mirror of
https://github.com/encounter/dawn-cmake.git
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- Add implementation of WriteTimestamp and ResolveQuerySet on D3D12, but not add compute shader to post-process the result yet. - Add end2end tests for timestamp query on command encoder/render pass/compute pass. Bug: dawn:434 Change-Id: I7f763bc46d651818da3f69bc72ea2e403cf2674d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/25845 Commit-Queue: Hao Li <hao.x.li@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
1442 lines
71 KiB
C++
1442 lines
71 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/CommandBufferD3D12.h"
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#include "common/Assert.h"
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#include "dawn_native/BindGroupAndStorageBarrierTracker.h"
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#include "dawn_native/CommandEncoder.h"
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#include "dawn_native/CommandValidation.h"
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#include "dawn_native/Commands.h"
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#include "dawn_native/RenderBundle.h"
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#include "dawn_native/d3d12/BindGroupD3D12.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/CommandRecordingContext.h"
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#include "dawn_native/d3d12/ComputePipelineD3D12.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
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#include "dawn_native/d3d12/PlatformFunctions.h"
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#include "dawn_native/d3d12/QuerySetD3D12.h"
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#include "dawn_native/d3d12/RenderPassBuilderD3D12.h"
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#include "dawn_native/d3d12/RenderPipelineD3D12.h"
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#include "dawn_native/d3d12/SamplerD3D12.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/StagingDescriptorAllocatorD3D12.h"
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#include "dawn_native/d3d12/TextureCopySplitter.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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#include "dawn_native/d3d12/UtilsD3D12.h"
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#include <deque>
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namespace dawn_native { namespace d3d12 {
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namespace {
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DXGI_FORMAT DXGIIndexFormat(wgpu::IndexFormat format) {
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switch (format) {
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case wgpu::IndexFormat::Uint16:
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return DXGI_FORMAT_R16_UINT;
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case wgpu::IndexFormat::Uint32:
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return DXGI_FORMAT_R32_UINT;
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default:
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UNREACHABLE();
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}
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}
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D3D12_QUERY_TYPE D3D12QueryType(wgpu::QueryType type) {
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switch (type) {
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case wgpu::QueryType::Occlusion:
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return D3D12_QUERY_TYPE_OCCLUSION;
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case wgpu::QueryType::PipelineStatistics:
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return D3D12_QUERY_TYPE_PIPELINE_STATISTICS;
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case wgpu::QueryType::Timestamp:
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return D3D12_QUERY_TYPE_TIMESTAMP;
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default:
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UNREACHABLE();
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}
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}
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bool CanUseCopyResource(const Texture* src, const Texture* dst, const Extent3D& copySize) {
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// Checked by validation
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ASSERT(src->GetSampleCount() == dst->GetSampleCount());
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ASSERT(src->GetFormat().format == dst->GetFormat().format);
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const Extent3D& srcSize = src->GetSize();
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const Extent3D& dstSize = dst->GetSize();
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// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-copyresource
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// In order to use D3D12's copy resource, the textures must be the same dimensions, and
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// the copy must be of the entire resource.
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// TODO(dawn:129): Support 1D textures.
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return src->GetDimension() == dst->GetDimension() && //
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dst->GetNumMipLevels() == 1 && //
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src->GetNumMipLevels() == 1 && // A copy command is of a single mip, so if a
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// resource has more than one, we definitely
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// cannot use CopyResource.
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copySize.width == dstSize.width && //
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copySize.width == srcSize.width && //
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copySize.height == dstSize.height && //
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copySize.height == srcSize.height && //
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copySize.depth == dstSize.depth && //
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copySize.depth == srcSize.depth;
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}
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void RecordCopyBufferToTextureFromTextureCopySplit(ID3D12GraphicsCommandList* commandList,
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const Texture2DCopySplit& baseCopySplit,
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Buffer* buffer,
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uint64_t baseOffset,
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uint64_t bufferBytesPerRow,
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Texture* texture,
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uint32_t textureMiplevel,
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uint32_t textureSlice) {
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const D3D12_TEXTURE_COPY_LOCATION textureLocation =
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ComputeTextureCopyLocationForTexture(texture, textureMiplevel, textureSlice);
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const uint64_t offset = baseCopySplit.offset + baseOffset;
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for (uint32_t i = 0; i < baseCopySplit.count; ++i) {
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const Texture2DCopySplit::CopyInfo& info = baseCopySplit.copies[i];
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// TODO(jiawei.shao@intel.com): pre-compute bufferLocation and sourceRegion as
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// members in Texture2DCopySplit::CopyInfo.
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const D3D12_TEXTURE_COPY_LOCATION bufferLocation =
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ComputeBufferLocationForCopyTextureRegion(texture, buffer->GetD3D12Resource(),
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info.bufferSize, offset,
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bufferBytesPerRow);
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const D3D12_BOX sourceRegion =
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ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);
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commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x,
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info.textureOffset.y, info.textureOffset.z,
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&bufferLocation, &sourceRegion);
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}
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}
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void RecordCopyTextureToBufferFromTextureCopySplit(ID3D12GraphicsCommandList* commandList,
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const Texture2DCopySplit& baseCopySplit,
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Buffer* buffer,
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uint64_t baseOffset,
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uint64_t bufferBytesPerRow,
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Texture* texture,
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uint32_t textureMiplevel,
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uint32_t textureSlice) {
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const D3D12_TEXTURE_COPY_LOCATION textureLocation =
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ComputeTextureCopyLocationForTexture(texture, textureMiplevel, textureSlice);
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const uint64_t offset = baseCopySplit.offset + baseOffset;
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for (uint32_t i = 0; i < baseCopySplit.count; ++i) {
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const Texture2DCopySplit::CopyInfo& info = baseCopySplit.copies[i];
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// TODO(jiawei.shao@intel.com): pre-compute bufferLocation and sourceRegion as
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// members in Texture2DCopySplit::CopyInfo.
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const D3D12_TEXTURE_COPY_LOCATION bufferLocation =
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ComputeBufferLocationForCopyTextureRegion(texture, buffer->GetD3D12Resource(),
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info.bufferSize, offset,
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bufferBytesPerRow);
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const D3D12_BOX sourceRegion =
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ComputeD3D12BoxFromOffsetAndSize(info.textureOffset, info.copySize);
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commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x,
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info.bufferOffset.y, info.bufferOffset.z,
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&textureLocation, &sourceRegion);
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}
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}
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void RecordWriteTimestampCmd(ID3D12GraphicsCommandList* commandList,
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WriteTimestampCmd* cmd) {
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QuerySet* querySet = ToBackend(cmd->querySet.Get());
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ASSERT(D3D12QueryType(querySet->GetQueryType()) == D3D12_QUERY_TYPE_TIMESTAMP);
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commandList->EndQuery(querySet->GetQueryHeap(), D3D12_QUERY_TYPE_TIMESTAMP,
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cmd->queryIndex);
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}
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} // anonymous namespace
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class BindGroupStateTracker : public BindGroupAndStorageBarrierTrackerBase<false, uint64_t> {
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using Base = BindGroupAndStorageBarrierTrackerBase;
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public:
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BindGroupStateTracker(Device* device)
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: BindGroupAndStorageBarrierTrackerBase(),
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mDevice(device),
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mViewAllocator(device->GetViewShaderVisibleDescriptorAllocator()),
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mSamplerAllocator(device->GetSamplerShaderVisibleDescriptorAllocator()) {
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}
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void SetInComputePass(bool inCompute_) {
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mInCompute = inCompute_;
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}
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void OnSetPipeline(PipelineBase* pipeline) {
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// Invalidate the root sampler tables previously set in the root signature.
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// This is because changing the pipeline layout also changes the root signature.
