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This is a reland of 96c4019214e0b2d7c0843eacf96398a6a1198d1f It includes a fix to add a dummy descriptor count if the VkDescriptorPool would be empty, and adds a test that a bind group with an empty bind group layout may be created and used. Original change's description: > Slab-allocate VkDescriptorSets > > This introduces a slab allocator for VkDescriptorSets which creates > a VkDescriptorPool pre-allocated with multiple VkDescriptorSets per > BindGroupLayout. In the future, we can deduplicate pools that have > the same, or roughly the same, descriptor counts. > > This CL also removes the old DescriptorSetService and moves most of > the functionality onto the DescriptorSetAllocator itself to keep > the tracking logic in one place. > > Bug: dawn:340 > Change-Id: I785b17f4353fb3d40c9ccc33746600d6794efe7c > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19320 > Reviewed-by: Austin Eng <enga@chromium.org> > Commit-Queue: Austin Eng <enga@chromium.org> Bug: dawn:340 Change-Id: Iabb744f110d0cab442bb857b31c87ba46bf0ad7a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/20321 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
182 lines
7.4 KiB
C++
182 lines
7.4 KiB
C++
// Copyright 2018 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/vulkan/BindGroupLayoutVk.h"
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#include "common/BitSetIterator.h"
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#include "dawn_native/vulkan/BindGroupVk.h"
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#include "dawn_native/vulkan/DescriptorSetAllocator.h"
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#include "dawn_native/vulkan/DeviceVk.h"
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#include "dawn_native/vulkan/FencedDeleter.h"
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#include "dawn_native/vulkan/VulkanError.h"
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#include <map>
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namespace dawn_native { namespace vulkan {
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namespace {
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VkShaderStageFlags VulkanShaderStageFlags(wgpu::ShaderStage stages) {
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VkShaderStageFlags flags = 0;
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if (stages & wgpu::ShaderStage::Vertex) {
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flags |= VK_SHADER_STAGE_VERTEX_BIT;
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}
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if (stages & wgpu::ShaderStage::Fragment) {
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flags |= VK_SHADER_STAGE_FRAGMENT_BIT;
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}
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if (stages & wgpu::ShaderStage::Compute) {
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flags |= VK_SHADER_STAGE_COMPUTE_BIT;
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}
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return flags;
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}
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} // anonymous namespace
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VkDescriptorType VulkanDescriptorType(wgpu::BindingType type, bool isDynamic) {
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switch (type) {
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case wgpu::BindingType::UniformBuffer:
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if (isDynamic) {
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return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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}
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return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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case wgpu::BindingType::Sampler:
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case wgpu::BindingType::ComparisonSampler:
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return VK_DESCRIPTOR_TYPE_SAMPLER;
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case wgpu::BindingType::SampledTexture:
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return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
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case wgpu::BindingType::StorageBuffer:
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case wgpu::BindingType::ReadonlyStorageBuffer:
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if (isDynamic) {
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return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
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}
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return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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case wgpu::BindingType::ReadonlyStorageTexture:
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case wgpu::BindingType::WriteonlyStorageTexture:
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return VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
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case wgpu::BindingType::StorageTexture:
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default:
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UNREACHABLE();
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}
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}
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// static
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ResultOrError<BindGroupLayout*> BindGroupLayout::Create(
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Device* device,
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const BindGroupLayoutDescriptor* descriptor) {
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Ref<BindGroupLayout> bgl = AcquireRef(new BindGroupLayout(device, descriptor));
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DAWN_TRY(bgl->Initialize());
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return bgl.Detach();
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}
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MaybeError BindGroupLayout::Initialize() {
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// Compute the bindings that will be chained in the DescriptorSetLayout create info. We add
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// one entry per binding set. This might be optimized by computing continuous ranges of
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// bindings of the same type.
