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// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "common/BitSetIterator.h"
#include "backend/d3d12/BindGroupD3D12.h"
#include "backend/d3d12/BindGroupLayoutD3D12.h"
#include "backend/d3d12/BufferD3D12.h"
#include "backend/d3d12/SamplerD3D12.h"
#include "backend/d3d12/TextureD3D12.h"
#include "backend/d3d12/D3D12Backend.h"
namespace backend {
namespace d3d12 {
BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
: BindGroupBase(builder), device(device) {
}
void BindGroup::RecordDescriptors(const DescriptorHeapHandle &cbvUavSrvHeapStart, uint32_t* cbvUavSrvHeapOffset, const DescriptorHeapHandle &samplerHeapStart, uint32_t* samplerHeapOffset, uint64_t serial) {
heapSerial = serial;
const auto* bgl = ToBackend(GetLayout());
const auto& layout = bgl->GetBindingInfo();
// Save the offset to the start of the descriptor table in the heap
this->cbvUavSrvHeapOffset = *cbvUavSrvHeapOffset;
this->samplerHeapOffset = *samplerHeapOffset;
const auto& bindingOffsets = bgl->GetBindingOffsets();
auto d3d12Device = device->GetD3D12Device();
for (uint32_t binding : IterateBitSet(layout.mask)) {
switch (layout.types[binding]) {
case nxt::BindingType::UniformBuffer:
{
auto* view = ToBackend(GetBindingAsBufferView(binding));
auto& cbv = view->GetCBVDescriptor();
d3d12Device->CreateConstantBufferView(&cbv, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + bindingOffsets[binding]));
}
break;
case nxt::BindingType::StorageBuffer:
{
auto* view = ToBackend(GetBindingAsBufferView(binding));
auto& uav = view->GetUAVDescriptor();
d3d12Device->CreateUnorderedAccessView(ToBackend(view->GetBuffer())->GetD3D12Resource().Get(), nullptr, &uav, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + bindingOffsets[binding]));
}
break;
case nxt::BindingType::SampledTexture:
{
auto* view = ToBackend(GetBindingAsTextureView(binding));
auto& srv = view->GetSRVDescriptor();
d3d12Device->CreateShaderResourceView(ToBackend(view->GetTexture())->GetD3D12Resource().Get(), &srv, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + bindingOffsets[binding]));
}
break;
case nxt::BindingType::Sampler:
{
auto* sampler = ToBackend(GetBindingAsSampler(binding));
auto& samplerDesc = sampler->GetSamplerDescriptor();
d3d12Device->CreateSampler(&samplerDesc, samplerHeapStart.GetCPUHandle(*samplerHeapOffset + bindingOffsets[binding]));
}
break;
}
}
// Offset by the number of descriptors created
*cbvUavSrvHeapOffset += bgl->GetCbvUavSrvDescriptorCount();
*samplerHeapOffset += bgl->GetSamplerDescriptorCount();
}
uint32_t BindGroup::GetCbvUavSrvHeapOffset() const {
return cbvUavSrvHeapOffset;
}
uint32_t BindGroup::GetSamplerHeapOffset() const {
return samplerHeapOffset;
}
uint64_t BindGroup::GetHeapSerial() const {
return heapSerial;
}
}
}