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// Copyright 2017 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.
#include "dawn/native/d3d12/ShaderModuleD3D12.h"
#include <string>
#include <unordered_map>
#include <utility>
#include "dawn/common/Assert.h"
#include "dawn/common/MatchVariant.h"
#include "dawn/native/Pipeline.h"
#include "dawn/native/TintUtils.h"
#include "dawn/native/d3d/D3DCompilationRequest.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/BackendD3D12.h"
#include "dawn/native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
#include "dawn/native/d3d12/PhysicalDeviceD3D12.h"
#include "dawn/native/d3d12/PipelineLayoutD3D12.h"
#include "dawn/native/d3d12/PlatformFunctionsD3D12.h"
#include "dawn/native/d3d12/UtilsD3D12.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/metrics/HistogramMacros.h"
#include "dawn/platform/tracing/TraceEvent.h"
#include "tint/tint.h"
namespace dawn::native::d3d12 {
namespace {
void DumpDXCCompiledShader(Device* device,
const dawn::native::d3d::CompiledShader& compiledShader,
uint32_t compileFlags) {
std::ostringstream dumpedMsg;
DAWN_ASSERT(!compiledShader.hlslSource.empty());
dumpedMsg << "/* Dumped generated HLSL */\n" << compiledShader.hlslSource << "\n";
const Blob& shaderBlob = compiledShader.shaderBlob;
DAWN_ASSERT(!shaderBlob.Empty());
dumpedMsg << "/* DXC compile flags */\n"
<< dawn::native::d3d::CompileFlagsToString(compileFlags) << "\n";
dumpedMsg << "/* Dumped disassembled DXIL */\n";
DxcBuffer dxcBuffer;
dxcBuffer.Encoding = DXC_CP_UTF8;
dxcBuffer.Ptr = shaderBlob.Data();
dxcBuffer.Size = shaderBlob.Size();
ComPtr<IDxcResult> dxcResult;
device->GetDxcCompiler()->Disassemble(&dxcBuffer, IID_PPV_ARGS(&dxcResult));
ComPtr<IDxcBlobEncoding> disassembly;
if (dxcResult && dxcResult->HasOutput(DXC_OUT_DISASSEMBLY) &&
SUCCEEDED(dxcResult->GetOutput(DXC_OUT_DISASSEMBLY, IID_PPV_ARGS(&disassembly), nullptr))) {
dumpedMsg << std::string_view(static_cast<const char*>(disassembly->GetBufferPointer()),
disassembly->GetBufferSize());
} else {
dumpedMsg << "DXC disassemble failed\n";
ComPtr<IDxcBlobEncoding> errors;
if (dxcResult && dxcResult->HasOutput(DXC_OUT_ERRORS) &&
SUCCEEDED(dxcResult->GetOutput(DXC_OUT_ERRORS, IID_PPV_ARGS(&errors), nullptr))) {
dumpedMsg << std::string_view(static_cast<const char*>(errors->GetBufferPointer()),
errors->GetBufferSize());
}
}
std::string logMessage = dumpedMsg.str();
if (!logMessage.empty()) {
device->EmitLog(wgpu::LoggingType::Info, logMessage.c_str());
}
}
} // namespace
// static
ResultOrError<Ref<ShaderModule>> ShaderModule::Create(
Device* device,
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
const std::vector<tint::wgsl::Extension>& internalExtensions) {
Ref<ShaderModule> shader = AcquireRef(new ShaderModule(device, descriptor, internalExtensions));
shader->Initialize();
return shader;
}
ShaderModule::ShaderModule(Device* device,
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
std::vector<tint::wgsl::Extension> internalExtensions)
: ShaderModuleBase(device, descriptor, std::move(internalExtensions)) {}
ResultOrError<d3d::CompiledShader> ShaderModule::Compile(
