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// Copyright 2017 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/d3d12/RenderPipelineD3D12.h"
#include <d3dcompiler.h>
#include <memory>
#include <utility>
#include "dawn/common/Assert.h"
#include "dawn/common/Log.h"
#include "dawn/native/CreatePipelineAsyncTask.h"
#include "dawn/native/d3d/BlobD3D.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
#include "dawn/native/d3d12/PipelineLayoutD3D12.h"
#include "dawn/native/d3d12/PlatformFunctionsD3D12.h"
#include "dawn/native/d3d12/ShaderModuleD3D12.h"
#include "dawn/native/d3d12/TextureD3D12.h"
#include "dawn/native/d3d12/UtilsD3D12.h"
#include "dawn/platform/metrics/HistogramMacros.h"
namespace dawn::native::d3d12 {
namespace {
D3D12_INPUT_CLASSIFICATION VertexStepModeFunction(wgpu::VertexStepMode mode) {
switch (mode) {
case wgpu::VertexStepMode::Vertex:
return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
case wgpu::VertexStepMode::Instance:
return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
case wgpu::VertexStepMode::VertexBufferNotUsed:
case wgpu::VertexStepMode::Undefined:
break;
}
DAWN_UNREACHABLE();
}
D3D12_PRIMITIVE_TOPOLOGY D3D12PrimitiveTopology(wgpu::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case wgpu::PrimitiveTopology::PointList:
return D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
case wgpu::PrimitiveTopology::LineList:
return D3D_PRIMITIVE_TOPOLOGY_LINELIST;
case wgpu::PrimitiveTopology::LineStrip:
return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
case wgpu::PrimitiveTopology::TriangleList:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case wgpu::PrimitiveTopology::TriangleStrip:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
case wgpu::PrimitiveTopology::Undefined:
break;
}
DAWN_UNREACHABLE();
}
D3D12_PRIMITIVE_TOPOLOGY_TYPE D3D12PrimitiveTopologyType(
wgpu::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case wgpu::PrimitiveTopology::PointList:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
case wgpu::PrimitiveTopology::LineList:
case wgpu::PrimitiveTopology::LineStrip:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
case wgpu::PrimitiveTopology::TriangleList:
case wgpu::PrimitiveTopology::TriangleStrip:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
case wgpu::PrimitiveTopology::Undefined:
break;
}
DAWN_UNREACHABLE();
}
D3D12_CULL_MODE D3D12CullMode(wgpu::CullMode mode) {
switch (mode) {
case wgpu::CullMode::None:
return D3D12_CULL_MODE_NONE;
case wgpu::CullMode::Front:
return D3D12_CULL_MODE_FRONT;
case wgpu::CullMode::Back:
return D3D12_CULL_MODE_BACK;
case wgpu::CullMode::Undefined:
break;
}
DAWN_UNREACHABLE();
}
D3D12_BLEND D3D12Blend(wgpu::BlendFactor factor) {
switch (factor) {
case wgpu::BlendFactor::Zero:
return D3D12_BLEND_ZERO;
case wgpu::BlendFactor::One:
return D3D12_BLEND_ONE;
case wgpu::BlendFactor::Src:
return D3D12_BLEND_SRC_COLOR;
case wgpu::BlendFactor::OneMinusSrc:
return D3D12_BLEND_INV_SRC_COLOR;
case wgpu::BlendFactor::SrcAlpha:
return D3D12_BLEND_SRC_ALPHA;
case wgpu::BlendFactor::OneMinusSrcAlpha:
return D3D12_BLEND_INV_SRC_ALPHA;
case wgpu::BlendFactor::Dst:
return D3D12_BLEND_DEST_COLOR;
case wgpu::BlendFactor::OneMinusDst:
return D3D12_BLEND_INV_DEST_COLOR;
case wgpu::BlendFactor::DstAlpha:
return D3D12_BLEND_DEST_ALPHA;
case wgpu::BlendFactor::OneMinusDstAlpha:
return D3D12_BLEND_INV_DEST_ALPHA;
case wgpu::BlendFactor::SrcAlphaSaturated:
return D3D12_BLEND_SRC_ALPHA_SAT;
case wgpu::BlendFactor::Constant:
return D3D12_BLEND_BLEND_FACTOR;
case wgpu::BlendFactor::OneMinusConstant:
return D3D12_BLEND_INV_BLEND_FACTOR;
case wgpu::BlendFactor::Src1:
return D3D12_BLEND_SRC1_COLOR;
case wgpu::BlendFactor::OneMinusSrc1:
return D3D12_BLEND_INV_SRC1_COLOR;
case wgpu::BlendFactor::Src1Alpha:
return D3D12_BLEND_SRC1_ALPHA;
case wgpu::BlendFactor::OneMinusSrc1Alpha:
return D3D12_BLEND_INV_SRC1_ALPHA;
case wgpu::BlendFactor::Undefined:
break;
}
DAWN_UNREACHABLE();
}
// When a blend factor is defined for the alpha channel, any of the factors that don't
// explicitly state that they apply to alpha should be treated as their explicitly-alpha
// equivalents. See: https://github.com/gpuweb/gpuweb/issues/65
D3D12_BLEND D3D12AlphaBlend(wgpu::BlendFactor factor) {
switch (factor) {
case wgpu::BlendFactor::Src:
return D3D12_BLEND_SRC_ALPHA;
case wgpu::BlendFactor::OneMinusSrc:
return D3D12_BLEND_INV_SRC_ALPHA;
case wgpu::BlendFactor::Dst:
return D3D12_BLEND_DEST_ALPHA;
case wgpu::BlendFactor::OneMinusDst:
return D3D12_BLEND_INV_DEST_ALPHA;
case wgpu::BlendFactor::Src1:
return D3D12_BLEND_SRC1_ALPHA;
case wgpu::BlendFactor::OneMinusSrc1:
return D3D12_BLEND_INV_SRC1_ALPHA;
// Other blend factors translate to the same D3D12 enum as the color blend factors.
default:
return D3D12Blend(factor);
}
}
D3D12_BLEND_OP D3D12BlendOperation(wgpu::BlendOperation operation) {
switch (operation) {
case wgpu::BlendOperation::Add:
return D3D12_BLEND_OP_ADD;
case wgpu::BlendOperation::Subtract:
return D3D12_BLEND_OP_SUBTRACT;
case wgpu::BlendOperation::ReverseSubtract:
return D3D12_BLEND_OP_REV_SUBTRACT;
case wgpu::BlendOperation::Min:
return D3D12_BLEND_OP_MIN;
case wgpu::BlendOperation::Max:
return D3D12_BLEND_OP_MAX;
case wgpu::BlendOperation::Undefined:
break;
}
DAWN_UNREACHABLE();
}
uint8_t D3D12RenderTargetWriteMask(wgpu::ColorWriteMask writeMask) {
static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Red) ==
D3D12_COLOR_WRITE_ENABLE_RED,
"ColorWriteMask values must match");
static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Green) ==
D3D12_COLOR_WRITE_ENABLE_GREEN,
"ColorWriteMask values must match");
static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Blue) ==
D3D12_COLOR_WRITE_ENABLE_BLUE,
"ColorWriteMask values must match");
static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Alpha) ==
D3D12_COLOR_WRITE_ENABLE_ALPHA,
"ColorWriteMask values must match");
return static_cast<uint8_t>(writeMask);
}
D3D12_RENDER_TARGET_BLEND_DESC ComputeColorDesc(const DeviceBase* device,
const ColorTargetState* state) {
D3D12_RENDER_TARGET_BLEND_DESC blendDesc = {};
blendDesc.BlendEnable = state->blend != nullptr;
if (blendDesc.BlendEnable) {
blendDesc.SrcBlend = D3D12Blend(state->blend->color.srcFactor);
if (device->GetValidInternalFormat(state->format).componentCount < 4 &&
blendDesc.SrcBlend == D3D12_BLEND_DEST_ALPHA) {
// According to the D3D SPEC, the default value for missing components in an element
// format is "0" for any component except A, which gets "1". So here
// D3D12_BLEND_DEST_ALPHA should have same effect as D3D12_BLEND_ONE.
