D12 backend.
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// So there is no need to allocate the descriptor from descriptor heap. Skip counting
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// dynamic resources for calculating size of descriptor heap.
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if (groupInfo.hasDynamicOffset[binding]) {
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continue;
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}
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switch (groupInfo.types[binding]) {
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case wgpu::BindingType::UniformBuffer:
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mBindingOffsets[binding] = mDescriptorCounts[CBV]++;
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break;
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case wgpu::BindingType::StorageBuffer:
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mBindingOffsets[binding] = mDescriptorCounts[UAV]++;
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break;
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case wgpu::BindingType::SampledTexture:
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case wgpu::BindingType::ReadonlyStorageBuffer:
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mBindingOffsets[binding] = mDescriptorCounts[SRV]++;
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break;
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case wgpu::BindingType::Sampler:
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mBindingOffsets[binding] = mDescriptorCounts[Sampler]++;
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break;
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case wgpu::BindingType::StorageTexture:
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case wgpu::BindingType::ReadonlyStorageTexture:
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case wgpu::BindingType::WriteonlyStorageTexture:
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UNREACHABLE();
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break;
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}
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}
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auto SetDescriptorRange = [&](uint32_t index, uint32_t count, uint32_t* baseRegister,
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D3D12_DESCRIPTOR_RANGE_TYPE type) -> bool {
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if (count == 0) {
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return false;
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}
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auto& range = mRanges[index];
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range.RangeType = type;
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range.NumDescriptors = count;
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range.RegisterSpace = 0;
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range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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range.BaseShaderRegister = *baseRegister;
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*baseRegister += count;
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// These ranges will be copied and range.BaseShaderRegister will be set in
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// d3d12::PipelineLayout to account for bind group register offsets
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return true;
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};
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uint32_t rangeIndex = 0;
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uint32_t baseRegister = 0;
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std::array<uint32_t, DescriptorType::Count> descriptorOffsets;
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// Ranges 0-2 contain the CBV, UAV, and SRV ranges, if they exist, tightly packed
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// Range 3 contains the Sampler range, if there is one
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if (SetDescriptorRange(rangeIndex, mDescriptorCounts[CBV], &baseRegister,
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D3D12_DESCRIPTOR_RANGE_TYPE_CBV)) {
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descriptorOffsets[CBV] = mRanges[rangeIndex++].BaseShaderRegister;
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}
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if (SetDescriptorRange(rangeIndex, mDescriptorCounts[UAV], &baseRegister,
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D3D12_DESCRIPTOR_RANGE_TYPE_UAV)) {
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descriptorOffsets[UAV] = mRanges[rangeIndex++].BaseShaderRegister;
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}
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if (SetDescriptorRange(rangeIndex, mDescriptorCounts[SRV], &baseRegister,
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV)) {
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descriptorOffsets[SRV] = mRanges[rangeIndex++].BaseShaderRegister;
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}
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uint32_t zero = 0;
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SetDescriptorRange(Sampler, mDescriptorCounts[Sampler], &zero,
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D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER);
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descriptorOffsets[Sampler] = 0;
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for (uint32_t binding : IterateBitSet(groupInfo.mask)) {
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if (groupInfo.hasDynamicOffset[binding]) {
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// Dawn is using values in mBindingOffsets to decide register number in HLSL.
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// Root descriptor needs to set this value to set correct register number in
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// generated HLSL shader.
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switch (groupInfo.types[binding]) {
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case wgpu::BindingType::UniformBuffer:
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case wgpu::BindingType::StorageBuffer:
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case wgpu::BindingType::ReadonlyStorageBuffer:
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mBindingOffsets[binding] = baseRegister++;
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break;
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case wgpu::BindingType::SampledTexture:
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case wgpu::BindingType::Sampler:
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case wgpu::BindingType::StorageTexture:
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case wgpu::BindingType::ReadonlyStorageTexture:
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case wgpu::BindingType::WriteonlyStorageTexture:
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UNREACHABLE();
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break;
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}
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continue;
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}
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switch (groupInfo.types[binding]) {
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case wgpu::BindingType::UniformBuffer:
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mBindingOffsets[binding] += descriptorOffsets[CBV];
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break;
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case wgpu::BindingType::StorageBuffer:
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mBindingOffsets[binding] += descriptorOffsets[UAV];
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break;
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case wgpu::BindingType::SampledTexture:
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case wgpu::BindingType::ReadonlyStorageBuffer:
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mBindingOffsets[binding] += descriptorOffsets[SRV];
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break;
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case wgpu::BindingType::Sampler:
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mBindingOffsets[binding] += descriptorOffsets[Sampler];
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break;
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case wgpu::BindingType::StorageTexture:
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case wgpu::BindingType::ReadonlyStorageTexture:
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case wgpu::BindingType::WriteonlyStorageTexture:
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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* BindGroupLayout::AllocateBindGroup(Device* device,
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const BindGroupDescriptor* descriptor) {
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return mBindGroupAllocator.Allocate(device, descriptor);
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}
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void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup) {
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mBindGroupAllocator.Deallocate(bindGroup);
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}
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const std::array<uint32_t, kMaxBindingsPerGroup>& BindGroupLayout::GetBindingOffsets() const {
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return mBindingOffsets;
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}
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uint32_t BindGroupLayout::GetCbvUavSrvDescriptorTableSize() const {
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return (static_cast<uint32_t>(mDescriptorCounts[CBV] > 0) +
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static_cast<uint32_t>(mDescriptorCounts[UAV] > 0) +
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static_cast<uint32_t>(mDescriptorCounts[SRV] > 0));
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}
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uint32_t BindGroupLayout::GetSamplerDescriptorTableSize() const {
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return mDescriptorCounts[Sampler] > 0;
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}
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uint32_t BindGroupLayout::GetCbvUavSrvDescriptorCount() const {
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return mDescriptorCounts[CBV] + mDescriptorCounts[UAV] + mDescriptorCounts[SRV];
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}
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uint32_t BindGroupLayout::GetSamplerDescriptorCount() const {
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return mDescriptorCounts[Sampler];
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}
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const D3D12_DESCRIPTOR_RANGE* BindGroupLayout::GetCbvUavSrvDescriptorRanges() const {
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return mRanges;
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}
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const D3D12_DESCRIPTOR_RANGE* BindGroupLayout::GetSamplerDescriptorRanges() const {
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return &mRanges[Sampler];
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}
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}} // namespace dawn_native::d3d12
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