| // 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_BINDGROUPLAYOUTD3D12_H_ | |
| #define SRC_DAWN_NATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_ | |
| #include <vector> | |
| #include "partition_alloc/pointers/raw_ptr_exclusion.h" | |
| #include "src/dawn/common/MutexProtected.h" | |
| #include "src/dawn/common/SlabAllocator.h" | |
| #include "src/dawn/common/ityp_stack_vec.h" | |
| #include "src/dawn/native/BindGroupLayoutInternal.h" | |
| #include "src/dawn/native/d3d12/BindGroupD3D12.h" | |
| #include "src/dawn/native/d3d12/d3d12_platform.h" | |
| namespace dawn::native::d3d12 { | |
| class CPUDescriptorHeapAllocation; | |
| class Device; | |
| class StagingDescriptorAllocator; | |
| // A purposefully invalid register space. | |
| // | |
| // We use the bind group index as the register space, but don't know the bind group index until | |
| // pipeline layout creation time. This value should be replaced in PipelineLayoutD3D12. | |
| inline constexpr uint32_t kRegisterSpacePlaceholder = | |
| D3D12_DRIVER_RESERVED_REGISTER_SPACE_VALUES_START; | |
| class BindGroupLayout final : public BindGroupLayoutInternalBase { | |
| public: | |
| static Ref<BindGroupLayout> Create(Device* device, | |
| const UnpackedPtr<BindGroupLayoutDescriptor>& descriptor); | |
| ResultOrError<Ref<BindGroup>> AllocateBindGroup( | |
| Device* device, | |
| const UnpackedPtr<BindGroupDescriptor>& descriptor); | |
| void DeallocateBindGroup(BindGroup* bindGroup); | |
| void DeallocateDescriptor(CPUDescriptorHeapAllocation* viewAllocation); | |
| void ReduceMemoryUsage() override; | |
| // The offset (in descriptor count) into the corresponding descriptor heap. Not valid for | |
| // dynamic binding indexes. | |
| ityp::span<BindingIndex, const uint32_t> GetDescriptorHeapOffsets() const; | |
| // The D3D shader register that the Dawn binding index is mapped to by this bind group | |
| // layout. | |
| uint32_t GetShaderRegister(BindingIndex bindingIndex) const; | |
| // Counts of descriptors in the descriptor tables. | |
| uint32_t GetCbvUavSrvDescriptorCount() const; | |
| uint32_t GetSamplerDescriptorCount() const; | |
| uint32_t GetViewSizeIncrement() const; | |
| const std::vector<D3D12_DESCRIPTOR_RANGE1>& GetCbvUavSrvDescriptorRanges() const; | |
| const std::vector<D3D12_DESCRIPTOR_RANGE1>& GetSamplerDescriptorRanges() const; | |
| const std::vector<D3D12_STATIC_SAMPLER_DESC>& GetStaticSamplers() const; | |
| private: | |
| BindGroupLayout(Device* device, const UnpackedPtr<BindGroupLayoutDescriptor>& descriptor); | |
| ~BindGroupLayout() override = default; | |
| // Contains the offset into the descriptor heap for the given resource view. Samplers and | |
| // non-samplers are stored in separate descriptor heaps, so the offsets should be unique | |
| // within each group and tightly packed. | |
| // | |
| // Dynamic resources are not used here since their descriptors are placed directly in root | |
| // parameters. | |
| ityp::stack_vec<BindingIndex, uint32_t, kMaxOptimalBindingsPerGroup> mDescriptorHeapOffsets; | |
| // Contains the shader register this binding is mapped to. | |
| ityp::stack_vec<BindingIndex, uint32_t, kMaxOptimalBindingsPerGroup> mShaderRegisters; | |
| uint32_t mCbvUavSrvDescriptorCount; | |
| uint32_t mSamplerDescriptorCount; | |
| uint32_t mViewSizeIncrement; | |
| std::vector<D3D12_DESCRIPTOR_RANGE1> mCbvUavSrvDescriptorRanges; | |
| std::vector<D3D12_DESCRIPTOR_RANGE1> mSamplerDescriptorRanges; | |
| std::vector<D3D12_STATIC_SAMPLER_DESC> mStaticSamplers; | |
| MutexProtected<SlabAllocator<BindGroup>> mBindGroupAllocator; | |
| }; | |
| } // namespace dawn::native::d3d12 | |
| #endif // SRC_DAWN_NATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_ |