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const PipelineLayout* pipelineLayout = ToBackend(pipeline->GetLayout());
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if (mLastAppliedPipelineLayout != pipelineLayout) {
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mBoundRootSamplerTables = {};
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}
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Base::OnSetPipeline(pipeline);
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}
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MaybeError Apply(CommandRecordingContext* commandContext) {
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// Bindgroups are allocated in shader-visible descriptor heaps which are managed by a
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// ringbuffer. There can be a single shader-visible descriptor heap of each type bound
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// at any given time. This means that when we switch heaps, all other currently bound
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// bindgroups must be re-populated. Bindgroups can fail allocation gracefully which is
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// the signal to change the bounded heaps.
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// Re-populating all bindgroups after the last one fails causes duplicated allocations
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// to occur on overflow.
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// TODO(bryan.bernhart@intel.com): Consider further optimization.
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bool didCreateBindGroupViews = true;
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bool didCreateBindGroupSamplers = true;
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for (BindGroupIndex index : IterateBitSet(mDirtyBindGroups)) {
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BindGroup* group = ToBackend(mBindGroups[index]);
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didCreateBindGroupViews = group->PopulateViews(mViewAllocator);
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didCreateBindGroupSamplers = group->PopulateSamplers(mDevice, mSamplerAllocator);
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if (!didCreateBindGroupViews && !didCreateBindGroupSamplers) {
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break;
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}
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}
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ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
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if (!didCreateBindGroupViews || !didCreateBindGroupSamplers) {
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if (!didCreateBindGroupViews) {
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DAWN_TRY(mViewAllocator->AllocateAndSwitchShaderVisibleHeap());
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}
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if (!didCreateBindGroupSamplers) {
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DAWN_TRY(mSamplerAllocator->AllocateAndSwitchShaderVisibleHeap());
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}
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mDirtyBindGroupsObjectChangedOrIsDynamic |= mBindGroupLayoutsMask;
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mDirtyBindGroups |= mBindGroupLayoutsMask;
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// Must be called before applying the bindgroups.
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SetID3D12DescriptorHeaps(commandList);
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for (BindGroupIndex index : IterateBitSet(mBindGroupLayoutsMask)) {
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BindGroup* group = ToBackend(mBindGroups[index]);
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didCreateBindGroupViews = group->PopulateViews(mViewAllocator);
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didCreateBindGroupSamplers =
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group->PopulateSamplers(mDevice, mSamplerAllocator);
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ASSERT(didCreateBindGroupViews);
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ASSERT(didCreateBindGroupSamplers);
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}
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}
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for (BindGroupIndex index : IterateBitSet(mDirtyBindGroupsObjectChangedOrIsDynamic)) {
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BindGroup* group = ToBackend(mBindGroups[index]);
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ApplyBindGroup(commandList, ToBackend(mPipelineLayout), index, group,
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mDynamicOffsetCounts[index], mDynamicOffsets[index].data());
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}
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if (mInCompute) {
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for (BindGroupIndex index : IterateBitSet(mBindGroupLayoutsMask)) {
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for (BindingIndex binding : IterateBitSet(mBindingsNeedingBarrier[index])) {
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wgpu::BindingType bindingType = mBindingTypes[index][binding];
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switch (bindingType) {
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case wgpu::BindingType::StorageBuffer:
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static_cast<Buffer*>(mBindings[index][binding])
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->TrackUsageAndTransitionNow(commandContext,
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wgpu::BufferUsage::Storage);
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break;
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case wgpu::BindingType::ReadonlyStorageTexture: {
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TextureViewBase* view =
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static_cast<TextureViewBase*>(mBindings[index][binding]);
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ToBackend(view->GetTexture())
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->TrackUsageAndTransitionNow(commandContext,
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kReadonlyStorageTexture,
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view->GetSubresourceRange());
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break;
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}
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case wgpu::BindingType::WriteonlyStorageTexture: {
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TextureViewBase* view =
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static_cast<TextureViewBase*>(mBindings[index][binding]);
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ToBackend(view->GetTexture())
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->TrackUsageAndTransitionNow(commandContext,
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wgpu::TextureUsage::Storage,
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view->GetSubresourceRange());
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break;
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}
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case wgpu::BindingType::StorageTexture:
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// Not implemented.
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case wgpu::BindingType::UniformBuffer:
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case wgpu::BindingType::ReadonlyStorageBuffer:
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case wgpu::BindingType::Sampler:
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case wgpu::BindingType::ComparisonSampler:
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case wgpu::BindingType::SampledTexture:
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// Don't require barriers.
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default:
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UNREACHABLE();
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break;
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}
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}
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}
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}
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DidApply();
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return {};
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}
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void SetID3D12DescriptorHeaps(ID3D12GraphicsCommandList* commandList) {
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ASSERT(commandList != nullptr);
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std::array<ID3D12DescriptorHeap*, 2> descriptorHeaps = {
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mViewAllocator->GetShaderVisibleHeap(), mSamplerAllocator->GetShaderVisibleHeap()};
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ASSERT(descriptorHeaps[0] != nullptr);
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ASSERT(descriptorHeaps[1] != nullptr);
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commandList->SetDescriptorHeaps(descriptorHeaps.size(), descriptorHeaps.data());
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}
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private:
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void ApplyBindGroup(ID3D12GraphicsCommandList* commandList,
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const PipelineLayout* pipelineLayout,
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BindGroupIndex index,
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BindGroup* group,
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uint32_t dynamicOffsetCountIn,
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const uint64_t* dynamicOffsetsIn) {
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ityp::span<BindingIndex, const uint64_t> dynamicOffsets(
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dynamicOffsetsIn, BindingIndex(dynamicOffsetCountIn));
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ASSERT(dynamicOffsets.size() == group->GetLayout()->GetDynamicBufferCount());
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// Usually, the application won't set the same offsets many times,
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// so always try to apply dynamic offsets even if the offsets stay the same
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if (dynamicOffsets.size() != BindingIndex(0)) {
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// Update dynamic offsets.
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// Dynamic buffer bindings are packed at the beginning of the layout.
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for (BindingIndex bindingIndex{0}; bindingIndex < dynamicOffsets.size();
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++bindingIndex) {
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const BindingInfo& bindingInfo =
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group->GetLayout()->GetBindingInfo(bindingIndex);
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if (bindingInfo.visibility == wgpu::ShaderStage::None) {
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// Skip dynamic buffers that are not visible. D3D12 does not have None
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// visibility.
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continue;
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}
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uint32_t parameterIndex =
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pipelineLayout->GetDynamicRootParameterIndex(index, bindingIndex);
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BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex);
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// Calculate buffer locations that root descriptors links to. The location
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// is (base buffer location + initial offset + dynamic offset)
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uint64_t dynamicOffset = dynamicOffsets[bindingIndex];
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uint64_t offset = binding.offset + dynamicOffset;
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D3D12_GPU_VIRTUAL_ADDRESS bufferLocation =
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ToBackend(binding.buffer)->GetVA() + offset;
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switch (bindingInfo.type) {
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case wgpu::BindingType::UniformBuffer:
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if (mInCompute) {
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commandList->SetComputeRootConstantBufferView(parameterIndex,
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bufferLocation);
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} else {
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commandList->SetGraphicsRootConstantBufferView(parameterIndex,
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bufferLocation);
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}
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break;
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case wgpu::BindingType::StorageBuffer:
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if (mInCompute) {
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commandList->SetComputeRootUnorderedAccessView(parameterIndex,
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bufferLocation);
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} else {
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commandList->SetGraphicsRootUnorderedAccessView(parameterIndex,
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bufferLocation);
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}
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break;
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case wgpu::BindingType::ReadonlyStorageBuffer:
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if (mInCompute) {
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commandList->SetComputeRootShaderResourceView(parameterIndex,
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bufferLocation);
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} else {
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commandList->SetGraphicsRootShaderResourceView(parameterIndex,
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bufferLocation);
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}
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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::ComparisonSampler:
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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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}
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// It's not necessary to update descriptor tables if only the dynamic offset changed.
