blob: 2dab383fbdda6e7d0ee6ae7c4ff1d91257a6c635 [file] [log] [blame]
// Copyright 2017 The Dawn 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 "dawn_native/d3d12/CommandBufferD3D12.h"
#include "common/Assert.h"
#include "dawn_native/Commands.h"
#include "dawn_native/d3d12/BindGroupD3D12.h"
#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn_native/d3d12/BufferD3D12.h"
#include "dawn_native/d3d12/ComputePipelineD3D12.h"
#include "dawn_native/d3d12/DescriptorHeapAllocator.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/InputStateD3D12.h"
#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
#include "dawn_native/d3d12/RenderPassDescriptorD3D12.h"
#include "dawn_native/d3d12/RenderPipelineD3D12.h"
#include "dawn_native/d3d12/ResourceAllocator.h"
#include "dawn_native/d3d12/SamplerD3D12.h"
#include "dawn_native/d3d12/TextureCopySplitter.h"
#include "dawn_native/d3d12/TextureD3D12.h"
namespace dawn_native { namespace d3d12 {
namespace {
DXGI_FORMAT DXGIIndexFormat(dawn::IndexFormat format) {
switch (format) {
case dawn::IndexFormat::Uint16:
return DXGI_FORMAT_R16_UINT;
case dawn::IndexFormat::Uint32:
return DXGI_FORMAT_R32_UINT;
default:
UNREACHABLE();
}
}
} // anonymous namespace
struct BindGroupStateTracker {
uint32_t cbvSrvUavDescriptorIndex = 0;
uint32_t samplerDescriptorIndex = 0;
DescriptorHeapHandle cbvSrvUavCPUDescriptorHeap = {};
DescriptorHeapHandle samplerCPUDescriptorHeap = {};
DescriptorHeapHandle cbvSrvUavGPUDescriptorHeap = {};
DescriptorHeapHandle samplerGPUDescriptorHeap = {};
std::array<BindGroup*, kMaxBindGroups> bindGroups = {};
bool inCompute = false;
Device* device;
BindGroupStateTracker(Device* device) : device(device) {
}
void SetInComputePass(bool inCompute_) {
inCompute = inCompute_;
}
void TrackSetBindGroup(BindGroup* group, uint32_t index) {
if (bindGroups[index] != group) {
bindGroups[index] = group;
// Descriptors don't need to be recorded if they have already been recorded in
// the heap. Indices are only updated when descriptors are recorded
const uint64_t serial = device->GetSerial();
if (group->GetHeapSerial() != serial) {
group->RecordDescriptors(cbvSrvUavCPUDescriptorHeap, &cbvSrvUavDescriptorIndex,
samplerCPUDescriptorHeap, &samplerDescriptorIndex,
serial);
}
}
}
void TrackInheritedGroups(PipelineLayout* oldLayout, PipelineLayout* newLayout) {
if (oldLayout == nullptr) {
return;
}
uint32_t inheritUntil = oldLayout->GroupsInheritUpTo(newLayout);
for (uint32_t i = 0; i < inheritUntil; ++i) {
TrackSetBindGroup(bindGroups[i], i);
}
}
void SetBindGroup(ComPtr<ID3D12GraphicsCommandList> commandList,
PipelineLayout* pipelineLayout,
BindGroup* group,
uint32_t index,
bool force = false) {
if (bindGroups[index] != group || force) {
bindGroups[index] = group;
uint32_t cbvUavSrvCount =
ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
uint32_t samplerCount = ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
if (cbvUavSrvCount > 0) {
uint32_t parameterIndex = pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
if (inCompute) {
commandList->SetComputeRootDescriptorTable(
parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(
group->GetCbvUavSrvHeapOffset()));
} else {
commandList->SetGraphicsRootDescriptorTable(
parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(
group->GetCbvUavSrvHeapOffset()));
}
}
if (samplerCount > 0) {
uint32_t parameterIndex = pipelineLayout->GetSamplerRootParameterIndex(index);
if (inCompute) {
commandList->SetComputeRootDescriptorTable(
parameterIndex,
samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
} else {
commandList->SetGraphicsRootDescriptorTable(
parameterIndex,
samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
}
}
}
}
void SetInheritedBindGroups(ComPtr<ID3D12GraphicsCommandList> commandList,
