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// 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_BINDGROUPLAYOUTINTERNAL_H_
#define SRC_DAWN_NATIVE_BINDGROUPLAYOUTINTERNAL_H_
#include <algorithm>
#include <bitset>
#include <map>
#include <string>
#include "absl/container/flat_hash_map.h"
#include "dawn/common/Constants.h"
#include "dawn/common/ContentLessObjectCacheable.h"
#include "dawn/common/Range.h"
#include "dawn/common/SlabAllocator.h"
#include "dawn/common/ityp_span.h"
#include "dawn/common/ityp_vector.h"
#include "dawn/native/BindingInfo.h"
#include "dawn/native/CachedObject.h"
#include "dawn/native/ChainUtils.h"
#include "dawn/native/Error.h"
#include "dawn/native/Forward.h"
#include "dawn/native/ObjectBase.h"
#include "dawn/native/dawn_platform.h"
namespace dawn::native {
ResultOrError<UnpackedPtr<BindGroupLayoutDescriptor>> ValidateBindGroupLayoutDescriptor(
DeviceBase* device,
const BindGroupLayoutDescriptor* descriptor,
bool allowInternalBinding = false);
// In the BindGroupLayout, entries are sorted by type for more efficient lookup and iteration.
// This enum is the order that's used and can also be used to index various ranges of entries.
// The enum is public so that helper function can use it during creation of the BindGroupLayout,
// but the order is not meant to be used anywhere else. Use the accessors on the BindGroupLayout for
// logic that relies on the packing or the order.
enum BindingTypeOrder : uint32_t {
// Buffers
BindingTypeOrder_DynamicBuffer,
BindingTypeOrder_RegularBuffer,
// Textures
BindingTypeOrder_SampledTexture,
BindingTypeOrder_StorageTexture,
BindingTypeOrder_InputAttachment,
// Samplers
BindingTypeOrder_StaticSampler,
BindingTypeOrder_RegularSampler,
// Texel Buffers
BindingTypeOrder_TexelBuffer,
// Start of entries that are expanded in the frontend and aren't actually stored in the bind
// groups.
BindingTypeOrder_ExternalTexture,
BindingTypeOrder_Count,
};
// BindGroupLayout stores the information passed in the BindGroupLayoutDescriptor but processes it
// in various ways to make it more efficient to use internally and to add internal bindings used to
// implement WebGPU feature that don't exist in backend APIs.
//
// Storing information in hashmap<BindingNumber, T> would be inefficient because these numbers may
// be sparse. Instead the are compacted into vectors, and reordered using |BindingTypeOrder| to make
// it efficient to iterate over all the bindings of a same kind. Indexing the packed bindings is
// done with |BindingIndex| or |APIBindingIndex| (see below for the explanation).
//
// In some cases bindings need to be expanded because a single BGLEntry can match multiple
// BGEntries when bindingArraySize > 1. To make handling more regular, a fake BGLEntry is created
// for each array element such that most code doesn't need to be aware of bindingArraySize.
//
// We also need to have private bindings that cannot be set by the users: ExternalTextures add
// additional bindings for their inner workings which are private to Dawn. Conversely
// ExternalTexture is a pure frontend object and doesn't exist in backends, so dawn::native must
// mostly be unaware about it. This is where |BindingIndex| and |APIBindingIndex| are different:
//
// - |APIBindingIndex| are user-facing bindings and cannot be used to access private bindings. It
// is used in code for BindGroup validation and opertations and when reflecting/validating WGSL
// bind points.
// - |BindingIndex| are Dawn-facing bindings where ExternalTexture shouldn't be accessed and
// instead can be used to access internal bindings.
//
// Internally both |APIBindingIndex| and |BindingIndex| are used to access the same vector, but the
// types are used to force uses of different BindGroupLayout accessors that ASSERT the invariant
// above.
class BindGroupLayoutInternalBase : public ApiObjectBase,
public CachedObject,
public ContentLessObjectCacheable<BindGroupLayoutInternalBase> {
public:
BindGroupLayoutInternalBase(DeviceBase* device,
const UnpackedPtr<BindGroupLayoutDescriptor>& descriptor,
ApiObjectBase::UntrackedByDeviceTag tag);
BindGroupLayoutInternalBase(DeviceBase* device,
const UnpackedPtr<BindGroupLayoutDescriptor>& descriptor);
~BindGroupLayoutInternalBase() override;
ObjectType GetType() const override;
// A map from the BindingNumber to its packed APIBindingIndex.
using BindingMap = std::map<BindingNumber, APIBindingIndex>;
// Getters for bindings
const BindingInfo& GetBindingInfo(BindingIndex bindingIndex) const;
const BindingInfo& GetAPIBindingInfo(APIBindingIndex bindingIndex) const;
const BindingMap& GetBindingMap() const;
BindingIndex AsBindingIndex(APIBindingIndex index) const;
APIBindingIndex GetAPIBindingIndex(BindingNumber bindingNumber) const;
// Returns the number of internal bindings, excluding things like ExternalTexture.