const ProgrammableStage& programmableStage,
SingleShaderStage stage,
const PipelineLayout* layout,
uint32_t compileFlags,
const std::optional<dawn::native::d3d::InterStageShaderVariablesMask>&
usedInterstageVariables) {
Device* device = ToBackend(GetDevice());
TRACE_EVENT0(device->GetPlatform(), General, "ShaderModuleD3D12::Compile");
DAWN_ASSERT(!IsError());
const EntryPointMetadata& entryPoint = GetEntryPoint(programmableStage.entryPoint);
d3d::D3DCompilationRequest req = {};
req.tracePlatform = UnsafeUnserializedValue(device->GetPlatform());
req.hlsl.shaderModel = ToBackend(device->GetPhysicalDevice())
->GetAppliedShaderModelUnderToggles(device->GetTogglesState());
req.hlsl.disableSymbolRenaming = device->IsToggleEnabled(Toggle::DisableSymbolRenaming);
req.hlsl.dumpShaders = device->IsToggleEnabled(Toggle::DumpShaders);
req.hlsl.dumpShadersOnFailure = device->IsToggleEnabled(Toggle::DumpShadersOnFailure);
req.hlsl.tintOptions.entry_point_name = programmableStage.entryPoint;
req.hlsl.tintOptions.remapped_entry_point_name = device->GetIsolatedEntryPointName();
req.bytecode.hasShaderF16Feature = device->HasFeature(Feature::ShaderF16);
req.bytecode.compileFlags = compileFlags;
if (device->IsToggleEnabled(Toggle::UseDXC)) {
req.bytecode.compiler = d3d::Compiler::DXC;
req.bytecode.dxcLibrary = UnsafeUnserializedValue(device->GetDxcLibrary().Get());
req.bytecode.dxcCompiler = UnsafeUnserializedValue(device->GetDxcCompiler().Get());
req.bytecode.dxcShaderProfile = device->GetDxcShaderProfiles()[stage];
} else {
req.bytecode.compiler = d3d::Compiler::FXC;
req.bytecode.d3dCompile =
UnsafeUnserializedValue(pD3DCompile{device->GetFunctions()->d3dCompile});
switch (stage) {
case SingleShaderStage::Vertex:
req.bytecode.fxcShaderProfile = "vs_5_1";
break;
case SingleShaderStage::Fragment:
req.bytecode.fxcShaderProfile = "ps_5_1";
break;
case SingleShaderStage::Compute:
req.bytecode.fxcShaderProfile = "cs_5_1";
break;
}
}
tint::hlsl::writer::ArrayLengthFromUniformOptions arrayLengthFromUniform;
arrayLengthFromUniform.ubo_binding = {layout->GetDynamicStorageBufferLengthsRegisterSpace(),
layout->GetDynamicStorageBufferLengthsShaderRegister()};
tint::hlsl::writer::ArrayOffsetFromUniformOptions arrayOffsetFromUniform;
arrayOffsetFromUniform.ubo_binding = {layout->GetDynamicStorageBufferOffsetsRegisterSpace(),
layout->GetDynamicStorageBufferOffsetsShaderRegister()};
tint::Bindings bindings =
GenerateBindingRemapping(layout, stage, [&](BindGroupIndex group, BindingIndex index) {
const BindGroupLayout* bgl = ToBackend(layout->GetBindGroupLayout(group));
return tint::BindingPoint{
.group = uint32_t(group),
.binding = bgl->GetShaderRegister(index),
};
});
std::vector<tint::BindingPoint> ignored_by_robustness;
for (BindGroupIndex group : layout->GetBindGroupLayoutsMask()) {
const BindGroupLayout* bgl = ToBackend(layout->GetBindGroupLayout(group));
// On D3D12 backend all storage buffers, including dynamic ones, are bound to root
// descriptor tables. D3D12 runtime guarantees that OOB-read returns 0 and
// OOB-write is a no-op, so we should be able to disable robustness on these bindings.