// Note that this replacement can be an optimization as using D3D12_BLEND_ONE means the
// GPU hardware no longer needs to get pixels from the destination texture. It can also
// be served as a workaround against an Intel driver issue about alpha blending (see
// http://crbug.com/dawn/1579 for more details).
blendDesc.SrcBlend = D3D12_BLEND_ONE;
}
blendDesc.DestBlend = D3D12Blend(state->blend->color.dstFactor);
blendDesc.BlendOp = D3D12BlendOperation(state->blend->color.operation);
blendDesc.SrcBlendAlpha = D3D12AlphaBlend(state->blend->alpha.srcFactor);
blendDesc.DestBlendAlpha = D3D12AlphaBlend(state->blend->alpha.dstFactor);
blendDesc.BlendOpAlpha = D3D12BlendOperation(state->blend->alpha.operation);
if (device->IsToggleEnabled(
Toggle::D3D12ReplaceAddWithMinusWhenDstFactorIsZeroAndSrcFactorIsDstAlpha) &&
blendDesc.SrcBlend == D3D12_BLEND_DEST_ALPHA &&
blendDesc.SrcBlendAlpha == D3D12_BLEND_DEST_ALPHA &&
blendDesc.BlendOp == D3D12_BLEND_OP_ADD &&
blendDesc.BlendOpAlpha == D3D12_BLEND_OP_ADD &&
blendDesc.DestBlend == D3D12_BLEND_ZERO &&
blendDesc.DestBlendAlpha == D3D12_BLEND_ZERO) {
blendDesc.BlendOp = D3D12_BLEND_OP_SUBTRACT;
blendDesc.BlendOpAlpha = D3D12_BLEND_OP_SUBTRACT;
}
}
blendDesc.RenderTargetWriteMask = D3D12RenderTargetWriteMask(state->writeMask);
blendDesc.LogicOpEnable = false;
blendDesc.LogicOp = D3D12_LOGIC_OP_NOOP;
return blendDesc;
}
D3D12_STENCIL_OP StencilOp(wgpu::StencilOperation op) {
switch (op) {
case wgpu::StencilOperation::Keep:
return D3D12_STENCIL_OP_KEEP;
case wgpu::StencilOperation::Zero:
return D3D12_STENCIL_OP_ZERO;
case wgpu::StencilOperation::Replace:
return D3D12_STENCIL_OP_REPLACE;
case wgpu::StencilOperation::IncrementClamp:
return D3D12_STENCIL_OP_INCR_SAT;
case wgpu::StencilOperation::DecrementClamp:
return D3D12_STENCIL_OP_DECR_SAT;
case wgpu::StencilOperation::Invert:
return D3D12_STENCIL_OP_INVERT;
case wgpu::StencilOperation::IncrementWrap:
return D3D12_STENCIL_OP_INCR;
case wgpu::StencilOperation::DecrementWrap:
return D3D12_STENCIL_OP_DECR;
case wgpu::StencilOperation::Undefined:
break;
}
DAWN_UNREACHABLE();
}
D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(const StencilFaceState& descriptor) {
D3D12_DEPTH_STENCILOP_DESC desc = {};
desc.StencilFailOp = StencilOp(descriptor.failOp);
desc.StencilDepthFailOp = StencilOp(descriptor.depthFailOp);
desc.StencilPassOp = StencilOp(descriptor.passOp);
desc.StencilFunc = ToD3D12ComparisonFunc(descriptor.compare);
return desc;
}
D3D12_DEPTH_STENCIL_DESC ComputeDepthStencilDesc(const DepthStencilState* descriptor) {
D3D12_DEPTH_STENCIL_DESC depthStencilDescriptor = {};
depthStencilDescriptor.DepthEnable =
(descriptor->depthCompare == wgpu::CompareFunction::Always &&
!descriptor->depthWriteEnabled)
? FALSE
: TRUE;
depthStencilDescriptor.DepthWriteMask =
descriptor->depthWriteEnabled ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
depthStencilDescriptor.DepthFunc = ToD3D12ComparisonFunc(descriptor->depthCompare);
depthStencilDescriptor.StencilEnable = StencilTestEnabled(descriptor) ? TRUE : FALSE;
depthStencilDescriptor.StencilReadMask = static_cast<UINT8>(descriptor->stencilReadMask);
depthStencilDescriptor.StencilWriteMask = static_cast<UINT8>(descriptor->stencilWriteMask);
depthStencilDescriptor.FrontFace = StencilOpDesc(descriptor->stencilFront);