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uint32_t numBindings = 0;
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std::array<VkDescriptorSetLayoutBinding, kMaxBindingsPerGroup> bindings;
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for (const auto& it : GetBindingMap()) {
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BindingNumber bindingNumber = it.first;
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BindingIndex bindingIndex = it.second;
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const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
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VkDescriptorSetLayoutBinding* vkBinding = &bindings[numBindings];
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vkBinding->binding = bindingNumber;
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vkBinding->descriptorType =
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VulkanDescriptorType(bindingInfo.type, bindingInfo.hasDynamicOffset);
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vkBinding->descriptorCount = 1;
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vkBinding->stageFlags = VulkanShaderStageFlags(bindingInfo.visibility);
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vkBinding->pImmutableSamplers = nullptr;
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numBindings++;
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}
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VkDescriptorSetLayoutCreateInfo createInfo;
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createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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createInfo.pNext = nullptr;
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createInfo.flags = 0;
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createInfo.bindingCount = numBindings;
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createInfo.pBindings = bindings.data();
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Device* device = ToBackend(GetDevice());
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DAWN_TRY(CheckVkSuccess(device->fn.CreateDescriptorSetLayout(
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device->GetVkDevice(), &createInfo, nullptr, &*mHandle),
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"CreateDescriptorSetLayout"));
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// Compute the size of descriptor pools used for this layout.
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std::map<VkDescriptorType, uint32_t> descriptorCountPerType;
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for (BindingIndex bindingIndex = 0; bindingIndex < GetBindingCount(); ++bindingIndex) {
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const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
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VkDescriptorType vulkanType =
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VulkanDescriptorType(bindingInfo.type, bindingInfo.hasDynamicOffset);
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// map::operator[] will return 0 if the key doesn't exist.
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descriptorCountPerType[vulkanType]++;
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}
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// TODO(enga): Consider deduping allocators for layouts with the same descriptor type
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// counts.
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mDescriptorSetAllocator =
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std::make_unique<DescriptorSetAllocator>(this, std::move(descriptorCountPerType));
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return {};
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}
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BindGroupLayout::BindGroupLayout(DeviceBase* device,
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const BindGroupLayoutDescriptor* descriptor)
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: BindGroupLayoutBase(device, descriptor),
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mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) {
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}
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BindGroupLayout::~BindGroupLayout() {
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Device* device = ToBackend(GetDevice());
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// DescriptorSetLayout aren't used by execution on the GPU and can be deleted at any time,
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// so we can destroy mHandle immediately instead of using the FencedDeleter.
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// (Swiftshader implements this wrong b/154522740).
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// In practice, the GPU is done with all descriptor sets because bind group deallocation
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// refs the bind group layout so that once the bind group is finished being used, we can
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// recycle its descriptor set.
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if (mHandle != VK_NULL_HANDLE) {
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device->fn.DestroyDescriptorSetLayout(device->GetVkDevice(), mHandle, nullptr);
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mHandle = VK_NULL_HANDLE;
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}
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}
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VkDescriptorSetLayout BindGroupLayout::GetHandle() const {
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return mHandle;
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}
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ResultOrError<BindGroup*> BindGroupLayout::AllocateBindGroup(
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Device* device,
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const BindGroupDescriptor* descriptor) {
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DescriptorSetAllocation descriptorSetAllocation;
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DAWN_TRY_ASSIGN(descriptorSetAllocation, mDescriptorSetAllocator->Allocate());
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return mBindGroupAllocator.Allocate(device, descriptor, descriptorSetAllocation);
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}
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void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup,
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DescriptorSetAllocation* descriptorSetAllocation) {
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mDescriptorSetAllocator->Deallocate(descriptorSetAllocation);
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mBindGroupAllocator.Deallocate(bindGroup);
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}
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void BindGroupLayout::FinishDeallocation(Serial completedSerial) {
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mDescriptorSetAllocator->FinishDeallocation(completedSerial);
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}
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}} // namespace dawn_native::vulkan
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