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// 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.
#include "src/dawn/native/d3d12/PipelineLayoutHandle.h"
#include "src/dawn/native/d3d12/DeviceD3D12.h"
#include "src/dawn/native/d3d12/ImmediatesLayoutD3D12.h"
namespace dawn::native::d3d12 {
// static
Ref<PipelineLayoutHandle> PipelineLayoutHandle::Create(Device* device,
ComPtr<ID3D12RootSignature> rootSignature,
ComPtr<ID3DBlob> rootSignatureBlob,
uint32_t immediatesParameterIndex,
const ImmediateMask& pipelineImmediateMask) {
return AcquireRef(new PipelineLayoutHandle(device, std::move(rootSignature),
std::move(rootSignatureBlob),
immediatesParameterIndex, pipelineImmediateMask));
}
PipelineLayoutHandle::~PipelineLayoutHandle() {
mDevice->ReferenceUntilUnused(std::move(mRootSignature));
if (mDispatchIndirectCommandSignatureWithNumWorkgroups.Get()) {
mDevice->ReferenceUntilUnused(mDispatchIndirectCommandSignatureWithNumWorkgroups);
}
if (mDrawIndirectCommandSignatureWithInstanceVertexOffsets.Get()) {
mDevice->ReferenceUntilUnused(mDrawIndirectCommandSignatureWithInstanceVertexOffsets);
}
if (mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets.Get()) {
mDevice->ReferenceUntilUnused(
mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets);
}
}
ID3D12CommandSignature*
PipelineLayoutHandle::GetDispatchIndirectCommandSignatureWithNumWorkgroups() {
// mDispatchIndirectCommandSignatureWithNumWorkgroups won't be created until it is needed.
if (mDispatchIndirectCommandSignatureWithNumWorkgroups.Get() != nullptr) {
return mDispatchIndirectCommandSignatureWithNumWorkgroups.Get();
}
D3D12_INDIRECT_ARGUMENT_DESC argumentDescs[2] = {};
argumentDescs[0].Type = D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT;
argumentDescs[0].Constant.RootParameterIndex = mImmediatesParameterIndex;
argumentDescs[0].Constant.Num32BitValuesToSet = 3;
argumentDescs[0].Constant.DestOffsetIn32BitValues =
GetImmediateByteOffsetInPipeline(&ComputeImmediates::numWorkgroups,
mPipelineImmediateMask) /
kImmediateElementByteSize;
// A command signature must contain exactly 1 Draw / Dispatch / DispatchMesh / DispatchRays
// command. That command must come last.
argumentDescs[1].Type = D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH;
D3D12_COMMAND_SIGNATURE_DESC programDesc = {};
programDesc.ByteStride = 6 * sizeof(uint32_t);
programDesc.NumArgumentDescs = 2;
programDesc.pArgumentDescs = argumentDescs;
// The root signature must be specified if and only if the command signature changes one of
// the root arguments.
mDevice->GetD3D12Device()->CreateCommandSignature(
&programDesc, GetRootSignature(),
IID_PPV_ARGS(&mDispatchIndirectCommandSignatureWithNumWorkgroups));
return mDispatchIndirectCommandSignatureWithNumWorkgroups.Get();
}
ID3D12CommandSignature*
PipelineLayoutHandle::GetDrawIndirectCommandSignatureWithInstanceVertexOffsets() {
// mDrawIndirectCommandSignatureWithInstanceVertexOffsets won't be created until it is
// needed.
if (mDrawIndirectCommandSignatureWithInstanceVertexOffsets.Get() != nullptr) {
return mDrawIndirectCommandSignatureWithInstanceVertexOffsets.Get();
}
// First vertex and first instance are set in immediate mask together and first vertex is
// always just before instance index in the immediate mask.
D3D12_INDIRECT_ARGUMENT_DESC argumentDescs[2] = {};
argumentDescs[0].Type = D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT;
argumentDescs[0].Constant.RootParameterIndex = mImmediatesParameterIndex;
argumentDescs[0].Constant.Num32BitValuesToSet = 2;
argumentDescs[0].Constant.DestOffsetIn32BitValues =
GetImmediateByteOffsetInPipeline(&RenderImmediates::firstIndexOffset,
mPipelineImmediateMask) /
kImmediateElementByteSize;
// A command signature must contain exactly 1 Draw / Dispatch / DispatchMesh / DispatchRays
// command. That command must come last.
argumentDescs[1].Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW;
D3D12_COMMAND_SIGNATURE_DESC programDesc = {};
programDesc.ByteStride = 6 * sizeof(uint32_t);
programDesc.NumArgumentDescs = 2;
programDesc.pArgumentDescs = argumentDescs;
// The root signature must be specified if and only if the command signature changes one of
// the root arguments.
mDevice->GetD3D12Device()->CreateCommandSignature(
&programDesc, GetRootSignature(),
IID_PPV_ARGS(&mDrawIndirectCommandSignatureWithInstanceVertexOffsets));
return mDrawIndirectCommandSignatureWithInstanceVertexOffsets.Get();
}
ID3D12CommandSignature*
PipelineLayoutHandle::GetDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets() {
// mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets won't be created until it
// is needed.
if (mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets.Get() != nullptr) {
return mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets.Get();
}
// First vertex and first instance are set in immediate mask together and first vertex is
// always just before instance index in the immediate mask.
D3D12_INDIRECT_ARGUMENT_DESC argumentDescs[2] = {};
argumentDescs[0].Type = D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT;
argumentDescs[0].Constant.RootParameterIndex = mImmediatesParameterIndex;
argumentDescs[0].Constant.Num32BitValuesToSet = 2;
argumentDescs[0].Constant.DestOffsetIn32BitValues =
GetImmediateByteOffsetInPipeline(&RenderImmediates::firstIndexOffset,
mPipelineImmediateMask) /
kImmediateElementByteSize;
// A command signature must contain exactly 1 Draw / Dispatch / DispatchMesh / DispatchRays
// command. That command must come last.
argumentDescs[1].Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED;
D3D12_COMMAND_SIGNATURE_DESC programDesc = {};
programDesc.ByteStride = 7 * sizeof(uint32_t);
programDesc.NumArgumentDescs = 2;
programDesc.pArgumentDescs = argumentDescs;
// The root signature must be specified if and only if the command signature changes one of
// the root arguments.
mDevice->GetD3D12Device()->CreateCommandSignature(
&programDesc, GetRootSignature(),
IID_PPV_ARGS(&mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets));
return mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets.Get();
}
} // namespace dawn::native::d3d12