PipelineLayout* oldLayout,
PipelineLayout* newLayout) {
if (oldLayout == nullptr) {
return;
}
uint32_t inheritUntil = oldLayout->GroupsInheritUpTo(newLayout);
for (uint32_t i = 0; i < inheritUntil; ++i) {
SetBindGroup(commandList, newLayout, bindGroups[i], i, true);
}
}
void Reset() {
for (uint32_t i = 0; i < kMaxBindGroups; ++i) {
bindGroups[i] = nullptr;
}
}
};
namespace {
void AllocateAndSetDescriptorHeaps(Device* device,
BindGroupStateTracker* bindingTracker,
CommandIterator* commands) {
auto* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
// TODO(enga@google.com): This currently allocates CPU heaps of arbitrarily chosen sizes
// This will not work if there are too many descriptors
bindingTracker->cbvSrvUavCPUDescriptorHeap = descriptorHeapAllocator->AllocateCPUHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 8192);
bindingTracker->samplerCPUDescriptorHeap =
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2048);
{
Command type;
PipelineLayout* lastLayout = nullptr;
while (commands->NextCommandId(&type)) {
switch (type) {
case Command::SetComputePipeline: {
SetComputePipelineCmd* cmd =
commands->NextCommand<SetComputePipelineCmd>();
PipelineLayout* layout = ToBackend(cmd->pipeline->GetLayout());
bindingTracker->TrackInheritedGroups(lastLayout, layout);
lastLayout = layout;
} break;
case Command::SetRenderPipeline: {
SetRenderPipelineCmd* cmd =
commands->NextCommand<SetRenderPipelineCmd>();
PipelineLayout* layout = ToBackend(cmd->pipeline->GetLayout());
bindingTracker->TrackInheritedGroups(lastLayout, layout);
lastLayout = layout;
} break;
case Command::SetBindGroup: {
SetBindGroupCmd* cmd = commands->NextCommand<SetBindGroupCmd>();
BindGroup* group = ToBackend(cmd->group.Get());
bindingTracker->TrackSetBindGroup(group, cmd->index);
} break;
default:
SkipCommand(commands, type);
}
}
commands->Reset();
}
if (bindingTracker->cbvSrvUavDescriptorIndex > 0) {
// Allocate a GPU-visible heap and copy from the CPU-only heap to the GPU-visible
// heap
bindingTracker->cbvSrvUavGPUDescriptorHeap =
descriptorHeapAllocator->AllocateGPUHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
bindingTracker->cbvSrvUavDescriptorIndex);
device->GetD3D12Device()->CopyDescriptorsSimple(
bindingTracker->cbvSrvUavDescriptorIndex,
bindingTracker->cbvSrvUavGPUDescriptorHeap.GetCPUHandle(0),
bindingTracker->cbvSrvUavCPUDescriptorHeap.GetCPUHandle(0),
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}
if (bindingTracker->samplerDescriptorIndex > 0) {
bindingTracker->samplerGPUDescriptorHeap = descriptorHeapAllocator->AllocateGPUHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, bindingTracker->samplerDescriptorIndex);
device->GetD3D12Device()->CopyDescriptorsSimple(
bindingTracker->samplerDescriptorIndex,
bindingTracker->samplerGPUDescriptorHeap.GetCPUHandle(0),
bindingTracker->samplerCPUDescriptorHeap.GetCPUHandle(0),
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
}
}
} // anonymous namespace
CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
: CommandBufferBase(builder),
mCommands(builder->AcquireCommands()),
mPassResourceUsages(builder->AcquirePassResourceUsage()) {
}
CommandBuffer::~CommandBuffer() {
FreeCommands(&mCommands);
}
void CommandBuffer::RecordCommands(ComPtr<ID3D12GraphicsCommandList> commandList) {
Device* device = ToBackend(GetDevice());
BindGroupStateTracker bindingTracker(device);
// Precompute the allocation of bindgroups in descriptor heaps
// TODO(cwallez@chromium.org): Iterating over all the commands here is inefficient. We
// should have a system where commands and descriptors are recorded in parallel then the
// heaps set using a small CommandList inserted just before the main CommandList.
