| // Copyright 2026 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, |
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| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #ifndef SRC_DAWN_NATIVE_D3D12_RESOURCETABLED3D12_H_ |
| #define SRC_DAWN_NATIVE_D3D12_RESOURCETABLED3D12_H_ |
| |
| #include <memory> |
| #include <vector> |
| |
| #include "dawn/native/Error.h" |
| #include "dawn/native/ResourceTable.h" |
| #include "dawn/native/d3d12/CPUDescriptorHeapAllocationD3D12.h" |
| #include "dawn/native/d3d12/GPUDescriptorHeapAllocationD3D12.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| class Device; |
| class CommandRecordingContext; |
| class ShaderVisibleDescriptorAllocator; |
| class PipelineLayout; |
| |
| class ResourceTable final : public ResourceTableBase { |
| public: |
| // Returns descriptor ranges for metadata buffer and unbounded resource arrays. Used to add |
| // root descriptor tables to the root signature. |
| struct DescriptorRanges { |
| std::vector<D3D12_DESCRIPTOR_RANGE1> cbvUavSrvs; |
| std::vector<D3D12_DESCRIPTOR_RANGE1> samplers; |
| }; |
| static ResultOrError<DescriptorRanges> GetDescriptorRanges(const PipelineLayout& layout); |
| |
| static ResultOrError<Ref<ResourceTable>> Create(Device* device, |
| const ResourceTableDescriptor* descriptor); |
| |
| // Apply updates to resources or to the metadata buffers that are pending. |
| MaybeError ApplyPendingUpdates(CommandRecordingContext* recordingContext); |
| |
| // Returns true if the ResourceTable was successfully populated (now or on a previous call) |
| // in the current allocator's heap. If false is returned, caller should |
| // AllocateAndSwitchShaderVisibleHeap and populate again. |
| bool PopulateViews(ShaderVisibleDescriptorAllocator* viewAllocator); |
| bool PopulateSamplers(ShaderVisibleDescriptorAllocator* samplerAllocator); |
| |
| // Returns the number of view descriptors currently allocated on the CPU heap, and copied to the |
| // GPU heap by PopulateViews. |
| uint32_t GetViewDescriptorCount() const; |
| |
| // Returns the number of sampler descriptors currently allocated on the CPU heap, and copied to |
| // the GPU heap by PopulateSamplers. |
| uint32_t GetSamplerDescriptorCount() const; |
| |
| // Returns a GPU heap handle handle to the base descriptor of the set of descriptors |
| // that were copied there in PopulateViews/Samplers. This should be set as a root descriptor |
| // table on the command list to match the definition in the root signature. |
| D3D12_GPU_DESCRIPTOR_HANDLE GetBaseViewDescriptor() const; |
| D3D12_GPU_DESCRIPTOR_HANDLE GetBaseSamplerDescriptor() const; |
| |
| protected: |
| void DestroyImpl(DestroyReason reason) override; |
| void SetLabelImpl() override; |
| |
| private: |
| ~ResourceTable() override; |
| |
| using ResourceTableBase::ResourceTableBase; |
| MaybeError Initialize(); |
| |
| struct Heap { |
| ComPtr<ID3D12DescriptorHeap> handle; |
| CPUDescriptorHeapAllocation cpuAllocation; |
| GPUDescriptorHeapAllocation gpuAllocation; |
| uint32_t sizeIncrement = 0; |
| uint32_t numDescriptors = 0; |
| }; |
| |
| static ResultOrError<Heap> AllocateCPUHeap(Device* device, |
| D3D12_DESCRIPTOR_HEAP_TYPE heapType, |
| uint32_t descriptorCount); |
| static void FreeCPUHeap(Heap& heap); |
| |
| MaybeError UpdateMetadataBuffer(CommandRecordingContext* recordingContext, |
| const std::vector<MetadataUpdate>& updates); |
| MaybeError UpdateResourceBindings(const std::vector<ResourceDiff>& diffs); |
| |
| Heap mViewHeap; |
| Heap mSamplerHeap; |
| |
| using SamplerIndex = TypedInteger<struct SamplerIndexT, uint16_t>; |
| static constexpr auto kInvalidSamplerIndex = SamplerIndex{uint16_t{0xFFFF}}; |
| |
| class SamplerIndexPool; |
| std::unique_ptr<SamplerIndexPool> mSamplerIndexPool; |
| |
| // Current mapping of resource table slot to sampler index |
| ityp::vector<ResourceTableSlot, SamplerIndex> mSlotToSamplerIndex; |
| }; |
| |
| } // namespace dawn::native::d3d12 |
| |
| #endif // SRC_DAWN_NATIVE_D3D12_RESOURCETABLED3D12_H_ |