| // 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 "src/dawn/native/Error.h" | |
| #include "src/dawn/native/ResourceTable.h" | |
| #include "src/dawn/native/d3d12/CPUDescriptorHeapAllocationD3D12.h" | |
| #include "src/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, | |
| const absl::flat_hash_set<TextureBase*>& writableTextures); | |
| // 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 TransitionResources(CommandRecordingContext* recordingContext, | |
| const absl::flat_hash_set<Ref<TextureBase>>& textures); | |
| 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_ |