{
AllocateAndSetDescriptorHeaps(device, &bindingTracker, &mCommands);
bindingTracker.Reset();
ID3D12DescriptorHeap* descriptorHeaps[2] = {
bindingTracker.cbvSrvUavGPUDescriptorHeap.Get(),
bindingTracker.samplerGPUDescriptorHeap.Get()};
if (descriptorHeaps[0] && descriptorHeaps[1]) {
commandList->SetDescriptorHeaps(2, descriptorHeaps);
} else if (descriptorHeaps[0]) {
commandList->SetDescriptorHeaps(1, descriptorHeaps);
} else if (descriptorHeaps[1]) {
commandList->SetDescriptorHeaps(1, &descriptorHeaps[1]);
}
}
// Records the necessary barriers for the resource usage pre-computed by the frontend
auto TransitionForPass = [](ComPtr<ID3D12GraphicsCommandList> commandList,
const PassResourceUsage& usages) {
for (size_t i = 0; i < usages.buffers.size(); ++i) {
Buffer* buffer = ToBackend(usages.buffers[i]);
buffer->TransitionUsageNow(commandList, usages.bufferUsages[i]);
}
for (size_t i = 0; i < usages.textures.size(); ++i) {
Texture* texture = ToBackend(usages.textures[i]);
texture->TransitionUsageNow(commandList, usages.textureUsages[i]);
}
};
uint32_t nextPassNumber = 0;
Command type;
while (mCommands.NextCommandId(&type)) {
switch (type) {
case Command::BeginComputePass: {
mCommands.NextCommand<BeginComputePassCmd>();
TransitionForPass(commandList, mPassResourceUsages[nextPassNumber]);
bindingTracker.SetInComputePass(true);
RecordComputePass(commandList, &bindingTracker);
nextPassNumber++;
} break;
case Command::BeginRenderPass: {
BeginRenderPassCmd* beginRenderPassCmd =
mCommands.NextCommand<BeginRenderPassCmd>();
TransitionForPass(commandList, mPassResourceUsages[nextPassNumber]);
bindingTracker.SetInComputePass(false);
RecordRenderPass(commandList, &bindingTracker,
ToBackend(beginRenderPassCmd->info.Get()));
nextPassNumber++;
} break;
case Command::CopyBufferToBuffer: {
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
Buffer* srcBuffer = ToBackend(copy->source.buffer.Get());
Buffer* dstBuffer = ToBackend(copy->destination.buffer.Get());
srcBuffer->TransitionUsageNow(commandList, dawn::BufferUsageBit::TransferSrc);
dstBuffer->TransitionUsageNow(commandList, dawn::BufferUsageBit::TransferDst);
commandList->CopyBufferRegion(
dstBuffer->GetD3D12Resource().Get(), copy->destination.offset,
srcBuffer->GetD3D12Resource().Get(), copy->source.offset, copy->size);
} break;
case Command::CopyBufferToTexture: {
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
Buffer* buffer = ToBackend(copy->source.buffer.Get());
Texture* texture = ToBackend(copy->destination.texture.Get());
buffer->TransitionUsageNow(commandList, dawn::BufferUsageBit::TransferSrc);
texture->TransitionUsageNow(commandList, dawn::TextureUsageBit::TransferDst);
auto copySplit = ComputeTextureCopySplit(
copy->destination.x, copy->destination.y, copy->destination.z,
copy->destination.width, copy->destination.height, copy->destination.depth,
static_cast<uint32_t>(TextureFormatPixelSize(texture->GetFormat())),
copy->source.offset, copy->rowPitch);
D3D12_TEXTURE_COPY_LOCATION textureLocation;
textureLocation.pResource = texture->GetD3D12Resource();
textureLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
textureLocation.SubresourceIndex =
texture->GetNumMipLevels() * copy->destination.slice +
copy->destination.level;
for (uint32_t i = 0; i < copySplit.count; ++i) {
auto& info = copySplit.copies[i];
D3D12_TEXTURE_COPY_LOCATION bufferLocation;
bufferLocation.pResource = buffer->GetD3D12Resource().Get();
bufferLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
bufferLocation.PlacedFootprint.Offset = copySplit.offset;
bufferLocation.PlacedFootprint.Footprint.Format = texture->GetD3D12Format();
bufferLocation.PlacedFootprint.Footprint.Width = info.bufferSize.width;
bufferLocation.PlacedFootprint.Footprint.Height = info.bufferSize.height;
bufferLocation.PlacedFootprint.Footprint.Depth = info.bufferSize.depth;
bufferLocation.PlacedFootprint.Footprint.RowPitch = copy->rowPitch;
D3D12_BOX sourceRegion;
sourceRegion.left = info.bufferOffset.x;
sourceRegion.top = info.bufferOffset.y;
sourceRegion.front = info.bufferOffset.z;
sourceRegion.right = info.bufferOffset.x + info.copySize.width;
sourceRegion.bottom = info.bufferOffset.y + info.copySize.height;
sourceRegion.back = info.bufferOffset.z + info.copySize.depth;
commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x,
info.textureOffset.y, info.textureOffset.z,
&bufferLocation, &sourceRegion);
}
} break;
case Command::CopyTextureToBuffer: {
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