BindingIndex GetBindingCount() const;
// Returns |BindingIndex| because dynamic buffers are packed at the front.
BindingIndex GetDynamicBufferCount() const;
uint32_t GetDynamicStorageBufferCount() const;
uint32_t GetUnverifiedBufferCount() const;
uint32_t GetStaticSamplerCount() const;
bool IsStorageBufferBinding(BindingIndex bindingIndex) const;
uint32_t GetExternalTextureCount() const;
// Returns the exact ranges of indices that contains specific binding types.
BeginEndRange<BindingIndex> GetDynamicBufferIndices() const;
BeginEndRange<BindingIndex> GetBufferIndices() const;
BeginEndRange<BindingIndex> GetStorageTextureIndices() const;
BeginEndRange<BindingIndex> GetTexelBufferIndices() const;
BeginEndRange<BindingIndex> GetSampledTextureIndices() const;
BeginEndRange<BindingIndex> GetTextureIndices() const;
BeginEndRange<BindingIndex> GetSamplerIndices() const;
BeginEndRange<BindingIndex> GetStaticSamplerIndices() const;
BeginEndRange<BindingIndex> GetNonStaticSamplerIndices() const;
BeginEndRange<BindingIndex> GetInputAttachmentIndices() const;
// Functions necessary for the unordered_set<BGLBase*>-based cache.
size_t ComputeContentHash() override;
struct EqualityFunc {
bool operator()(const BindGroupLayoutInternalBase* a,
const BindGroupLayoutInternalBase* b) const;
};
bool IsEmpty() const;
// Used to get counts and validate them in pipeline layout creation. It might not match the
// actual number of bindings stored as external textures are expanded. Other getters should be
// used to get the stored counts.
const BindingCounts& GetValidationBindingCounts() const;
uint32_t GetUnexpandedBindingCount() const;
bool NeedsCrossBindingValidation() const;
struct BufferBindingData {
uint64_t offset;
uint64_t size;
};
struct BindingDataPointers {
ityp::span<BindingIndex, BufferBindingData> const bufferData = {};
ityp::span<BindingIndex, Ref<ObjectBase>> const bindings = {};
ityp::span<uint32_t, uint64_t> const unverifiedBufferSizes = {};
};
// Compute the amount of space / alignment required to store bindings for a bind group of
// this layout.
size_t GetBindingDataSize() const;
static constexpr size_t GetBindingDataAlignment() {
static_assert(alignof(Ref<ObjectBase>) <= alignof(BufferBindingData));
return alignof(BufferBindingData);
}
BindingDataPointers ComputeBindingDataPointers(void* dataStart) const;
// Returns a detailed string representation of the layout entries for use in error messages.
std::string EntriesToString() const;
// Signals it's an appropriate time to free unused memory. BindGroupLayout implementations often
// have SlabAllocator<BindGroup> that need an external signal.
virtual void ReduceMemoryUsage();
protected:
void DestroyImpl(DestroyReason reason) override;
template <typename BindGroup>
SlabAllocator<BindGroup> MakeFrontendBindGroupAllocator(size_t size) {
return SlabAllocator<BindGroup>(
size, // bytes
Align(sizeof(BindGroup), GetBindingDataAlignment()) + GetBindingDataSize(), // size
std::max(alignof(BindGroup), GetBindingDataAlignment()) // alignment
);
}
private:
BindGroupLayoutInternalBase(DeviceBase* device, ObjectBase::ErrorTag tag, StringView label);
// The entries with arbitrary BindingNumber are repacked into a compact BindingIndex range.
ityp::vector<BindingIndex, BindingInfo> mBindingInfo;
// Keep a list of the start indices for each kind of binding. Then (exclusive) end of a range
// of bindings is the start of the next range. (that's why we use count + 1 entry, to have the
// "end" of the last binding type)
BindingIndex GetBindingTypeStart(BindingTypeOrder type) const;
BindingIndex GetBindingTypeEnd(BindingTypeOrder type) const;
std::array<BindingIndex, BindingTypeOrder_Count + 1> mBindingTypeStart;
// Additional counts for types of bindings.
uint32_t mUnverifiedBufferCount = 0;
uint32_t mDynamicStorageBufferCount = 0;
// Map from BindGroupLayoutEntry.binding as BindingNumber to packed indices as BindingIndex.
// TODO(https://issues.chromium.org/448578977): Use a more optimized map type.
BindingMap mBindingMap;
BindingCounts mValidationBindingCounts = {};
bool mNeedsCrossBindingValidation = false;
};
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_BINDGROUPLAYOUT_H_