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if (!mDirtyBindGroups[index]) {
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return;
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}
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const uint32_t cbvUavSrvCount =
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ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
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const uint32_t samplerCount =
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ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
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if (cbvUavSrvCount > 0) {
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uint32_t parameterIndex = pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
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const D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor = group->GetBaseViewDescriptor();
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if (mInCompute) {
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commandList->SetComputeRootDescriptorTable(parameterIndex, baseDescriptor);
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} else {
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commandList->SetGraphicsRootDescriptorTable(parameterIndex, baseDescriptor);
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}
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}
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if (samplerCount > 0) {
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uint32_t parameterIndex = pipelineLayout->GetSamplerRootParameterIndex(index);
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const D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor =
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group->GetBaseSamplerDescriptor();
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// Check if the group requires its sampler table to be set in the pipeline.
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// This because sampler heap allocations could be cached and use the same table.
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if (mBoundRootSamplerTables[index].ptr != baseDescriptor.ptr) {
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if (mInCompute) {
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commandList->SetComputeRootDescriptorTable(parameterIndex, baseDescriptor);
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} else {
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commandList->SetGraphicsRootDescriptorTable(parameterIndex, baseDescriptor);
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}
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mBoundRootSamplerTables[index] = baseDescriptor;
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}
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}
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}
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Device* mDevice;
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bool mInCompute = false;
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ityp::array<BindGroupIndex, D3D12_GPU_DESCRIPTOR_HANDLE, kMaxBindGroups>
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mBoundRootSamplerTables = {};
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ShaderVisibleDescriptorAllocator* mViewAllocator;
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ShaderVisibleDescriptorAllocator* mSamplerAllocator;
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};
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namespace {
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class VertexBufferTracker {
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public:
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void OnSetVertexBuffer(uint32_t slot, Buffer* buffer, uint64_t offset, uint64_t size) {
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mStartSlot = std::min(mStartSlot, slot);
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mEndSlot = std::max(mEndSlot, slot + 1);
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auto* d3d12BufferView = &mD3D12BufferViews[slot];
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d3d12BufferView->BufferLocation = buffer->GetVA() + offset;
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d3d12BufferView->SizeInBytes = size;
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// The bufferView stride is set based on the vertex state before a draw.
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}
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void Apply(ID3D12GraphicsCommandList* commandList,
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const RenderPipeline* renderPipeline) {
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ASSERT(renderPipeline != nullptr);
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std::bitset<kMaxVertexBuffers> vertexBufferSlotsUsed =
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renderPipeline->GetVertexBufferSlotsUsed();
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uint32_t startSlot = mStartSlot;
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uint32_t endSlot = mEndSlot;
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|
|
// If the vertex state has changed, we need to update the StrideInBytes
|
|
// for the D3D12 buffer views. We also need to extend the dirty range to
|
|
// touch all these slots because the stride may have changed.
|
|
if (mLastAppliedRenderPipeline != renderPipeline) {
|
|
mLastAppliedRenderPipeline = renderPipeline;
|
|
|
|
for (uint32_t slot : IterateBitSet(vertexBufferSlotsUsed)) {
|
|
startSlot = std::min(startSlot, slot);
|
|
endSlot = std::max(endSlot, slot + 1);
|
|
mD3D12BufferViews[slot].StrideInBytes =
|
|
renderPipeline->GetVertexBuffer(slot).arrayStride;
|
|
}
|
|
}
|
|
|
|
if (endSlot <= startSlot) {
|
|
return;
|
|
}
|
|
|
|
// mD3D12BufferViews is kept up to date with the most recent data passed
|
|
// to SetVertexBuffer. This makes it correct to only track the start
|
|
// and end of the dirty range. When Apply is called,
|
|
// we will at worst set non-dirty vertex buffers in duplicate.
|
|
uint32_t count = endSlot - startSlot;
|
|
commandList->IASetVertexBuffers(startSlot, count, &mD3D12BufferViews[startSlot]);
|
|
|
|
mStartSlot = kMaxVertexBuffers;
|
|
mEndSlot = 0;
|
|
}
|
|
|
|
private:
|
|
// startSlot and endSlot indicate the range of dirty vertex buffers.
|
|
// If there are multiple calls to SetVertexBuffer, the start and end
|
|
// represent the union of the dirty ranges (the union may have non-dirty
|
|
// data in the middle of the range).
|
|
const RenderPipeline* mLastAppliedRenderPipeline = nullptr;
|
|
uint32_t mStartSlot = kMaxVertexBuffers;
|
|
uint32_t mEndSlot = 0;
|
|
std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexBuffers> mD3D12BufferViews = {};
|
|
};
|
|
|
|
class IndexBufferTracker {
|
|
public:
|
|
void OnSetIndexBuffer(Buffer* buffer, uint64_t offset, uint64_t size) {
|
|
mD3D12BufferView.BufferLocation = buffer->GetVA() + offset;
|
|
mD3D12BufferView.SizeInBytes = size;
|
|
|
|
// We don't need to dirty the state unless BufferLocation or SizeInBytes
|
|
// change, but most of the time this will always be the case.
|
|
mLastAppliedIndexFormat = DXGI_FORMAT_UNKNOWN;
|
|
}
|
|
|
|
void OnSetPipeline(const RenderPipelineBase* pipeline) {
|
|
mD3D12BufferView.Format =
|
|
DXGIIndexFormat(pipeline->GetVertexStateDescriptor()->indexFormat);
|
|
}
|
|
|
|
void Apply(ID3D12GraphicsCommandList* commandList) {
|
|
if (mD3D12BufferView.Format == mLastAppliedIndexFormat) {
|
|
return;
|
|
}
|
|
|
|
commandList->IASetIndexBuffer(&mD3D12BufferView);
|
|
mLastAppliedIndexFormat = mD3D12BufferView.Format;
|
|
}
|
|
|
|
private:
|
|
DXGI_FORMAT mLastAppliedIndexFormat = DXGI_FORMAT_UNKNOWN;
|
|
D3D12_INDEX_BUFFER_VIEW mD3D12BufferView = {};
|
|
};
|
|
|
|
void ResolveMultisampledRenderPass(CommandRecordingContext* commandContext,
|
|
BeginRenderPassCmd* renderPass) {
|
|
ASSERT(renderPass != nullptr);
|
|
|
|
for (uint32_t i :
|
|
IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
|
|
TextureViewBase* resolveTarget =
|
|
renderPass->colorAttachments[i].resolveTarget.Get();
|
|
if (resolveTarget == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
TextureViewBase* colorView = renderPass->colorAttachments[i].view.Get();
|
|
Texture* colorTexture = ToBackend(colorView->GetTexture());
|
|
Texture* resolveTexture = ToBackend(resolveTarget->GetTexture());
|
|
|
|
// Transition the usages of the color attachment and resolve target.
|
|
colorTexture->TrackUsageAndTransitionNow(commandContext,
|
|
D3D12_RESOURCE_STATE_RESOLVE_SOURCE,
|
|
colorView->GetSubresourceRange());
|
|
resolveTexture->TrackUsageAndTransitionNow(commandContext,
|
|
D3D12_RESOURCE_STATE_RESOLVE_DEST,
|
|
resolveTarget->GetSubresourceRange());
|
|
|
|
// Do MSAA resolve with ResolveSubResource().