Texture* texture = ToBackend(copy->source.texture.Get());
Buffer* buffer = ToBackend(copy->destination.buffer.Get());
texture->TransitionUsageNow(commandList, dawn::TextureUsageBit::TransferSrc);
buffer->TransitionUsageNow(commandList, dawn::BufferUsageBit::TransferDst);
auto copySplit = ComputeTextureCopySplit(
copy->source.x, copy->source.y, copy->source.z, copy->source.width,
copy->source.height, copy->source.depth,
static_cast<uint32_t>(TextureFormatPixelSize(texture->GetFormat())),
copy->destination.offset, copy->rowPitch);
D3D12_TEXTURE_COPY_LOCATION textureLocation;
textureLocation.pResource = texture->GetD3D12Resource();
textureLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
textureLocation.SubresourceIndex =
texture->GetNumMipLevels() * copy->source.slice + copy->source.level;
for (uint32_t i = 0; i < copySplit.count; ++i) {
auto& info = copySplit.copies[i];
D3D12_TEXTURE_COPY_LOCATION bufferLocation;
bufferLocation.pResource = buffer->GetD3D12Resource().Get();
bufferLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
bufferLocation.PlacedFootprint.Offset = copySplit.offset;
bufferLocation.PlacedFootprint.Footprint.Format = texture->GetD3D12Format();
bufferLocation.PlacedFootprint.Footprint.Width = info.bufferSize.width;
bufferLocation.PlacedFootprint.Footprint.Height = info.bufferSize.height;
bufferLocation.PlacedFootprint.Footprint.Depth = info.bufferSize.depth;
bufferLocation.PlacedFootprint.Footprint.RowPitch = copy->rowPitch;
D3D12_BOX sourceRegion;
sourceRegion.left = info.textureOffset.x;
sourceRegion.top = info.textureOffset.y;
sourceRegion.front = info.textureOffset.z;
sourceRegion.right = info.textureOffset.x + info.copySize.width;
sourceRegion.bottom = info.textureOffset.y + info.copySize.height;
sourceRegion.back = info.textureOffset.z + info.copySize.depth;
commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x,
info.bufferOffset.y, info.bufferOffset.z,
&textureLocation, &sourceRegion);
}
} break;
default: { UNREACHABLE(); } break;
}
}
}
void CommandBuffer::RecordComputePass(ComPtr<ID3D12GraphicsCommandList> commandList,
BindGroupStateTracker* bindingTracker) {
PipelineLayout* lastLayout = nullptr;
Command type;
while (mCommands.NextCommandId(&type)) {
switch (type) {
case Command::Dispatch: {
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z);
} break;
case Command::EndComputePass: {
mCommands.NextCommand<EndComputePassCmd>();
return;
} break;
case Command::SetComputePipeline: {
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
ComputePipeline* pipeline = ToBackend(cmd->pipeline).Get();
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
commandList->SetComputeRootSignature(layout->GetRootSignature().Get());
commandList->SetPipelineState(pipeline->GetPipelineState().Get());
bindingTracker->SetInheritedBindGroups(commandList, lastLayout, layout);
lastLayout = layout;
} break;
case Command::SetBindGroup: {
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
BindGroup* group = ToBackend(cmd->group.Get());
bindingTracker->SetBindGroup(commandList, lastLayout, group, cmd->index);
} break;
default: { UNREACHABLE(); } break;
}
}
}
void CommandBuffer::RecordRenderPass(ComPtr<ID3D12GraphicsCommandList> commandList,
BindGroupStateTracker* bindingTracker,
RenderPassDescriptor* renderPass) {
// Clear framebuffer attachments as needed and transition to render target
{
for (uint32_t i : IterateBitSet(renderPass->GetColorAttachmentMask())) {
auto& attachmentInfo = renderPass->GetColorAttachment(i);
// Load op - color
if (attachmentInfo.loadOp == dawn::LoadOp::Clear) {
D3D12_CPU_DESCRIPTOR_HANDLE handle = renderPass->GetRTVDescriptor(i);
commandList->ClearRenderTargetView(handle, attachmentInfo.clearColor.data(), 0,
nullptr);
}
}
if (renderPass->HasDepthStencilAttachment()) {
auto& attachmentInfo = renderPass->GetDepthStencilAttachment();
Texture* texture = ToBackend(attachmentInfo.view->GetTexture());
// Load op - depth/stencil
bool doDepthClear = TextureFormatHasDepth(texture->GetFormat()) &&
(attachmentInfo.depthLoadOp == dawn::LoadOp::Clear);
bool doStencilClear = TextureFormatHasStencil(texture->GetFormat()) &&
(attachmentInfo.stencilLoadOp == dawn::LoadOp::Clear);
D3D12_CLEAR_FLAGS clearFlags = {};
if (doDepthClear) {
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
}
if (doStencilClear) {
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
}
if (clearFlags) {
auto handle = renderPass->GetDSVDescriptor();
// TODO(kainino@chromium.org): investigate: should the Dawn clear
// stencil type be uint8_t?
