blob: 22736db5ede020f74c12fbaf6c47a5301e7f215c [file]
// 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,
// 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_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_