| // 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. |
| |
| #include "dawn/native/d3d11/PipelineLayoutD3D11.h" |
| |
| #include "dawn/common/MatchVariant.h" |
| #include "dawn/native/BindGroupLayoutInternal.h" |
| #include "dawn/native/d3d11/DeviceD3D11.h" |
| |
| namespace dawn::native::d3d11 { |
| |
| // static |
| ResultOrError<Ref<PipelineLayout>> PipelineLayout::Create( |
| Device* device, |
| const UnpackedPtr<PipelineLayoutDescriptor>& descriptor) { |
| Ref<PipelineLayout> pipelineLayout = AcquireRef(new PipelineLayout(device, descriptor)); |
| DAWN_TRY(pipelineLayout->Initialize(device)); |
| return pipelineLayout; |
| } |
| |
| MaybeError PipelineLayout::Initialize(Device* device) { |
| const PerStage<uint32_t> kInvalidSlots = PerStage<uint32_t>(PipelineLayout::kInvalidSlot); |
| |
| PerStage<uint32_t> constantBufferCounter(0); |
| PerStage<uint32_t> samplerCounter(0); |
| PerStage<uint32_t> shaderResourceViewCounter(0); |
| |
| // For d3d11 pixel shaders, the render targets and unordered-access views share the same |
| // resource slots when being written out. So we assign UAV binding index decreasingly here. |
| // https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-omsetrendertargetsandunorderedaccessviews |
| // TODO(dawn:1818): Support testing on both FL11_0 and FL11_1. |
| const uint32_t kUAVSlotCount = device->GetUAVSlotCount(); |
| PerStage<uint32_t> uavBindingCounter(kUAVSlotCount); |
| |
| // Reserve last several UAV slots for Pixel Local Storage attachments. |
| uavBindingCounter[SingleShaderStage::Fragment] -= |
| static_cast<uint32_t>(GetStorageAttachmentSlots().size()); |
| |
| constexpr auto CountIncreasingIndex = [](wgpu::ShaderStage visibility, |
| PerStage<uint32_t>* counters) { |
| PerStage<uint32_t> nativeIndex(kInvalidSlot); |
| for (SingleShaderStage stage : IterateStages(visibility)) { |
| nativeIndex[stage] = (*counters)[stage]++; |
| } |
| return nativeIndex; |
| }; |
| |
| constexpr auto CountDecreasingIndex = [](wgpu::ShaderStage visibility, |
| PerStage<uint32_t>* counters) { |
| PerStage<uint32_t> nativeIndex(kInvalidSlot); |
| for (SingleShaderStage stage : IterateStages(visibility)) { |
| nativeIndex[stage] = --(*counters)[stage]; |
| } |
| return nativeIndex; |
| }; |
| |
| for (BindGroupIndex group : GetBindGroupLayoutsMask()) { |
| const BindGroupLayoutInternalBase* bgl = GetBindGroupLayout(group); |
| mBindingTableIndexMap[group].resize(bgl->GetBindingCount()); |
| |
| for (BindingIndex bindingIndex{0}; bindingIndex < bgl->GetBindingCount(); ++bindingIndex) { |
| const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex); |
| |
| mBindingTableIndexMap[group][bindingIndex] = MatchVariant( |
| bindingInfo.bindingLayout, |
| [&](const BufferBindingInfo& layout) -> PerStage<uint32_t> { |
| switch (layout.type) { |
| case wgpu::BufferBindingType::Uniform: |
| return CountIncreasingIndex(bindingInfo.visibility, |
| &constantBufferCounter); |
| case wgpu::BufferBindingType::Storage: |
| case kInternalStorageBufferBinding: |
| mUAVBindGroups.set(group); |
| return CountDecreasingIndex(bindingInfo.visibility, &uavBindingCounter); |
| case wgpu::BufferBindingType::ReadOnlyStorage: |
| case kInternalReadOnlyStorageBufferBinding: |
| return CountIncreasingIndex(bindingInfo.visibility, |
| &shaderResourceViewCounter); |
| case wgpu::BufferBindingType::BindingNotUsed: |
| case wgpu::BufferBindingType::Undefined: |
| DAWN_UNREACHABLE(); |
| } |
| return kInvalidSlots; |
| }, |
| [&](const SamplerBindingInfo&) -> PerStage<uint32_t> { |
| return CountIncreasingIndex(bindingInfo.visibility, &samplerCounter); |
| }, |
| [&](const StaticSamplerBindingInfo&) -> PerStage<uint32_t> { |
| // Static samplers are implemented in the frontend on |
| // D3D11. |
| DAWN_UNREACHABLE(); |
| return kInvalidSlots; |
| }, |
| [&](const TextureBindingInfo&) -> PerStage<uint32_t> { |
| return CountIncreasingIndex(bindingInfo.visibility, &shaderResourceViewCounter); |
| }, |
| [&](const StorageTextureBindingInfo& layout) -> PerStage<uint32_t> { |
| switch (layout.access) { |
| case wgpu::StorageTextureAccess::ReadWrite: |
| case wgpu::StorageTextureAccess::WriteOnly: |
| mUAVBindGroups.set(group); |
| return CountDecreasingIndex(bindingInfo.visibility, &uavBindingCounter); |
| case wgpu::StorageTextureAccess::ReadOnly: |
| return CountIncreasingIndex(bindingInfo.visibility, |
| &shaderResourceViewCounter); |
| case wgpu::StorageTextureAccess::BindingNotUsed: |
| case wgpu::StorageTextureAccess::Undefined: |
| DAWN_UNREACHABLE(); |
| } |
| return kInvalidSlots; |
| }, |
| [&](const TexelBufferBindingInfo&) -> PerStage<uint32_t> { |
| // D3D11 does not support texel buffers. |
| // TODO(crbug/382544164): Prototype texel buffer feature |
| DAWN_UNREACHABLE(); |
| }, |
| [](const InputAttachmentBindingInfo&) -> PerStage<uint32_t> { DAWN_UNREACHABLE(); }, |
| [](const ExternalTextureBindingInfo&) -> PerStage<uint32_t> { |
| DAWN_UNREACHABLE(); |
| }); |
| } |
| } |
| |
| mUAVStartIndex = uavBindingCounter; |
| for (SingleShaderStage stage : IterateStages(kAllStages)) { |
| mUAVCount[stage] = kUAVSlotCount - mUAVStartIndex[stage]; |
| } |
| |
| for (SingleShaderStage stage : IterateStages(kAllStages)) { |
| DAWN_ASSERT(constantBufferCounter[stage] <= kReservedConstantBufferSlot); |
| } |
| |
| return {}; |
| } |
| |
| const PipelineLayout::BindingTableIndexMap& PipelineLayout::GetBindingTableIndexMap() const { |
| return mBindingTableIndexMap; |
| } |
| |
| const BindGroupMask& PipelineLayout::GetUAVBindGroupLayoutsMask() const { |
| return mUAVBindGroups; |
| } |
| |
| } // namespace dawn::native::d3d11 |