// However, for dynamic storage buffers, we bind the buffer from the base offset to the
// end of the buffer, allowing dynamic indexing at shader-time, so we must enable
// robustness to ensure we don't perform reads/writes outside the base offset + dynamic
// offset + binding.size.
//
// Note that we need to enable robustness on uniform buffers despite the fact that only
// fixed-size arrays are allowed for them. This is because FXC will fail compilation when
// detecting an OOB access on a fixed-size array in a cBuffer; but for WebGPU, OOB access is
// well defined so we want it to compile and run correctly. Storage buffers don't have this
// issue because they are always compiled to RWByteAddressBuffers which has no fixed-size
// array.
//
// For example below WGSL shader will cause compilation error when we skip robustness
// transform on uniform buffers:
//
// struct TestData {
// data: array<vec4<u32>, 3>,
// };
// @group(0) @binding(0) var<uniform> s: TestData;
//
// fn test() -> u32 {
// let index = 1000000u;
// if (s.data[index][0] != 0u) { // error X3504: array index out of bounds
// return 0x1004u;
// }
// return 0u;
// }
for (BindingIndex index : bgl->GetBufferIndices()) {
const auto& bindingInfo = bgl->GetBindingInfo(index);
const auto& bufferInfo = std::get<BufferBindingInfo>(bindingInfo.bindingLayout);
if ((bufferInfo.type == wgpu::BufferBindingType::Storage ||
bufferInfo.type == wgpu::BufferBindingType::ReadOnlyStorage) &&
!bufferInfo.hasDynamicOffset) {
ignored_by_robustness.emplace_back(tint::BindingPoint{
.group = uint32_t(group), .binding = uint32_t(bindingInfo.binding)});
}
}
// Add per-group arrayLengthFromUniform and arrayOffsetFromUniform options
for (const auto& bindingAndRegisterOffset :
layout->GetDynamicStorageBufferInfo()[group].bindingAndRegisterOffsets) {
// The bindpoint to index mapping is the same for both lengths and offsets,
// the difference is the uniform buffer object binding
// (arrayLengthFromUniform.ubo_binding and arrayOffsetFromUniform.ubo_binding).
BindingNumber bindingNum = bindingAndRegisterOffset.binding;
uint32_t registerOffset = bindingAndRegisterOffset.registerOffset;
tint::BindingPoint bindingPoint{static_cast<uint32_t>(group),
static_cast<uint32_t>(bindingNum)};
arrayLengthFromUniform.bindpoint_to_size_index.emplace(bindingPoint, registerOffset);
arrayOffsetFromUniform.bindpoint_to_offset_index.emplace(bindingPoint, registerOffset);
}
}
req.hlsl.shaderModuleHash = GetHash();
req.hlsl.inputProgram = UnsafeUnserializedValue(UseTintProgram());
req.hlsl.stage = stage;
req.hlsl.tintOptions.substitute_overrides_config = {
.map = BuildSubstituteOverridesTransformConfig(programmableStage),
};
req.hlsl.tintOptions.disable_robustness = !device->IsRobustnessEnabled();
req.hlsl.tintOptions.disable_workgroup_init =
device->IsToggleEnabled(Toggle::DisableWorkgroupInit);
req.hlsl.tintOptions.disable_polyfill_integer_div_mod =
device->IsToggleEnabled(Toggle::DisablePolyfillsOnIntegerDivisonAndModulo);
req.hlsl.tintOptions.disable_integer_range_analysis =
!device->IsToggleEnabled(Toggle::EnableIntegerRangeAnalysisInRobustness);
req.hlsl.tintOptions.bindings = std::move(bindings);
req.hlsl.tintOptions.ignored_by_robustness_transform = std::move(ignored_by_robustness);
req.hlsl.tintOptions.compiler = req.bytecode.compiler == d3d::Compiler::FXC
? tint::hlsl::writer::Options::Compiler::kFXC
: tint::hlsl::writer::Options::Compiler::kDXC;
if (entryPoint.usesNumWorkgroups) {
DAWN_ASSERT(stage == SingleShaderStage::Compute);
req.hlsl.tintOptions.root_constant_binding_point = tint::BindingPoint{
layout->GetNumWorkgroupsRegisterSpace(), layout->GetNumWorkgroupsShaderRegister()};
} else if (stage == SingleShaderStage::Vertex) {
// For vertex shaders, use root constant to add FirstIndexOffset, if needed
req.hlsl.tintOptions.root_constant_binding_point =
tint::BindingPoint{layout->GetFirstIndexOffsetRegisterSpace(),
layout->GetFirstIndexOffsetShaderRegister()};
}
// TODO(dawn:549): HLSL generation outputs the indices into the
// array_length_from_uniform buffer that were actually used. When the blob cache can
// store more than compiled shaders, we should reflect these used indices and store
// them as well. This would allow us to only upload root constants that are actually
// read by the shader.