depthStencilDescriptor.BackFace = StencilOpDesc(descriptor->stencilBack);
return depthStencilDescriptor;
}
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE ComputeIndexBufferStripCutValue(
wgpu::PrimitiveTopology primitiveTopology,
wgpu::IndexFormat indexFormat) {
if (primitiveTopology != wgpu::PrimitiveTopology::TriangleStrip &&
primitiveTopology != wgpu::PrimitiveTopology::LineStrip) {
return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
}
switch (indexFormat) {
case wgpu::IndexFormat::Uint16:
return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
case wgpu::IndexFormat::Uint32:
return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF;
case wgpu::IndexFormat::Undefined:
return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
}
}
} // anonymous namespace
Ref<RenderPipeline> RenderPipeline::CreateUninitialized(
Device* device,
const UnpackedPtr<RenderPipelineDescriptor>& descriptor) {
return AcquireRef(new RenderPipeline(device, descriptor));
}
MaybeError RenderPipeline::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;
}
// Tint does matrix multiplication expecting row major matrices
compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
if (!device->IsToggleEnabled(Toggle::D3DDisableIEEEStrictness)) {
compileFlags |= D3DCOMPILE_IEEE_STRICTNESS;
}
D3D12_GRAPHICS_PIPELINE_STATE_DESC descriptorD3D12 = {};
PerStage<D3D12_SHADER_BYTECODE*> shaders;
shaders[SingleShaderStage::Vertex] = &descriptorD3D12.VS;
shaders[SingleShaderStage::Fragment] = &descriptorD3D12.PS;
PerStage<d3d::CompiledShader> compiledShader;
std::optional<dawn::native::d3d::InterStageShaderVariablesMask> usedInterstageVariables;
dawn::native::EntryPointMetadata fragmentEntryPoint;
if (GetStageMask() & wgpu::ShaderStage::Fragment) {
// Now that only fragment shader can have interstage inputs.
const ProgrammableStage& programmableStage = GetStage(SingleShaderStage::Fragment);
fragmentEntryPoint = programmableStage.module->GetEntryPoint(programmableStage.entryPoint);
usedInterstageVariables = dawn::native::d3d::ToInterStageShaderVariablesMask(
fragmentEntryPoint.usedInterStageVariables);
}
for (auto stage : IterateStages(GetStageMask())) {
const ProgrammableStage& programmableStage = GetStage(stage);
DAWN_TRY_ASSIGN(compiledShader[stage],
ToBackend(programmableStage.module)
->Compile(programmableStage, stage, ToBackend(GetLayout()),
compileFlags, usedInterstageVariables));
*shaders[stage] = {compiledShader[stage].shaderBlob.Data(),
compiledShader[stage].shaderBlob.Size()};
}
mUsesVertexOrInstanceIndex = compiledShader[SingleShaderStage::Vertex].usesVertexIndex ||
compiledShader[SingleShaderStage::Vertex].usesInstanceIndex;
PipelineLayout* layout = ToBackend(GetLayout());
descriptorD3D12.pRootSignature = layout->GetRootSignature();
// D3D12 logs warnings if any empty input state is used
std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes> inputElementDescriptors;
if (GetAttributeLocationsUsed().any()) {
descriptorD3D12.InputLayout = ComputeInputLayout(&inputElementDescriptors);
}
descriptorD3D12.IBStripCutValue =
ComputeIndexBufferStripCutValue(GetPrimitiveTopology(), GetStripIndexFormat());
descriptorD3D12.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
descriptorD3D12.RasterizerState.CullMode = D3D12CullMode(GetCullMode());
descriptorD3D12.RasterizerState.FrontCounterClockwise =
