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// Copyright 2018 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/vulkan/BindGroupVk.h"
#include <utility>
#include <vector>
#include "dawn/common/Enumerator.h"
#include "dawn/common/MatchVariant.h"
#include "dawn/common/Range.h"
#include "dawn/common/ityp_stack_vec.h"
#include "dawn/native/ExternalTexture.h"
#include "dawn/native/vulkan/BindGroupLayoutVk.h"
#include "dawn/native/vulkan/BufferVk.h"
#include "dawn/native/vulkan/DeviceVk.h"
#include "dawn/native/vulkan/FencedDeleter.h"
#include "dawn/native/vulkan/SamplerVk.h"
#include "dawn/native/vulkan/TextureVk.h"
#include "dawn/native/vulkan/UtilsVulkan.h"
#include "dawn/native/vulkan/VulkanError.h"
namespace dawn::native::vulkan {
// static
ResultOrError<Ref<BindGroup>> BindGroup::Create(
Device* device,
const UnpackedPtr<BindGroupDescriptor>& descriptor) {
Ref<BindGroup> bindGroup;
DAWN_TRY_ASSIGN(
bindGroup,
ToBackend(descriptor->layout->GetInternalBindGroupLayout())->AllocateBindGroup(descriptor));
DAWN_TRY(bindGroup->Initialize(descriptor));
return bindGroup;
}
BindGroup::BindGroup(Device* device,
const UnpackedPtr<BindGroupDescriptor>& descriptor,
DescriptorSetAllocation descriptorSetAllocation)
: BindGroupBase(this, device, descriptor), mDescriptorSetAllocation(descriptorSetAllocation) {}
BindGroup::~BindGroup() = default;
MaybeError BindGroup::InitializeImpl() {
DAWN_TRY(InitializeStaticBindings());
if (HasDynamicArray()) {
DAWN_TRY(InitializeDynamicArray());
}
SetLabelImpl();
return {};
}
MaybeError BindGroup::InitializeStaticBindings() {
const auto* layout = ToBackend(GetLayout());
// Now do a write of a single descriptor set with all possible chained data allocated on the
// stack if possible. We need to preallocate the vectors to avoid reallocation that would
// invalidate the pointers chained in `writes`.
// TODO(https://crbug.com/438554018): Use Vulkan's descriptor set update template so as to need
// a single allocation, and one that could be reused at the layout level.
const uint32_t bindingCount = static_cast<uint32_t>((GetLayout()->GetBindingCount()));
ityp::stack_vec<uint32_t, VkWriteDescriptorSet, kMaxOptimalBindingsPerGroup> writes(
bindingCount);
ityp::stack_vec<uint32_t, VkDescriptorBufferInfo, kMaxOptimalBindingsPerGroup> writeBufferInfo(
bindingCount);
ityp::stack_vec<uint32_t, VkDescriptorImageInfo, kMaxOptimalBindingsPerGroup> writeImageInfo(
bindingCount);
uint32_t numWrites = 0;
auto AddWrite = [&](BindingIndex bindingIndex) -> std::pair<size_t, VkWriteDescriptorSet*> {
const BindingInfo& bindingInfo = layout->GetBindingInfo(bindingIndex);
size_t writeIndex = numWrites;
numWrites++;
auto& write = writes[writeIndex];
write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write.pNext = nullptr;
write.dstSet = GetHandle();
// Arrays all have a single binding, so compute the binding index for the array, which is
// the same as the binding index for the 0th element.
write.dstBinding = uint32_t(bindingIndex - bindingInfo.indexInArray);
write.dstArrayElement = uint32_t(bindingInfo.indexInArray);
write.descriptorCount = 1;
write.descriptorType = VulkanDescriptorType(bindingInfo);
return {writeIndex, &write};
};
// Loop over bindings for each binding type. Skip over already destroyed handles as it produces
// a VVL error. The descriptor set will have null entries, which is invalid to use, but we'll
// never do that since the WebGPU command buffers will be errors.
// TODO(https://crbug.com/438554019): Instead, consider replacing the handles with placeholder
// handles, to skip over branches and later allow for the use of Vulkan descriptor update
// templates.
for (BindingIndex i : layout->GetBufferIndices()) {
BufferBinding binding = GetBindingAsBufferBinding(i);
VkBuffer handle = ToBackend(binding.buffer)->GetHandle();
if (handle == VK_NULL_HANDLE) {
continue;
}
// Round uniform buffer binding sizes up to a multiple of 16 bytes since Tint will polyfill
// them as array<vec4u, ...>.
auto bufferInfo = std::get<BufferBindingInfo>(layout->GetBindingInfo(i).bindingLayout);
if (bufferInfo.type == wgpu::BufferBindingType::Uniform) {
binding.size = Align(binding.size, 16u);
}
auto [writeIndex, write] = AddWrite(i);
writeBufferInfo[writeIndex].buffer = handle;
writeBufferInfo[writeIndex].offset = binding.offset;
writeBufferInfo[writeIndex].range = binding.size;
write->pBufferInfo = &writeBufferInfo[writeIndex];
}
for (BindingIndex i : layout->GetNonStaticSamplerIndices()) {
Sampler* sampler = ToBackend(GetBindingAsSampler(i));
auto [writeIndex, write] = AddWrite(i);
writeImageInfo[writeIndex].sampler = sampler->GetHandle();
write->pImageInfo = &writeImageInfo[writeIndex];
}
for (BindingIndex i : layout->GetSampledTextureIndices()) {
TextureView* view = ToBackend(GetBindingAsTextureView(i));
VkImageView handle = view->GetHandle();
if (handle == VK_NULL_HANDLE) {
continue;
}
auto [writeIndex, write] = AddWrite(i);
// TODO(crbug.com/41488897): Add GetVkDescriptorSet{Index, Type}(BindingIndex) functions to
// BindGroupLayoutVk that access vectors holding entries for all BGL entries and eliminate
// this special-case code in favor of calling those functions to assign `dstBinding` and
// `descriptorType` above.
