| // Copyright 2023 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #ifndef SRC_DAWN_NATIVE_D3D11_BINDGROUPTRACKERD3D11_H_ |
| #define SRC_DAWN_NATIVE_D3D11_BINDGROUPTRACKERD3D11_H_ |
| |
| #include <vector> |
| |
| #include "absl/container/inlined_vector.h" |
| #include "dawn/native/BindGroupTracker.h" |
| #include "dawn/native/d3d/d3d_platform.h" |
| #include "partition_alloc/pointers/raw_ptr.h" |
| |
| namespace dawn::native::d3d11 { |
| |
| class ScopedSwapStateCommandRecordingContext; |
| |
| // We need convert WebGPU bind slot to d3d11 bind slot according a map in PipelineLayout, so we |
| // cannot inherit BindGroupTrackerGroups. Currently we arrange all the RTVs and UAVs when calling |
| // OMSetRenderTargetsAndUnorderedAccessViews() with below rules: |
| // - RTVs from the first register (r0) |
| // - UAVs in bind groups |
| // - Pixel Local Storage UAVs |
| class BindGroupTracker : public BindGroupTrackerBase</*CanInheritBindGroups=*/true> { |
| public: |
| explicit BindGroupTracker(const ScopedSwapStateCommandRecordingContext* commandContext); |
| virtual ~BindGroupTracker(); |
| |
| protected: |
| template <wgpu::ShaderStage kVisibleStage> |
| MaybeError ApplyBindGroup(BindGroupIndex index); |
| |
| template <SingleShaderStage Stage> |
| void SetConstantBuffer(uint32_t idx, |
| ID3D11Buffer* d3d11Buffer, |
| uint32_t firstConstant, |
| uint32_t numConstants); |
| |
| template <SingleShaderStage Stage> |
| void SetShaderResource(uint32_t idx, ID3D11ShaderResourceView* srv); |
| |
| template <SingleShaderStage Stage> |
| void SetSampler(uint32_t idx, ID3D11SamplerState* sampler); |
| |
| void CSSetUnorderedAccessView(uint32_t idx, ID3D11UnorderedAccessView* uav); |
| |
| void OMSetUnorderedAccessViews(uint32_t idx, |
| uint32_t count, |
| ID3D11UnorderedAccessView* const* uavs); |
| |
| template <SingleShaderStage Stage> |
| void UnbindConstantBuffers(); |
| template <SingleShaderStage Stage> |
| void UnbindShaderResources(); |
| template <SingleShaderStage Stage> |
| void UnbindSamplers(); |
| template <SingleShaderStage Stage> |
| void UnbindUnorderedAccessViews(); |
| |
| template <typename T> |
| ResultOrError<ComPtr<T>> GetBufferD3DView( |
| BindGroupBase* group, |
| BindingIndex bindingIndex, |
| const BufferBindingInfo& layout, |
| const ityp::span<BindingIndex, uint32_t>& dynamicOffsets); |
| |
| template <typename T> |
| ResultOrError<ComPtr<T>> GetTextureD3DView(BindGroupBase* group, BindingIndex bindingIndex); |
| |
| private: |
| struct ConstantBufferBinding { |
| bool operator==(const ConstantBufferBinding& rhs) const = default; |
| |
| ComPtr<ID3D11Buffer> buffer; |
| UINT firstConstant = 0; |
| UINT numConstants = 0; |
| }; |
| |
| ResultOrError<ConstantBufferBinding> GetConstantBufferBinding( |
| BindGroupBase* group, |
| BindingIndex bindingIndex, |
| const BufferBindingInfo& layout, |
| const ityp::span<BindingIndex, uint32_t>& dynamicOffsets); |
| |
| ResultOrError<ComPtr<ID3D11ShaderResourceView>> GetTextureShaderResourceView( |
| BindGroupBase* group, |
| BindingIndex bindingIndex); |
| ResultOrError<ComPtr<ID3D11UnorderedAccessView>> GetTextureUnorderedAccessView( |
| BindGroupBase* group, |
| BindingIndex bindingIndex); |
| |
| ID3D11SamplerState* GetSamplerState(BindGroupBase* group, BindingIndex bindingIndex); |
| |
| raw_ptr<const ScopedSwapStateCommandRecordingContext> mCommandContext; |
| |
| // This class will track the current bound resources and prevent redundant bindings. |
| template <typename T, uint32_t InitialCapacity> |
| class BindingSlot { |
| public: |
| template <typename Fn> |
| void Bind(uint32_t idx, T binding, Fn&& bindFunc); |
| |
| uint32_t MaxBoundSlots() const { return static_cast<uint32_t>(mBoundSlots.size()); } |
| |
| private: |
| absl::InlinedVector<T, InitialCapacity> mBoundSlots; |
| }; |
| |
| PerStage<BindingSlot<ConstantBufferBinding, 4>> mConstantBufferSlots; |
| |
| PerStage<BindingSlot<ComPtr<ID3D11ShaderResourceView>, 4>> mSRVSlots; |
| |
| PerStage<BindingSlot<ComPtr<ID3D11SamplerState>, 4>> mSamplerSlots; |
| |
| // We only track individual UAV slot in CS because UAV slots in PS must be bound all as one. |
| BindingSlot<ComPtr<ID3D11UnorderedAccessView>, 4> mCSUAVSlots; |
| |
| PerStage<uint32_t> mMinUAVSlots = PerStage<uint32_t>(D3D11_1_UAV_SLOT_COUNT); |
| uint32_t mPSMaxUAVSlot = 0; |
| }; |
| |
| class ComputePassBindGroupTracker final : public BindGroupTracker { |
| public: |
| explicit ComputePassBindGroupTracker( |
| const ScopedSwapStateCommandRecordingContext* commandContext); |
| ~ComputePassBindGroupTracker() override; |
| |
| MaybeError Apply(); |
| |
| private: |
| void UnapplyComputeBindings(BindGroupIndex index); |
| }; |
| |
| class RenderPassBindGroupTracker final : public BindGroupTracker { |
| public: |
| explicit RenderPassBindGroupTracker( |
| const ScopedSwapStateCommandRecordingContext* commandContext, |
| std::vector<ComPtr<ID3D11UnorderedAccessView>> pixelLocalStorageUAVs = {}); |
| ~RenderPassBindGroupTracker() override; |
| |
| MaybeError Apply(); |
| |
| private: |
| // All the pixel local storage UAVs |
| const std::vector<ComPtr<ID3D11UnorderedAccessView>> mPixelLocalStorageUAVs; |
| }; |
| |
| } // namespace dawn::native::d3d11 |
| |
| #endif // SRC_DAWN_NATIVE_D3D11_BINDGROUPTRACKERD3D11_H_ |