blob: 5b7071638b5c758ca54a4ac6aa1083baafd03630 [file] [log] [blame]
// 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_