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// 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/ComputePipelineD3D12.h"
#include <memory>
#include <utility>
#include "dawn/native/CreatePipelineAsyncTask.h"
#include "dawn/native/d3d12/BlobD3D12.h"
#include "dawn/native/d3d12/D3D12Error.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
#include "dawn/native/d3d12/PipelineLayoutD3D12.h"
#include "dawn/native/d3d12/PlatformFunctions.h"
#include "dawn/native/d3d12/ShaderModuleD3D12.h"
#include "dawn/native/d3d12/UtilsD3D12.h"
namespace dawn::native::d3d12 {
Ref<ComputePipeline> ComputePipeline::CreateUninitialized(
Device* device,
const ComputePipelineDescriptor* descriptor) {
return AcquireRef(new ComputePipeline(device, descriptor));
}
MaybeError ComputePipeline::Initialize() {
Device* device = ToBackend(GetDevice());
uint32_t compileFlags = 0;
if (!device->IsToggleEnabled(Toggle::UseDXC) &&
!device->IsToggleEnabled(Toggle::FxcOptimizations)) {
compileFlags |= D3DCOMPILE_OPTIMIZATION_LEVEL0;
}
if (device->IsToggleEnabled(Toggle::EmitHLSLDebugSymbols)) {
compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
}
// SPRIV-cross does matrix multiplication expecting row major matrices
compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
const ProgrammableStage& computeStage = GetStage(SingleShaderStage::Compute);
ShaderModule* module = ToBackend(computeStage.module.Get());
D3D12_COMPUTE_PIPELINE_STATE_DESC d3dDesc = {};
d3dDesc.pRootSignature = ToBackend(GetLayout())->GetRootSignature();
// TODO(dawn:549): Compile shader everytime before we implement compiled shader cache
CompiledShader compiledShader;
DAWN_TRY_ASSIGN(compiledShader, module->Compile(computeStage, SingleShaderStage::Compute,
ToBackend(GetLayout()), compileFlags));
d3dDesc.CS = compiledShader.GetD3D12ShaderBytecode();
StreamIn(&mCacheKey, d3dDesc, ToBackend(GetLayout())->GetRootSignatureBlob());
// Try to see if we have anything in the blob cache.
Blob blob = device->LoadCachedBlob(GetCacheKey());
const bool cacheHit = !blob.Empty();
if (cacheHit) {
// Cache hits, attach cached blob to descriptor.
d3dDesc.CachedPSO.pCachedBlob = blob.Data();
d3dDesc.CachedPSO.CachedBlobSizeInBytes = blob.Size();
}
auto* d3d12Device = device->GetD3D12Device();
DAWN_TRY(CheckHRESULT(
d3d12Device->CreateComputePipelineState(&d3dDesc, IID_PPV_ARGS(&mPipelineState)),
"D3D12 creating pipeline state"));
if (!cacheHit) {
// Cache misses, need to get pipeline cached blob and store.
ComPtr<ID3DBlob> d3dBlob;
DAWN_TRY(CheckHRESULT(GetPipelineState()->GetCachedBlob(&d3dBlob),
"D3D12 compute pipeline state get cached blob"));
device->StoreCachedBlob(GetCacheKey(), CreateBlob(std::move(d3dBlob)));
}
SetLabelImpl();
return {};
}
ComputePipeline::~ComputePipeline() = default;
void ComputePipeline::DestroyImpl() {
ComputePipelineBase::DestroyImpl();
ToBackend(GetDevice())->ReferenceUntilUnused(mPipelineState);
}
ID3D12PipelineState* ComputePipeline::GetPipelineState() const {
return mPipelineState.Get();
}
void ComputePipeline::SetLabelImpl() {
SetDebugName(ToBackend(GetDevice()), GetPipelineState(), "Dawn_ComputePipeline", GetLabel());
}
void ComputePipeline::InitializeAsync(Ref<ComputePipelineBase> computePipeline,
WGPUCreateComputePipelineAsyncCallback callback,
void* userdata) {
std::unique_ptr<CreateComputePipelineAsyncTask> asyncTask =
std::make_unique<CreateComputePipelineAsyncTask>(std::move(computePipeline), callback,
userdata);
CreateComputePipelineAsyncTask::RunAsync(std::move(asyncTask));
}
bool ComputePipeline::UsesNumWorkgroups() const {
return GetStage(SingleShaderStage::Compute).metadata->usesNumWorkgroups;
}
ComPtr<ID3D12CommandSignature> ComputePipeline::GetDispatchIndirectCommandSignature() {
if (UsesNumWorkgroups()) {
return ToBackend(GetLayout())->GetDispatchIndirectCommandSignatureWithNumWorkgroups();
}
return ToBackend(GetDevice())->GetDispatchIndirectSignature();
}
} // namespace dawn::native::d3d12