|
|
ID3D12Resource* colorTextureHandle = colorTexture->GetD3D12Resource();
|
|
ID3D12Resource* resolveTextureHandle = resolveTexture->GetD3D12Resource();
|
|
const uint32_t resolveTextureSubresourceIndex = resolveTexture->GetSubresourceIndex(
|
|
resolveTarget->GetBaseMipLevel(), resolveTarget->GetBaseArrayLayer());
|
|
constexpr uint32_t kColorTextureSubresourceIndex = 0;
|
|
commandContext->GetCommandList()->ResolveSubresource(
|
|
resolveTextureHandle, resolveTextureSubresourceIndex, colorTextureHandle,
|
|
kColorTextureSubresourceIndex, colorTexture->GetD3D12Format());
|
|
}
|
|
}
|
|
|
|
} // anonymous namespace
|
|
|
|
CommandBuffer::CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor)
|
|
: CommandBufferBase(encoder, descriptor), mCommands(encoder->AcquireCommands()) {
|
|
}
|
|
|
|
CommandBuffer::~CommandBuffer() {
|
|
FreeCommands(&mCommands);
|
|
}
|
|
|
|
MaybeError CommandBuffer::RecordCommands(CommandRecordingContext* commandContext) {
|
|
Device* device = ToBackend(GetDevice());
|
|
BindGroupStateTracker bindingTracker(device);
|
|
|
|
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
|
|
|
|
// Make sure we use the correct descriptors for this command list. Could be done once per
|
|
// actual command list but here is ok because there should be few command buffers.
|
|
bindingTracker.SetID3D12DescriptorHeaps(commandList);
|
|
|
|
// Records the necessary barriers for the resource usage pre-computed by the frontend
|
|
auto PrepareResourcesForSubmission = [](CommandRecordingContext* commandContext,
|
|
const PassResourceUsage& usages) -> bool {
|
|
std::vector<D3D12_RESOURCE_BARRIER> barriers;
|
|
|
|
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
|
|
|
|
wgpu::BufferUsage bufferUsages = wgpu::BufferUsage::None;
|
|
|
|
for (size_t i = 0; i < usages.buffers.size(); ++i) {
|
|
Buffer* buffer = ToBackend(usages.buffers[i]);
|
|
|
|
// TODO(jiawei.shao@intel.com): clear storage buffers with
|
|
// ClearUnorderedAccessView*().
|
|
buffer->GetDevice()->ConsumedError(buffer->EnsureDataInitialized(commandContext));
|
|
|
|
D3D12_RESOURCE_BARRIER barrier;
|
|
if (buffer->TrackUsageAndGetResourceBarrier(commandContext, &barrier,
|
|
usages.bufferUsages[i])) {
|
|
barriers.push_back(barrier);
|
|
}
|
|
bufferUsages |= usages.bufferUsages[i];
|
|
}
|
|
|
|
for (size_t i = 0; i < usages.textures.size(); ++i) {
|
|
Texture* texture = ToBackend(usages.textures[i]);
|
|
// Clear textures that are not output attachments. Output attachments will be
|
|
// cleared during record render pass if the texture subresource has not been
|
|
// initialized before the render pass.
|
|
if (!(usages.textureUsages[i].usage & wgpu::TextureUsage::OutputAttachment)) {
|
|
texture->EnsureSubresourceContentInitialized(commandContext,
|
|
texture->GetAllSubresources());
|
|
}
|
|
}
|
|
|
|
wgpu::TextureUsage textureUsages = wgpu::TextureUsage::None;
|
|
|
|
for (size_t i = 0; i < usages.textures.size(); ++i) {
|
|
ToBackend(usages.textures[i])
|
|
->TrackUsageAndGetResourceBarrierForPass(commandContext, &barriers,
|
|
usages.textureUsages[i]);
|
|
textureUsages |= usages.textureUsages[i].usage;
|
|
}
|
|
|
|
if (barriers.size()) {
|
|
commandList->ResourceBarrier(barriers.size(), barriers.data());
|
|
}
|
|
|
|
return (bufferUsages & wgpu::BufferUsage::Storage ||
|
|
textureUsages & wgpu::TextureUsage::Storage);
|
|
};
|
|
|
|
const std::vector<PassResourceUsage>& passResourceUsages = GetResourceUsages().perPass;
|
|
uint32_t nextPassNumber = 0;
|
|
|
|
Command type;
|
|
while (mCommands.NextCommandId(&type)) {
|
|
switch (type) {
|
|
case Command::BeginComputePass: {
|
|
mCommands.NextCommand<BeginComputePassCmd>();
|
|
|
|
PrepareResourcesForSubmission(commandContext,
|
|
passResourceUsages[nextPassNumber]);
|
|
bindingTracker.SetInComputePass(true);
|
|
DAWN_TRY(RecordComputePass(commandContext, &bindingTracker));
|
|
|
|
nextPassNumber++;
|
|
break;
|
|
}
|
|
|
|
case Command::BeginRenderPass: {
|
|
BeginRenderPassCmd* beginRenderPassCmd =
|
|
mCommands.NextCommand<BeginRenderPassCmd>();
|
|
|
|
const bool passHasUAV = PrepareResourcesForSubmission(
|
|
commandContext, passResourceUsages[nextPassNumber]);
|
|
bindingTracker.SetInComputePass(false);
|
|
|
|
LazyClearRenderPassAttachments(beginRenderPassCmd);
|
|
DAWN_TRY(RecordRenderPass(commandContext, &bindingTracker, beginRenderPassCmd,
|
|
passHasUAV));
|
|
|
|
nextPassNumber++;
|
|
break;
|
|
}
|
|
|
|
case Command::CopyBufferToBuffer: {
|
|
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
|
|
Buffer* srcBuffer = ToBackend(copy->source.Get());
|
|
Buffer* dstBuffer = ToBackend(copy->destination.Get());
|
|
|
|
DAWN_TRY(srcBuffer->EnsureDataInitialized(commandContext));
|
|
DAWN_TRY(dstBuffer->EnsureDataInitializedAsDestination(
|
|
commandContext, copy->destinationOffset, copy->size));
|
|
|
|
srcBuffer->TrackUsageAndTransitionNow(commandContext,
|
|
wgpu::BufferUsage::CopySrc);
|
|
dstBuffer->TrackUsageAndTransitionNow(commandContext,
|
|
wgpu::BufferUsage::CopyDst);
|
|
|
|
commandList->CopyBufferRegion(
|
|
dstBuffer->GetD3D12Resource(), copy->destinationOffset,
|
|
srcBuffer->GetD3D12Resource(), copy->sourceOffset, copy->size);
|
|
break;
|
|
}
|
|
|
|
case Command::CopyBufferToTexture: {
|
|
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
|
|
Buffer* buffer = ToBackend(copy->source.buffer.Get());
|
|
Texture* texture = ToBackend(copy->destination.texture.Get());
|
|
|
|
DAWN_TRY(buffer->EnsureDataInitialized(commandContext));
|
|
|
|
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
|
|
SubresourceRange subresources = {copy->destination.mipLevel, 1,
|
|
copy->destination.origin.z,
|
|
copy->copySize.depth};
|
|
if (IsCompleteSubresourceCopiedTo(texture, copy->copySize,
|
|
copy->destination.mipLevel)) {
|
|
texture->SetIsSubresourceContentInitialized(true, subresources);
|
|
} else {
|
|
texture->EnsureSubresourceContentInitialized(commandContext, subresources);
|
|
}
|
|
|
|
buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopySrc);
|
|
texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopyDst,
|
|
subresources);
|
|
|
|
// See comments in ComputeTextureCopySplits() for more details.