uint8_t clearStencil = static_cast<uint8_t>(attachmentInfo.clearStencil);
commandList->ClearDepthStencilView(
handle, clearFlags, attachmentInfo.clearDepth, clearStencil, 0, nullptr);
}
}
}
// Set up render targets
{
RenderPassDescriptor::OMSetRenderTargetArgs args =
renderPass->GetSubpassOMSetRenderTargetArgs();
if (args.dsv.ptr) {
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE, &args.dsv);
} else {
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE, nullptr);
}
}
// Set up default dynamic state
{
uint32_t width = renderPass->GetWidth();
uint32_t height = renderPass->GetHeight();
D3D12_VIEWPORT viewport = {
0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f};
D3D12_RECT scissorRect = {0, 0, static_cast<long>(width), static_cast<long>(height)};
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
static constexpr std::array<float, 4> defaultBlendFactor = {0, 0, 0, 0};
commandList->OMSetBlendFactor(&defaultBlendFactor[0]);
}
RenderPipeline* lastPipeline = nullptr;
PipelineLayout* lastLayout = nullptr;
Command type;
while (mCommands.NextCommandId(&type)) {
switch (type) {
case Command::EndRenderPass: {
mCommands.NextCommand<EndRenderPassCmd>();
return;
} break;
case Command::DrawArrays: {
DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
draw->firstVertex, draw->firstInstance);
} break;
case Command::DrawElements: {
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
draw->firstIndex, 0, draw->firstInstance);
} break;
case Command::SetRenderPipeline: {
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
commandList->SetGraphicsRootSignature(layout->GetRootSignature().Get());
commandList->SetPipelineState(pipeline->GetPipelineState().Get());
commandList->IASetPrimitiveTopology(pipeline->GetD3D12PrimitiveTopology());
bindingTracker->SetInheritedBindGroups(commandList, lastLayout, layout);
lastPipeline = pipeline;
lastLayout = layout;
} break;
case Command::SetStencilReference: {
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
commandList->OMSetStencilRef(cmd->reference);
} break;
case Command::SetScissorRect: {
SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>();
D3D12_RECT rect;
rect.left = cmd->x;
rect.top = cmd->y;
rect.right = cmd->x + cmd->width;
rect.bottom = cmd->y + cmd->height;
commandList->RSSetScissorRects(1, &rect);
} break;
case Command::SetBlendColor: {
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
commandList->OMSetBlendFactor(static_cast<const FLOAT*>(&cmd->r));
} break;
case Command::SetBindGroup: {
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
BindGroup* group = ToBackend(cmd->group.Get());
bindingTracker->SetBindGroup(commandList, lastLayout, group, cmd->index);
} break;
case Command::SetIndexBuffer: {
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
Buffer* buffer = ToBackend(cmd->buffer.Get());
D3D12_INDEX_BUFFER_VIEW bufferView;
bufferView.BufferLocation = buffer->GetVA() + cmd->offset;
bufferView.SizeInBytes = buffer->GetSize() - cmd->offset;
// TODO(cwallez@chromium.org): Make index buffers lazily applied, right now
// this will break if the pipeline is changed for one with a different index
// format after SetIndexBuffer
bufferView.Format = DXGIIndexFormat(lastPipeline->GetIndexFormat());
commandList->IASetIndexBuffer(&bufferView);
} break;
case Command::SetVertexBuffers: {
SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>();
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
auto offsets = mCommands.NextData<uint32_t>(cmd->count);
auto inputState = ToBackend(lastPipeline->GetInputState());
std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexInputs> d3d12BufferViews;
for (uint32_t i = 0; i < cmd->count; ++i) {
auto input = inputState->GetInput(cmd->startSlot + i);
Buffer* buffer = ToBackend(buffers[i].Get());
d3d12BufferViews[i].BufferLocation = buffer->GetVA() + offsets[i];
d3d12BufferViews[i].StrideInBytes = input.stride;
d3d12BufferViews[i].SizeInBytes = buffer->GetSize() - offsets[i];
}
commandList->IASetVertexBuffers(cmd->startSlot, cmd->count,
d3d12BufferViews.data());
} break;
default: { UNREACHABLE(); } break;
}
}
}
}} // namespace dawn_native::d3d12