(GetFrontFace() == wgpu::FrontFace::CCW) ? TRUE : FALSE;
descriptorD3D12.RasterizerState.DepthBias = GetDepthBias();
descriptorD3D12.RasterizerState.DepthBiasClamp = GetDepthBiasClamp();
descriptorD3D12.RasterizerState.SlopeScaledDepthBias = GetDepthBiasSlopeScale();
descriptorD3D12.RasterizerState.DepthClipEnable = !HasUnclippedDepth();
descriptorD3D12.RasterizerState.MultisampleEnable = (GetSampleCount() > 1) ? TRUE : FALSE;
descriptorD3D12.RasterizerState.AntialiasedLineEnable = FALSE;
descriptorD3D12.RasterizerState.ForcedSampleCount = 0;
descriptorD3D12.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
if (HasDepthStencilAttachment()) {
descriptorD3D12.DSVFormat = d3d::DXGITextureFormat(GetDepthStencilFormat());
}
static_assert(kMaxColorAttachments == 8);
for (uint8_t i = 0; i < kMaxColorAttachments; i++) {
descriptorD3D12.RTVFormats[i] = DXGI_FORMAT_UNKNOWN;
descriptorD3D12.BlendState.RenderTarget[i].LogicOp = D3D12_LOGIC_OP_NOOP;
}
auto highestColorAttachmentIndexPlusOne = GetHighestBitIndexPlusOne(GetColorAttachmentsMask());
for (auto i : IterateBitSet(GetColorAttachmentsMask())) {
descriptorD3D12.RTVFormats[static_cast<uint8_t>(i)] =
d3d::DXGITextureFormat(GetColorAttachmentFormat(i));
descriptorD3D12.BlendState.RenderTarget[static_cast<uint8_t>(i)] =
ComputeColorDesc(device, GetColorTargetState(i));
}
DAWN_ASSERT(highestColorAttachmentIndexPlusOne <= kMaxColorAttachmentsTyped);
descriptorD3D12.NumRenderTargets = static_cast<uint8_t>(highestColorAttachmentIndexPlusOne);
descriptorD3D12.BlendState.AlphaToCoverageEnable = IsAlphaToCoverageEnabled();
descriptorD3D12.BlendState.IndependentBlendEnable = TRUE;
descriptorD3D12.DepthStencilState = ComputeDepthStencilDesc(GetDepthStencilState());
descriptorD3D12.SampleMask = GetSampleMask();
descriptorD3D12.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());
descriptorD3D12.SampleDesc.Count = GetSampleCount();
descriptorD3D12.SampleDesc.Quality = 0;
mD3d12PrimitiveTopology = D3D12PrimitiveTopology(GetPrimitiveTopology());
StreamIn(&mCacheKey, descriptorD3D12, *layout->GetRootSignatureBlob());
// Try to see if we have anything in the blob cache.
Blob blob = device->LoadCachedBlob(GetCacheKey());
bool cacheHit = !blob.Empty();
if (cacheHit) {
// Cache hits, attach cached blob to descriptor.
descriptorD3D12.CachedPSO.pCachedBlob = blob.Data();
descriptorD3D12.CachedPSO.CachedBlobSizeInBytes = blob.Size();
}
// We don't use the scoped cache histogram counters for the cache hit here so that we can
// condition on whether it fails appropriately.
auto* d3d12Device = device->GetD3D12Device();
platform::metrics::DawnHistogramTimer cacheTimer(device->GetPlatform());
HRESULT result =
d3d12Device->CreateGraphicsPipelineState(&descriptorD3D12, IID_PPV_ARGS(&mPipelineState));
if (cacheHit && result == D3D12_ERROR_DRIVER_VERSION_MISMATCH) {
// See dawn:1878 where it is possible for the PSO creation to fail with this error.
cacheHit = false;
descriptorD3D12.CachedPSO.pCachedBlob = nullptr;
descriptorD3D12.CachedPSO.CachedBlobSizeInBytes = 0;
cacheTimer.Reset();
result = d3d12Device->CreateGraphicsPipelineState(&descriptorD3D12,
IID_PPV_ARGS(&mPipelineState));
}
DAWN_TRY(CheckHRESULT(result, "D3D12 create graphics pipeline state"));
if (!cacheHit) {
// Cache misses, need to get pipeline cached blob and store.