|
|
const TextureCopySplits copySplits = ComputeTextureCopySplits(
|
|
copy->destination.origin, copy->copySize, texture->GetFormat(),
|
|
copy->source.offset, copy->source.bytesPerRow, copy->source.rowsPerImage);
|
|
|
|
const uint64_t bytesPerSlice =
|
|
copy->source.bytesPerRow *
|
|
(copy->source.rowsPerImage / texture->GetFormat().blockHeight);
|
|
|
|
// copySplits.copies2D[1] is always calculated for the second copy slice with
|
|
// extra "bytesPerSlice" copy offset compared with the first copy slice. So
|
|
// here we use an array bufferOffsetsForNextSlice to record the extra offsets
|
|
// for each copy slice: bufferOffsetsForNextSlice[0] is the extra offset for
|
|
// the next copy slice that uses copySplits.copies2D[0], and
|
|
// bufferOffsetsForNextSlice[1] is the extra offset for the next copy slice
|
|
// that uses copySplits.copies2D[1].
|
|
std::array<uint64_t, TextureCopySplits::kMaxTextureCopySplits>
|
|
bufferOffsetsForNextSlice = {{0u, 0u}};
|
|
for (uint32_t copySlice = 0; copySlice < copy->copySize.depth; ++copySlice) {
|
|
const uint32_t splitIndex = copySlice % copySplits.copies2D.size();
|
|
|
|
const Texture2DCopySplit& copySplitPerLayerBase =
|
|
copySplits.copies2D[splitIndex];
|
|
const uint64_t bufferOffsetForNextSlice =
|
|
bufferOffsetsForNextSlice[splitIndex];
|
|
const uint32_t copyTextureLayer = copySlice + copy->destination.origin.z;
|
|
|
|
RecordCopyBufferToTextureFromTextureCopySplit(
|
|
commandList, copySplitPerLayerBase, buffer, bufferOffsetForNextSlice,
|
|
copy->source.bytesPerRow, texture, copy->destination.mipLevel,
|
|
copyTextureLayer);
|
|
|
|
bufferOffsetsForNextSlice[splitIndex] +=
|
|
bytesPerSlice * copySplits.copies2D.size();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case Command::CopyTextureToBuffer: {
|
|
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
|
|
Texture* texture = ToBackend(copy->source.texture.Get());
|
|
Buffer* buffer = ToBackend(copy->destination.buffer.Get());
|
|
|
|
DAWN_TRY(buffer->EnsureDataInitializedAsDestination(commandContext, copy));
|
|
|
|
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
|
|
SubresourceRange subresources = {copy->source.mipLevel, 1,
|
|
copy->source.origin.z, copy->copySize.depth};
|
|
texture->EnsureSubresourceContentInitialized(commandContext, subresources);
|
|
|
|
texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopySrc,
|
|
subresources);
|
|
buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
|
|
|
|
// See comments around ComputeTextureCopySplits() for more details.
|
|
const TextureCopySplits copySplits = ComputeTextureCopySplits(
|
|
copy->source.origin, copy->copySize, texture->GetFormat(),
|
|
copy->destination.offset, copy->destination.bytesPerRow,
|
|
copy->destination.rowsPerImage);
|
|
|
|
const uint64_t bytesPerSlice =
|
|
copy->destination.bytesPerRow *
|
|
(copy->destination.rowsPerImage / texture->GetFormat().blockHeight);
|
|
|
|
// copySplits.copies2D[1] is always calculated for the second copy slice with
|
|
// extra "bytesPerSlice" copy offset compared with the first copy slice. So
|
|
// here we use an array bufferOffsetsForNextSlice to record the extra offsets
|
|
// for each copy slice: bufferOffsetsForNextSlice[0] is the extra offset for
|
|
// the next copy slice that uses copySplits.copies2D[0], and
|
|
// bufferOffsetsForNextSlice[1] is the extra offset for the next copy slice
|
|
// that uses copySplits.copies2D[1].
|
|
std::array<uint64_t, TextureCopySplits::kMaxTextureCopySplits>
|
|
bufferOffsetsForNextSlice = {{0u, 0u}};
|
|
for (uint32_t copySlice = 0; copySlice < copy->copySize.depth; ++copySlice) {
|
|
const uint32_t splitIndex = copySlice % copySplits.copies2D.size();
|
|
|
|
const Texture2DCopySplit& copySplitPerLayerBase =
|
|
copySplits.copies2D[splitIndex];
|
|
const uint64_t bufferOffsetForNextSlice =
|
|
bufferOffsetsForNextSlice[splitIndex];
|
|
const uint32_t copyTextureLayer = copySlice + copy->source.origin.z;
|
|
|
|
RecordCopyTextureToBufferFromTextureCopySplit(
|
|
commandList, copySplitPerLayerBase, buffer, bufferOffsetForNextSlice,
|
|
copy->destination.bytesPerRow, texture, copy->source.mipLevel,
|
|
copyTextureLayer);
|
|
|
|
bufferOffsetsForNextSlice[splitIndex] +=
|
|
bytesPerSlice * copySplits.copies2D.size();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case Command::CopyTextureToTexture: {
|
|
CopyTextureToTextureCmd* copy =
|
|
mCommands.NextCommand<CopyTextureToTextureCmd>();
|
|
|
|
Texture* source = ToBackend(copy->source.texture.Get());
|
|
Texture* destination = ToBackend(copy->destination.texture.Get());
|
|
SubresourceRange srcRange = {copy->source.mipLevel, 1, copy->source.origin.z,
|
|
copy->copySize.depth};
|
|
SubresourceRange dstRange = {copy->destination.mipLevel, 1,
|
|
copy->destination.origin.z, copy->copySize.depth};
|
|
|
|
source->EnsureSubresourceContentInitialized(commandContext, srcRange);
|
|
if (IsCompleteSubresourceCopiedTo(destination, copy->copySize,
|
|
copy->destination.mipLevel)) {
|
|
destination->SetIsSubresourceContentInitialized(true, dstRange);
|
|
} else {
|
|
destination->EnsureSubresourceContentInitialized(commandContext, dstRange);
|
|
}
|
|
|
|
if (copy->source.texture.Get() == copy->destination.texture.Get() &&
|
|
copy->source.mipLevel == copy->destination.mipLevel) {
|
|
// When there are overlapped subresources, the layout of the overlapped
|
|
// subresources should all be COMMON instead of what we set now. Currently
|
|
// it is not allowed to copy with overlapped subresources, but we still
|
|
// add the ASSERT here as a reminder for this possible misuse.
|
|
ASSERT(!IsRangeOverlapped(copy->source.origin.z, copy->destination.origin.z,
|
|
copy->copySize.depth));
|
|
}
|
|
source->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopySrc,
|
|
srcRange);
|
|
destination->TrackUsageAndTransitionNow(commandContext,
|
|
wgpu::TextureUsage::CopyDst, dstRange);
|
|
|
|
if (CanUseCopyResource(source, destination, copy->copySize)) {
|
|
commandList->CopyResource(destination->GetD3D12Resource(),
|
|
source->GetD3D12Resource());
|
|
} else {
|
|
// TODO(jiawei.shao@intel.com): support copying with 1D and 3D textures.