req.hlsl.tintOptions.array_length_from_uniform = std::move(arrayLengthFromUniform);
req.hlsl.tintOptions.array_offset_from_uniform = std::move(arrayOffsetFromUniform);
req.hlsl.tintOptions.immediate_binding_point = tint::BindingPoint{
layout->GetImmediatesRegisterSpace(), layout->GetImmediatesShaderRegister()};
if (stage == SingleShaderStage::Vertex) {
// Now that only vertex shader can have interstage outputs.
// Pass in the actually used interstage locations for tint to potentially truncate unused
// outputs.
if (usedInterstageVariables.has_value()) {
req.hlsl.tintOptions.interstage_locations = *usedInterstageVariables;
}
req.hlsl.tintOptions.truncate_interstage_variables = true;
}
req.hlsl.tintOptions.workarounds.scalarize_max_min_clamp =
device->IsToggleEnabled(Toggle::ScalarizeMaxMinClamp);
req.hlsl.tintOptions.workarounds.polyfill_reflect_vec2_f32 =
device->IsToggleEnabled(Toggle::D3D12PolyfillReflectVec2F32);
req.hlsl.tintOptions.workarounds.polyfill_subgroup_broadcast_f16 =
device->IsToggleEnabled(Toggle::EnableSubgroupsIntelGen9);
req.hlsl.tintOptions.extensions.polyfill_dot_4x8_packed =
device->IsToggleEnabled(Toggle::PolyFillPacked4x8DotProduct);
req.hlsl.tintOptions.extensions.polyfill_pack_unpack_4x8 =
device->IsToggleEnabled(Toggle::D3D12PolyFillPackUnpack4x8);
req.hlsl.limits = LimitsForCompilationRequest::Create(device->GetLimits().v1);
req.hlsl.adapterSupportedLimits = UnsafeUnserializedValue(
LimitsForCompilationRequest::Create(device->GetAdapter()->GetLimits().v1));
req.hlsl.maxSubgroupSize = device->GetAdapter()->GetPhysicalDevice()->GetSubgroupMaxSize();
CacheResult<d3d::CompiledShader> compiledShader;
DAWN_TRY_LOAD_OR_RUN(compiledShader, device, std::move(req),
d3d::CompiledShader::FromValidatedBlob, d3d::CompileShader,
"D3D12.CompileShader");
if (device->IsToggleEnabled(Toggle::DumpShaders)) {
if (device->IsToggleEnabled(Toggle::UseDXC)) {
DumpDXCCompiledShader(device, *compiledShader, compileFlags);
} else {
d3d::DumpFXCCompiledShader(device, *compiledShader, compileFlags);
}
}
device->GetBlobCache()->EnsureStored(compiledShader);
// Clear the hlslSource. It is only used for logging and should not be used
// outside of the compilation.
d3d::CompiledShader result = compiledShader.Acquire();
result.hlslSource = "";
return std::move(result);
}
} // namespace dawn::native::d3d12