// TODO(https://crbug.com/438554018): Alternatively take advantage of the precomputed
// descriptor update template to do set this up once in the layout and have it be
// transparent in the BindGroup.
if (auto samplerIndex = ToBackend(GetLayout())->GetStaticSamplerIndexForTexture(i)) {
// Write the info of the texture at the binding index for the sampler.
write->dstBinding = static_cast<uint32_t>(samplerIndex.value());
write->descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
}
writeImageInfo[writeIndex].imageView = handle;
writeImageInfo[writeIndex].imageLayout =
VulkanImageLayout(view->GetFormat(), wgpu::TextureUsage::TextureBinding);
write->pImageInfo = &writeImageInfo[writeIndex];
}
for (BindingIndex i : layout->GetStorageTextureIndices()) {
TextureView* view = ToBackend(GetBindingAsTextureView(i));
VkImageView handle = VK_NULL_HANDLE;
if (view->GetFormat().format == wgpu::TextureFormat::BGRA8Unorm) {
handle = view->GetHandleForBGRA8UnormStorage();
} else {
handle = view->GetHandle();
}
if (handle == VK_NULL_HANDLE) {
continue;
}
auto [writeIndex, write] = AddWrite(i);
writeImageInfo[writeIndex].imageView = handle;
writeImageInfo[writeIndex].imageLayout = VK_IMAGE_LAYOUT_GENERAL;
write->pImageInfo = &writeImageInfo[writeIndex];
}
for (BindingIndex i : layout->GetInputAttachmentIndices()) {
TextureView* view = ToBackend(GetBindingAsTextureView(i));
VkImageView handle = view->GetHandle();
if (handle == VK_NULL_HANDLE) {
continue;
}
auto [writeIndex, write] = AddWrite(i);
writeImageInfo[writeIndex].imageView = handle;
writeImageInfo[writeIndex].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
write->pImageInfo = &writeImageInfo[writeIndex];
}
Device* device = ToBackend(GetDevice());
// TODO(https://crbug.com/42242088): Batch these updates
device->fn.UpdateDescriptorSets(device->GetVkDevice(), numWrites, writes.data(), 0, nullptr);
return {};
}
MaybeError BindGroup::InitializeDynamicArray() {
// This backend only supports DynamicArrayKind::SampledTexture at the moment.
DAWN_ASSERT(GetLayout()->GetDynamicArrayKind() == wgpu::DynamicBindingKind::SampledTexture);
// Write only the entries that have bindings present, the availability buffer will prevent
// reading entries that aren't written to and may contain garbage.
// TODO(crbug.com/435251399): Instead of bespoke initialization, handle the creation like any
// other updates to the dynamic array, so as to have a single code path handling updates.
std::vector<VkDescriptorImageInfo> imageWrites;
std::vector<uint32_t> arrayElements;
auto bindings = GetDynamicArrayBindings();
for (auto [i, view] : Enumerate(bindings)) {
if (view == nullptr) {
continue;
}
VkImageView handle = ToBackend(view)->GetHandle();
if (handle == nullptr) {
continue;
}
VkDescriptorImageInfo imageWrite = {
.sampler = VkSampler{},
.imageView = handle,
.imageLayout = VulkanImageLayout(view->GetFormat(), wgpu::TextureUsage::TextureBinding),
};
imageWrites.push_back(imageWrite);
arrayElements.push_back(uint32_t(i));
}
std::vector<VkWriteDescriptorSet> writes;
for (size_t i = 0; i < imageWrites.size(); i++) {
VkWriteDescriptorSet write{
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.pNext = nullptr,
.dstSet = GetHandle(),
.dstBinding = uint32_t(GetLayout()->GetDynamicArrayStart()),
.dstArrayElement = arrayElements[i],
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.pImageInfo = &imageWrites[i],
.pBufferInfo = nullptr,
.pTexelBufferView = nullptr,
};
writes.push_back(write);
}
Device* device = ToBackend(GetDevice());
device->fn.UpdateDescriptorSets(device->GetVkDevice(), writes.size(), writes.data(), 0,
nullptr);
return {};
}
void BindGroup::DestroyImpl() {
BindGroupBase::DestroyImpl();
ToBackend(GetLayout())->DeallocateDescriptorSet(&mDescriptorSetAllocation);
}
void BindGroup::DeleteThis() {
// This function must first run the destructor and then deallocate memory. Take a reference to
// the BindGroupLayout+SlabAllocator before running the destructor so this function can access
// it afterwards and it's not destroyed prematurely.
Ref<BindGroupLayout> layout = ToBackend(GetLayout());
BindGroupBase::DeleteThis();
layout->DeallocateBindGroup(this);
}
VkDescriptorSet BindGroup::GetHandle() const {
return mDescriptorSetAllocation.set;
}
void BindGroup::SetLabelImpl() {
SetDebugName(ToBackend(GetDevice()), mDescriptorSetAllocation.set, "Dawn_BindGroup",
GetLabel());
}
} // namespace dawn::native::vulkan