|
|
ASSERT(source->GetDimension() == wgpu::TextureDimension::e2D &&
|
|
destination->GetDimension() == wgpu::TextureDimension::e2D);
|
|
const dawn_native::Extent3D copyExtentOneSlice = {
|
|
copy->copySize.width, copy->copySize.height, 1u};
|
|
for (uint32_t slice = 0; slice < copy->copySize.depth; ++slice) {
|
|
D3D12_TEXTURE_COPY_LOCATION srcLocation =
|
|
ComputeTextureCopyLocationForTexture(source, copy->source.mipLevel,
|
|
copy->source.origin.z + slice);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION dstLocation =
|
|
ComputeTextureCopyLocationForTexture(
|
|
destination, copy->destination.mipLevel,
|
|
copy->destination.origin.z + slice);
|
|
|
|
Origin3D sourceOriginInSubresource = copy->source.origin;
|
|
sourceOriginInSubresource.z = 0;
|
|
D3D12_BOX sourceRegion = ComputeD3D12BoxFromOffsetAndSize(
|
|
sourceOriginInSubresource, copyExtentOneSlice);
|
|
|
|
commandList->CopyTextureRegion(&dstLocation, copy->destination.origin.x,
|
|
copy->destination.origin.y, 0,
|
|
&srcLocation, &sourceRegion);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::ResolveQuerySet: {
|
|
ResolveQuerySetCmd* cmd = mCommands.NextCommand<ResolveQuerySetCmd>();
|
|
QuerySet* querySet = ToBackend(cmd->querySet.Get());
|
|
Buffer* destination = ToBackend(cmd->destination.Get());
|
|
|
|
commandList->ResolveQueryData(
|
|
querySet->GetQueryHeap(), D3D12QueryType(querySet->GetQueryType()),
|
|
cmd->firstQuery, cmd->queryCount, destination->GetD3D12Resource(),
|
|
cmd->destinationOffset);
|
|
|
|
// TODO(hao.x.li@intel.com): Add compute shader to convert the query result
|
|
// (ticks) to timestamp (ns)
|
|
|
|
break;
|
|
}
|
|
|
|
case Command::WriteTimestamp: {
|
|
WriteTimestampCmd* cmd = mCommands.NextCommand<WriteTimestampCmd>();
|
|
|
|
RecordWriteTimestampCmd(commandList, cmd);
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
MaybeError CommandBuffer::RecordComputePass(CommandRecordingContext* commandContext,
|
|
BindGroupStateTracker* bindingTracker) {
|
|
PipelineLayout* lastLayout = nullptr;
|
|
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
|
|
|
|
Command type;
|
|
while (mCommands.NextCommandId(&type)) {
|
|
switch (type) {
|
|
case Command::Dispatch: {
|
|
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z);
|
|
break;
|
|
}
|
|
|
|
case Command::DispatchIndirect: {
|
|
DispatchIndirectCmd* dispatch = mCommands.NextCommand<DispatchIndirectCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
Buffer* buffer = ToBackend(dispatch->indirectBuffer.Get());
|
|
ComPtr<ID3D12CommandSignature> signature =
|
|
ToBackend(GetDevice())->GetDispatchIndirectSignature();
|
|
commandList->ExecuteIndirect(signature.Get(), 1, buffer->GetD3D12Resource(),
|
|
dispatch->indirectOffset, nullptr, 0);
|
|
break;
|
|
}
|
|
|
|
case Command::EndComputePass: {
|
|
mCommands.NextCommand<EndComputePassCmd>();
|
|
return {};
|
|
}
|
|
|
|
case Command::SetComputePipeline: {
|
|
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
|
|
ComputePipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
|
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
|
|
|
commandList->SetComputeRootSignature(layout->GetRootSignature());
|
|
commandList->SetPipelineState(pipeline->GetPipelineState());
|
|
|
|
bindingTracker->OnSetPipeline(pipeline);
|
|
|
|
lastLayout = layout;
|
|
break;
|
|
}
|
|
|
|
case Command::SetBindGroup: {
|
|
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
|
|
BindGroup* group = ToBackend(cmd->group.Get());
|
|
uint32_t* dynamicOffsets = nullptr;
|
|
|
|
if (cmd->dynamicOffsetCount > 0) {
|
|
dynamicOffsets = mCommands.NextData<uint32_t>(cmd->dynamicOffsetCount);
|
|
}
|
|
|
|
bindingTracker->OnSetBindGroup(cmd->index, group, cmd->dynamicOffsetCount,
|
|
dynamicOffsets);
|
|
break;
|
|
}
|
|
|
|
case Command::InsertDebugMarker: {
|
|
InsertDebugMarkerCmd* cmd = mCommands.NextCommand<InsertDebugMarkerCmd>();
|
|
const char* label = mCommands.NextData<char>(cmd->length + 1);
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
// PIX color is 1 byte per channel in ARGB format
|
|
constexpr uint64_t kPIXBlackColor = 0xff000000;
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixSetMarkerOnCommandList(commandList, kPIXBlackColor, label);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::PopDebugGroup: {
|
|
mCommands.NextCommand<PopDebugGroupCmd>();
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixEndEventOnCommandList(commandList);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::PushDebugGroup: {
|
|
PushDebugGroupCmd* cmd = mCommands.NextCommand<PushDebugGroupCmd>();
|
|
const char* label = mCommands.NextData<char>(cmd->length + 1);
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
// PIX color is 1 byte per channel in ARGB format
|
|
constexpr uint64_t kPIXBlackColor = 0xff000000;
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixBeginEventOnCommandList(commandList, kPIXBlackColor, label);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::WriteTimestamp: {
|
|
WriteTimestampCmd* cmd = mCommands.NextCommand<WriteTimestampCmd>();
|
|
|
|
RecordWriteTimestampCmd(commandList, cmd);
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
MaybeError CommandBuffer::SetupRenderPass(CommandRecordingContext* commandContext,
|
|
BeginRenderPassCmd* renderPass,
|
|
RenderPassBuilder* renderPassBuilder) {
|
|
Device* device = ToBackend(GetDevice());
|
|
|
|
for (uint32_t i : IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
|
|
RenderPassColorAttachmentInfo& attachmentInfo = renderPass->colorAttachments[i];
|
|
TextureView* view = ToBackend(attachmentInfo.view.Get());
|
|
|
|
// Set view attachment.
|
|
CPUDescriptorHeapAllocation rtvAllocation;
|
|
DAWN_TRY_ASSIGN(
|
|
rtvAllocation,
|
|
device->GetRenderTargetViewAllocator()->AllocateTransientCPUDescriptors());
|
|
|
|
const D3D12_RENDER_TARGET_VIEW_DESC viewDesc = view->GetRTVDescriptor();
|
|
const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = rtvAllocation.GetBaseDescriptor();
|
|
|
|
device->GetD3D12Device()->CreateRenderTargetView(
|
|
ToBackend(view->GetTexture())->GetD3D12Resource(), &viewDesc, baseDescriptor);
|
|
|
|
renderPassBuilder->SetRenderTargetView(i, baseDescriptor);
|
|
|
|
// Set color load operation.
|
|
renderPassBuilder->SetRenderTargetBeginningAccess(
|
|
i, attachmentInfo.loadOp, attachmentInfo.clearColor, view->GetD3D12Format());
|
|
|
|
// Set color store operation.
|
|
if (attachmentInfo.resolveTarget.Get() != nullptr) {
|
|
TextureView* resolveDestinationView = ToBackend(attachmentInfo.resolveTarget.Get());
|
|
Texture* resolveDestinationTexture =
|
|
ToBackend(resolveDestinationView->GetTexture());
|
|
|
|
resolveDestinationTexture->TrackUsageAndTransitionNow(
|
|
commandContext, D3D12_RESOURCE_STATE_RESOLVE_DEST,
|
|
resolveDestinationView->GetSubresourceRange());
|
|
|
|
renderPassBuilder->SetRenderTargetEndingAccessResolve(i, attachmentInfo.storeOp,
|
|
view, resolveDestinationView);
|
|
} else {
|
|
renderPassBuilder->SetRenderTargetEndingAccess(i, attachmentInfo.storeOp);
|
|
}
|
|
}
|
|
|
|
if (renderPass->attachmentState->HasDepthStencilAttachment()) {
|
|
RenderPassDepthStencilAttachmentInfo& attachmentInfo =
|
|
renderPass->depthStencilAttachment;
|
|
TextureView* view = ToBackend(renderPass->depthStencilAttachment.view.Get());
|
|
|
|
// Set depth attachment.
