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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.
#ifndef SRC_DAWN_NATIVE_D3D12_PIPELINELAYOUTD3D12_H_
#define SRC_DAWN_NATIVE_D3D12_PIPELINELAYOUTD3D12_H_
#include <optional>
#include <vector>
#include "absl/container/flat_hash_map.h"
#include "src/dawn/common/Constants.h"
#include "src/dawn/common/HashUtils.h"
#include "src/dawn/common/MutexProtected.h"
#include "src/dawn/common/ityp_array.h"
#include "src/dawn/common/ityp_vector.h"
#include "src/dawn/native/BindingInfo.h"
#include "src/dawn/native/PipelineLayout.h"
#include "src/dawn/native/d3d12/PipelineLayoutHandle.h"
#include "src/dawn/native/d3d12/d3d12_platform.h"
namespace dawn::native::d3d12 {
class Device;
class PipelineLayout final : public PipelineLayoutBase {
public:
static ResultOrError<Ref<PipelineLayout>> Create(
Device* device,
const UnpackedPtr<PipelineLayoutDescriptor>& descriptor);
uint32_t GetResourceTableCbvUavSrvRootParameterIndex() const;
uint32_t GetResourceTableSamplerRootParameterIndex() const;
uint32_t GetBaseResourceTableRegisterSpace() const;
uint32_t GetCbvUavSrvRootParameterIndex(BindGroupIndex group) const;
uint32_t GetSamplerRootParameterIndex(BindGroupIndex group) const;
// Returns the index of the root parameter reserved for a dynamic uniform buffer binding
uint32_t GetDynamicUniformRootParameterIndex(BindGroupIndex group,
BindingIndex bindingIndex) const;
uint32_t GetFirstIndexOffsetRegisterSpace() const;
uint32_t GetFirstIndexOffsetShaderRegister() const;
uint32_t GetNumWorkgroupsRegisterSpace() const;
uint32_t GetNumWorkgroupsShaderRegister() const;
uint32_t GetDynamicStorageBufferLengthsRegisterSpace() const;
uint32_t GetDynamicStorageBufferLengthsShaderRegister() const;
uint32_t GetDynamicStorageBufferLengthsParameterIndex() const;
uint32_t GetDynamicStorageBufferOffsetsRegisterSpace() const;
uint32_t GetDynamicStorageBufferOffsetsShaderRegister() const;
uint32_t GetDynamicStorageBufferOffsetsParameterIndex() const;
uint32_t GetImmediatesRegisterSpace() const;
uint32_t GetImmediatesShaderRegister() const;
ResultOrError<Ref<PipelineLayoutHandle>> GetOrCreatePipelineLayoutHandle(
const ImmediateMask& pipelineImmediateMask);
struct BindGroupDynamicStorageBufferInfo {
// First register offset for a bind group's dynamic storage buffer lengths or offsets.
// This is the index into the array of root constants where this bind group's
// lengths or offsets start.
uint32_t firstRegisterOffset;
struct BindingAndRegisterOffset {
BindingNumber binding;
uint32_t registerOffset;
};
// Associative list of (BindingNumber,registerOffset) pairs, which is passed into
// the shader to map the BindingPoint(thisGroup, BindingNumber) to the registerOffset
// into the root constant array which holds the dynamic storage buffer lengths and offsets.
std::vector<BindingAndRegisterOffset> bindingAndRegisterOffsets;
};
// Flat map from bind group index to the list of (BindingNumber,Register) pairs.
using DynamicStorageBufferInfo = PerBindGroup<BindGroupDynamicStorageBufferInfo>;
const DynamicStorageBufferInfo& GetDynamicStorageBufferInfo() const;
private:
~PipelineLayout() override = default;
using PipelineLayoutBase::PipelineLayoutBase;
MaybeError Initialize();
void DestroyImpl(DestroyReason reason) override;
MaybeError BuildBaseRootParameters();
ResultOrError<Ref<PipelineLayoutHandle>> CreatePipelineLayoutHandle(
const ImmediateMask& pipelineImmediateMask);
PerBindGroup<uint32_t> mCbvUavSrvRootParameterIndices;
PerBindGroup<uint32_t> mSamplerRootParameterIndices;
PerBindGroup<ityp::vector<BindingIndex, uint32_t>> mDynamicUniformRootParameterIndices;
DynamicStorageBufferInfo mDynamicStorageBufferInfo;
uint32_t mResourceTableCbvUavSrvRootParameterIndex;
uint32_t mResourceTableSamplerRootParameterIndex;
uint32_t mDynamicStorageBufferLengthsParameterIndex;
uint32_t mDynamicStorageBufferOffsetsParameterIndex;
// Base root parameters shared by every PipelineLayoutHandle, built once in
// BuildBaseRootParameters(). rootParameters points into ranges, so both are kept const and
// bundled together; std::optional defers the single emplace to Initialize().
// TODO(crbug.com/366291600): The C++ way to make immutable types is to make private mutable
// data members, use a constructor to initialize them, and provide only const-access members.
struct InvariantParams {
const std::vector<D3D12_ROOT_PARAMETER1> rootParameters;
const std::vector<D3D12_DESCRIPTOR_RANGE1> ranges;
const std::vector<D3D12_STATIC_SAMPLER_DESC> staticSamplers;
};
std::optional<InvariantParams> mInvariantParams;
// Cache of PipelineLayoutHandles keyed by the pipeline's immediate mask. Internal root
// constants (firstVertex / firstInstance / num_workgroups) are allocated dynamically and
// tracked through the immediate mask, so pipelines that share a layout but use different
// immediates get different masks, and a single PipelineLayout may map to multiple
// PipelineLayoutHandles. The mask captures every per-pipeline input that shapes the root
// signature.
MutexProtected<absl::flat_hash_map<ImmediateMask, Ref<PipelineLayoutHandle>>>
mPipelineLayoutHandles;
};
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_PIPELINELAYOUTD3D12_H_