cacheTimer.RecordMicroseconds("D3D12.CreateGraphicsPipelineState.CacheMiss");
ComPtr<ID3DBlob> d3dBlob;
DAWN_TRY(CheckHRESULT(GetPipelineState()->GetCachedBlob(&d3dBlob),
"D3D12 render pipeline state get cached blob"));
device->StoreCachedBlob(GetCacheKey(), CreateBlob(std::move(d3dBlob)));
} else {
cacheTimer.RecordMicroseconds("D3D12.CreateGraphicsPipelineState.CacheHit");
}
SetLabelImpl();
return {};
}
RenderPipeline::~RenderPipeline() = default;
void RenderPipeline::DestroyImpl() {
RenderPipelineBase::DestroyImpl();
ToBackend(GetDevice())->ReferenceUntilUnused(mPipelineState);
}
D3D12_PRIMITIVE_TOPOLOGY RenderPipeline::GetD3D12PrimitiveTopology() const {
return mD3d12PrimitiveTopology;
}
ID3D12PipelineState* RenderPipeline::GetPipelineState() const {
return mPipelineState.Get();
}
bool RenderPipeline::UsesVertexOrInstanceIndex() const {
return mUsesVertexOrInstanceIndex;
}
void RenderPipeline::SetLabelImpl() {
SetDebugName(ToBackend(GetDevice()), GetPipelineState(), "Dawn_RenderPipeline", GetLabel());
}
ComPtr<ID3D12CommandSignature> RenderPipeline::GetDrawIndirectCommandSignature() {
if (mUsesVertexOrInstanceIndex) {
return ToBackend(GetLayout())->GetDrawIndirectCommandSignatureWithInstanceVertexOffsets();
}
return ToBackend(GetDevice())->GetDrawIndirectSignature();
}
ComPtr<ID3D12CommandSignature> RenderPipeline::GetDrawIndexedIndirectCommandSignature() {
if (mUsesVertexOrInstanceIndex) {
return ToBackend(GetLayout())
->GetDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets();
}
return ToBackend(GetDevice())->GetDrawIndexedIndirectSignature();
}
D3D12_INPUT_LAYOUT_DESC RenderPipeline::ComputeInputLayout(
std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes>* inputElementDescriptors) {
unsigned int count = 0;
for (VertexAttributeLocation loc : IterateBitSet(GetAttributeLocationsUsed())) {
D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = (*inputElementDescriptors)[count++];
const VertexAttributeInfo& attribute = GetAttribute(loc);
// If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the
// SemanticIndex N
inputElementDescriptor.SemanticName = "TEXCOORD";
inputElementDescriptor.SemanticIndex = static_cast<uint8_t>(loc);
inputElementDescriptor.Format = d3d::DXGIVertexFormat(attribute.format);
inputElementDescriptor.InputSlot = static_cast<uint8_t>(attribute.vertexBufferSlot);
const VertexBufferInfo& input = GetVertexBuffer(attribute.vertexBufferSlot);
inputElementDescriptor.AlignedByteOffset = attribute.offset;
inputElementDescriptor.InputSlotClass = VertexStepModeFunction(input.stepMode);
if (inputElementDescriptor.InputSlotClass == D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA) {
inputElementDescriptor.InstanceDataStepRate = 0;
} else {
inputElementDescriptor.InstanceDataStepRate = 1;
}
}
D3D12_INPUT_LAYOUT_DESC inputLayoutDescriptor;
inputLayoutDescriptor.pInputElementDescs = &(*inputElementDescriptors)[0];
inputLayoutDescriptor.NumElements = count;
return inputLayoutDescriptor;
}
void RenderPipeline::InitializeAsync(Ref<RenderPipelineBase> renderPipeline,
WGPUCreateRenderPipelineAsyncCallback callback,
void* userdata) {
std::unique_ptr<CreateRenderPipelineAsyncTask> asyncTask =
std::make_unique<CreateRenderPipelineAsyncTask>(std::move(renderPipeline), callback,
userdata);
CreateRenderPipelineAsyncTask::RunAsync(std::move(asyncTask));
}
} // namespace dawn::native::d3d12