|
|
CPUDescriptorHeapAllocation dsvAllocation;
|
|
DAWN_TRY_ASSIGN(
|
|
dsvAllocation,
|
|
device->GetDepthStencilViewAllocator()->AllocateTransientCPUDescriptors());
|
|
|
|
const D3D12_DEPTH_STENCIL_VIEW_DESC viewDesc = view->GetDSVDescriptor();
|
|
const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = dsvAllocation.GetBaseDescriptor();
|
|
|
|
device->GetD3D12Device()->CreateDepthStencilView(
|
|
ToBackend(view->GetTexture())->GetD3D12Resource(), &viewDesc, baseDescriptor);
|
|
|
|
renderPassBuilder->SetDepthStencilView(baseDescriptor);
|
|
|
|
const bool hasDepth = view->GetTexture()->GetFormat().HasDepth();
|
|
const bool hasStencil = view->GetTexture()->GetFormat().HasStencil();
|
|
|
|
// Set depth/stencil load operations.
|
|
if (hasDepth) {
|
|
renderPassBuilder->SetDepthAccess(
|
|
attachmentInfo.depthLoadOp, attachmentInfo.depthStoreOp,
|
|
attachmentInfo.clearDepth, view->GetD3D12Format());
|
|
} else {
|
|
renderPassBuilder->SetDepthNoAccess();
|
|
}
|
|
|
|
if (hasStencil) {
|
|
renderPassBuilder->SetStencilAccess(
|
|
attachmentInfo.stencilLoadOp, attachmentInfo.stencilStoreOp,
|
|
attachmentInfo.clearStencil, view->GetD3D12Format());
|
|
} else {
|
|
renderPassBuilder->SetStencilNoAccess();
|
|
}
|
|
|
|
} else {
|
|
renderPassBuilder->SetDepthStencilNoAccess();
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
void CommandBuffer::EmulateBeginRenderPass(CommandRecordingContext* commandContext,
|
|
const RenderPassBuilder* renderPassBuilder) const {
|
|
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
|
|
|
|
// Clear framebuffer attachments as needed.
|
|
{
|
|
for (uint32_t i = 0; i < renderPassBuilder->GetColorAttachmentCount(); i++) {
|
|
// Load op - color
|
|
if (renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i]
|
|
.BeginningAccess.Type == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) {
|
|
commandList->ClearRenderTargetView(
|
|
renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i].cpuDescriptor,
|
|
renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i]
|
|
.BeginningAccess.Clear.ClearValue.Color,
|
|
0, nullptr);
|
|
}
|
|
}
|
|
|
|
if (renderPassBuilder->HasDepth()) {
|
|
D3D12_CLEAR_FLAGS clearFlags = {};
|
|
float depthClear = 0.0f;
|
|
uint8_t stencilClear = 0u;
|
|
|
|
if (renderPassBuilder->GetRenderPassDepthStencilDescriptor()
|
|
->DepthBeginningAccess.Type ==
|
|
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) {
|
|
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
|
|
depthClear = renderPassBuilder->GetRenderPassDepthStencilDescriptor()
|
|
->DepthBeginningAccess.Clear.ClearValue.DepthStencil.Depth;
|
|
}
|
|
if (renderPassBuilder->GetRenderPassDepthStencilDescriptor()
|
|
->StencilBeginningAccess.Type ==
|
|
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) {
|
|
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
|
|
stencilClear =
|
|
renderPassBuilder->GetRenderPassDepthStencilDescriptor()
|
|
->StencilBeginningAccess.Clear.ClearValue.DepthStencil.Stencil;
|
|
}
|
|
|
|
// TODO(kainino@chromium.org): investigate: should the Dawn clear
|
|
// stencil type be uint8_t?
|
|
if (clearFlags) {
|
|
commandList->ClearDepthStencilView(
|
|
renderPassBuilder->GetRenderPassDepthStencilDescriptor()->cpuDescriptor,
|
|
clearFlags, depthClear, stencilClear, 0, nullptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
commandList->OMSetRenderTargets(
|
|
renderPassBuilder->GetColorAttachmentCount(), renderPassBuilder->GetRenderTargetViews(),
|
|
FALSE,
|
|
renderPassBuilder->HasDepth()
|
|
? &renderPassBuilder->GetRenderPassDepthStencilDescriptor()->cpuDescriptor
|
|
: nullptr);
|
|
}
|
|
|
|
MaybeError CommandBuffer::RecordRenderPass(CommandRecordingContext* commandContext,
|
|
BindGroupStateTracker* bindingTracker,
|
|
BeginRenderPassCmd* renderPass,
|
|
const bool passHasUAV) {
|
|
Device* device = ToBackend(GetDevice());
|
|
const bool useRenderPass = device->IsToggleEnabled(Toggle::UseD3D12RenderPass);
|
|
|
|
// renderPassBuilder must be scoped to RecordRenderPass because any underlying
|
|
// D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS structs must remain
|
|
// valid until after EndRenderPass() has been called.
|
|
RenderPassBuilder renderPassBuilder(passHasUAV);
|
|
|
|
DAWN_TRY(SetupRenderPass(commandContext, renderPass, &renderPassBuilder));
|
|
|
|
// Use D3D12's native render pass API if it's available, otherwise emulate the
|
|
// beginning and ending access operations.
|
|
if (useRenderPass) {
|
|
commandContext->GetCommandList4()->BeginRenderPass(
|
|
renderPassBuilder.GetColorAttachmentCount(),
|
|
renderPassBuilder.GetRenderPassRenderTargetDescriptors(),
|
|
renderPassBuilder.HasDepth()
|
|
? renderPassBuilder.GetRenderPassDepthStencilDescriptor()
|
|
: nullptr,
|
|
renderPassBuilder.GetRenderPassFlags());
|
|
} else {
|
|
EmulateBeginRenderPass(commandContext, &renderPassBuilder);
|
|
}
|
|
|
|
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
|
|
|
|
// Set up default dynamic state
|
|
{
|
|
uint32_t width = renderPass->width;
|
|
uint32_t height = renderPass->height;
|
|
D3D12_VIEWPORT viewport = {
|
|
0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f};
|
|
D3D12_RECT scissorRect = {0, 0, static_cast<long>(width), static_cast<long>(height)};
|
|
commandList->RSSetViewports(1, &viewport);
|
|
commandList->RSSetScissorRects(1, &scissorRect);
|
|
|
|
static constexpr std::array<float, 4> defaultBlendFactor = {0, 0, 0, 0};
|
|
commandList->OMSetBlendFactor(&defaultBlendFactor[0]);
|
|
}
|
|
|
|
RenderPipeline* lastPipeline = nullptr;
|
|
PipelineLayout* lastLayout = nullptr;
|
|
VertexBufferTracker vertexBufferTracker = {};
|
|
IndexBufferTracker indexBufferTracker = {};
|
|
|
|
auto EncodeRenderBundleCommand = [&](CommandIterator* iter, Command type) -> MaybeError {
|
|
switch (type) {
|
|
case Command::Draw: {
|
|
DrawCmd* draw = iter->NextCommand<DrawCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
vertexBufferTracker.Apply(commandList, lastPipeline);
|
|
commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
|
|
draw->firstVertex, draw->firstInstance);
|
|
break;
|
|
}
|
|
|
|
case Command::DrawIndexed: {
|
|
DrawIndexedCmd* draw = iter->NextCommand<DrawIndexedCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
indexBufferTracker.Apply(commandList);
|
|
vertexBufferTracker.Apply(commandList, lastPipeline);
|
|
commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
|
|
draw->firstIndex, draw->baseVertex,
|
|
draw->firstInstance);
|
|
break;
|
|
}
|
|
|
|
case Command::DrawIndirect: {
|
|
DrawIndirectCmd* draw = iter->NextCommand<DrawIndirectCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
vertexBufferTracker.Apply(commandList, lastPipeline);
|
|
Buffer* buffer = ToBackend(draw->indirectBuffer.Get());
|
|
ComPtr<ID3D12CommandSignature> signature =
|
|
ToBackend(GetDevice())->GetDrawIndirectSignature();
|
|
commandList->ExecuteIndirect(signature.Get(), 1, buffer->GetD3D12Resource(),
|
|
draw->indirectOffset, nullptr, 0);
|
|
break;
|
|
}
|
|
|
|
case Command::DrawIndexedIndirect: {
|
|
DrawIndexedIndirectCmd* draw = iter->NextCommand<DrawIndexedIndirectCmd>();
|
|
|
|
DAWN_TRY(bindingTracker->Apply(commandContext));
|
|
indexBufferTracker.Apply(commandList);
|
|
vertexBufferTracker.Apply(commandList, lastPipeline);
|
|
Buffer* buffer = ToBackend(draw->indirectBuffer.Get());
|
|
ComPtr<ID3D12CommandSignature> signature =
|
|
ToBackend(GetDevice())->GetDrawIndexedIndirectSignature();
|
|
commandList->ExecuteIndirect(signature.Get(), 1, buffer->GetD3D12Resource(),
|
|
draw->indirectOffset, nullptr, 0);
|
|
break;
|
|
}
|
|
|
|
case Command::InsertDebugMarker: {
|
|
InsertDebugMarkerCmd* cmd = iter->NextCommand<InsertDebugMarkerCmd>();
|
|
const char* label = iter->NextData<char>(cmd->length + 1);
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
// PIX color is 1 byte per channel in ARGB format
|
|
constexpr uint64_t kPIXBlackColor = 0xff000000;
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixSetMarkerOnCommandList(commandList, kPIXBlackColor, label);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::PopDebugGroup: {
|
|
iter->NextCommand<PopDebugGroupCmd>();
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixEndEventOnCommandList(commandList);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::PushDebugGroup: {
|
|
PushDebugGroupCmd* cmd = iter->NextCommand<PushDebugGroupCmd>();
|
|
const char* label = iter->NextData<char>(cmd->length + 1);
|
|
|
|
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
|
|
// PIX color is 1 byte per channel in ARGB format
|
|
constexpr uint64_t kPIXBlackColor = 0xff000000;
|
|
ToBackend(GetDevice())
|
|
->GetFunctions()
|
|
->pixBeginEventOnCommandList(commandList, kPIXBlackColor, label);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::SetRenderPipeline: {
|
|
SetRenderPipelineCmd* cmd = iter->NextCommand<SetRenderPipelineCmd>();
|
|
RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
|
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
|
|
|
commandList->SetGraphicsRootSignature(layout->GetRootSignature());
|
|
commandList->SetPipelineState(pipeline->GetPipelineState());
|
|
commandList->IASetPrimitiveTopology(pipeline->GetD3D12PrimitiveTopology());
|
|
|
|
bindingTracker->OnSetPipeline(pipeline);
|
|
indexBufferTracker.OnSetPipeline(pipeline);
|
|
|
|
lastPipeline = pipeline;
|
|
lastLayout = layout;
|
|
break;
|
|
}
|
|
|
|
case Command::SetBindGroup: {
|
|
SetBindGroupCmd* cmd = iter->NextCommand<SetBindGroupCmd>();
|
|
BindGroup* group = ToBackend(cmd->group.Get());
|
|
uint32_t* dynamicOffsets = nullptr;
|
|
|
|
if (cmd->dynamicOffsetCount > 0) {
|
|
dynamicOffsets = iter->NextData<uint32_t>(cmd->dynamicOffsetCount);
|
|
}
|
|
|
|
bindingTracker->OnSetBindGroup(cmd->index, group, cmd->dynamicOffsetCount,
|
|
dynamicOffsets);
|
|
break;
|
|
}
|
|
|
|
case Command::SetIndexBuffer: {
|
|
SetIndexBufferCmd* cmd = iter->NextCommand<SetIndexBufferCmd>();
|
|
|
|
indexBufferTracker.OnSetIndexBuffer(ToBackend(cmd->buffer.Get()), cmd->offset,
|
|
cmd->size);
|
|
break;
|
|
}
|
|
|
|
case Command::SetVertexBuffer: {
|
|
SetVertexBufferCmd* cmd = iter->NextCommand<SetVertexBufferCmd>();
|
|
|
|
vertexBufferTracker.OnSetVertexBuffer(cmd->slot, ToBackend(cmd->buffer.Get()),
|
|
cmd->offset, cmd->size);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
return {};
|
|
};
|
|
|
|
Command type;
|
|
while (mCommands.NextCommandId(&type)) {
|
|
switch (type) {
|
|
case Command::EndRenderPass: {
|
|
mCommands.NextCommand<EndRenderPassCmd>();
|
|
if (useRenderPass) {
|
|
commandContext->GetCommandList4()->EndRenderPass();
|
|
} else if (renderPass->attachmentState->GetSampleCount() > 1) {
|
|
ResolveMultisampledRenderPass(commandContext, renderPass);
|
|
}
|
|
return {};
|
|
}
|
|
|
|
case Command::SetStencilReference: {
|
|
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
|
|
|
|
commandList->OMSetStencilRef(cmd->reference);
|
|
break;
|
|
}
|
|
|
|
case Command::SetViewport: {
|
|
SetViewportCmd* cmd = mCommands.NextCommand<SetViewportCmd>();
|
|
D3D12_VIEWPORT viewport;
|
|
viewport.TopLeftX = cmd->x;
|
|
viewport.TopLeftY = cmd->y;
|
|
viewport.Width = cmd->width;
|
|
viewport.Height = cmd->height;
|
|
viewport.MinDepth = cmd->minDepth;
|
|
viewport.MaxDepth = cmd->maxDepth;
|
|
|
|
commandList->RSSetViewports(1, &viewport);
|
|
break;
|
|
}
|
|
|
|
case Command::SetScissorRect: {
|
|
SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>();
|
|
D3D12_RECT rect;
|
|
rect.left = cmd->x;
|
|
rect.top = cmd->y;
|
|
rect.right = cmd->x + cmd->width;
|
|
rect.bottom = cmd->y + cmd->height;
|
|
|
|
commandList->RSSetScissorRects(1, &rect);
|
|
break;
|
|
}
|
|
|
|
case Command::SetBlendColor: {
|
|
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
|
|
commandList->OMSetBlendFactor(static_cast<const FLOAT*>(&cmd->color.r));
|
|
break;
|
|
}
|
|
|
|
case Command::ExecuteBundles: {
|
|
ExecuteBundlesCmd* cmd = mCommands.NextCommand<ExecuteBundlesCmd>();
|
|
auto bundles = mCommands.NextData<Ref<RenderBundleBase>>(cmd->count);
|
|
|
|
for (uint32_t i = 0; i < cmd->count; ++i) {
|
|
CommandIterator* iter = bundles[i]->GetCommands();
|
|
iter->Reset();
|
|
while (iter->NextCommandId(&type)) {
|
|
DAWN_TRY(EncodeRenderBundleCommand(iter, type));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::WriteTimestamp: {
|
|
WriteTimestampCmd* cmd = mCommands.NextCommand<WriteTimestampCmd>();
|
|
|
|
RecordWriteTimestampCmd(commandList, cmd);
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
DAWN_TRY(EncodeRenderBundleCommand(&mCommands, type));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return {};
|
|
}
|
|
}} // namespace dawn_native::d3d12
|