| // 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/RenderPipelineD3D12.h" |
| |
| #include "common/Assert.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/TextureD3D12.h" |
| #include "dawn_native/d3d12/UtilsD3D12.h" |
| |
| #include <d3dcompiler.h> |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| namespace { |
| DXGI_FORMAT VertexFormatType(wgpu::VertexFormat format) { |
| switch (format) { |
| case wgpu::VertexFormat::UChar2: |
| return DXGI_FORMAT_R8G8_UINT; |
| case wgpu::VertexFormat::UChar4: |
| return DXGI_FORMAT_R8G8B8A8_UINT; |
| case wgpu::VertexFormat::Char2: |
| return DXGI_FORMAT_R8G8_SINT; |
| case wgpu::VertexFormat::Char4: |
| return DXGI_FORMAT_R8G8B8A8_SINT; |
| case wgpu::VertexFormat::UChar2Norm: |
| return DXGI_FORMAT_R8G8_UNORM; |
| case wgpu::VertexFormat::UChar4Norm: |
| return DXGI_FORMAT_R8G8B8A8_UNORM; |
| case wgpu::VertexFormat::Char2Norm: |
| return DXGI_FORMAT_R8G8_SNORM; |
| case wgpu::VertexFormat::Char4Norm: |
| return DXGI_FORMAT_R8G8B8A8_SNORM; |
| case wgpu::VertexFormat::UShort2: |
| return DXGI_FORMAT_R16G16_UINT; |
| case wgpu::VertexFormat::UShort4: |
| return DXGI_FORMAT_R16G16B16A16_UINT; |
| case wgpu::VertexFormat::Short2: |
| return DXGI_FORMAT_R16G16_SINT; |
| case wgpu::VertexFormat::Short4: |
| return DXGI_FORMAT_R16G16B16A16_SINT; |
| case wgpu::VertexFormat::UShort2Norm: |
| return DXGI_FORMAT_R16G16_UNORM; |
| case wgpu::VertexFormat::UShort4Norm: |
| return DXGI_FORMAT_R16G16B16A16_UNORM; |
| case wgpu::VertexFormat::Short2Norm: |
| return DXGI_FORMAT_R16G16_SNORM; |
| case wgpu::VertexFormat::Short4Norm: |
| return DXGI_FORMAT_R16G16B16A16_SNORM; |
| case wgpu::VertexFormat::Half2: |
| return DXGI_FORMAT_R16G16_FLOAT; |
| case wgpu::VertexFormat::Half4: |
| return DXGI_FORMAT_R16G16B16A16_FLOAT; |
| case wgpu::VertexFormat::Float: |
| return DXGI_FORMAT_R32_FLOAT; |
| case wgpu::VertexFormat::Float2: |
| return DXGI_FORMAT_R32G32_FLOAT; |
| case wgpu::VertexFormat::Float3: |
| return DXGI_FORMAT_R32G32B32_FLOAT; |
| case wgpu::VertexFormat::Float4: |
| return DXGI_FORMAT_R32G32B32A32_FLOAT; |
| case wgpu::VertexFormat::UInt: |
| return DXGI_FORMAT_R32_UINT; |
| case wgpu::VertexFormat::UInt2: |
| return DXGI_FORMAT_R32G32_UINT; |
| case wgpu::VertexFormat::UInt3: |
| return DXGI_FORMAT_R32G32B32_UINT; |
| case wgpu::VertexFormat::UInt4: |
| return DXGI_FORMAT_R32G32B32A32_UINT; |
| case wgpu::VertexFormat::Int: |
| return DXGI_FORMAT_R32_SINT; |
| case wgpu::VertexFormat::Int2: |
| return DXGI_FORMAT_R32G32_SINT; |
| case wgpu::VertexFormat::Int3: |
| return DXGI_FORMAT_R32G32B32_SINT; |
| case wgpu::VertexFormat::Int4: |
| return DXGI_FORMAT_R32G32B32A32_SINT; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| D3D12_INPUT_CLASSIFICATION InputStepModeFunction(wgpu::InputStepMode mode) { |
| switch (mode) { |
| case wgpu::InputStepMode::Vertex: |
| return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; |
| case wgpu::InputStepMode::Instance: |
| return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA; |
| default: |
| 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; |
| default: |
| 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; |
| default: |
| 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; |
| default: |
| 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::SrcColor: |
| return D3D12_BLEND_SRC_COLOR; |
| case wgpu::BlendFactor::OneMinusSrcColor: |
| 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::DstColor: |
| return D3D12_BLEND_DEST_COLOR; |
| case wgpu::BlendFactor::OneMinusDstColor: |
| 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::BlendColor: |
| return D3D12_BLEND_BLEND_FACTOR; |
| case wgpu::BlendFactor::OneMinusBlendColor: |
| return D3D12_BLEND_INV_BLEND_FACTOR; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| 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; |
| default: |
| 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 ColorStateDescriptor* descriptor) { |
| D3D12_RENDER_TARGET_BLEND_DESC blendDesc; |
| blendDesc.BlendEnable = BlendEnabled(descriptor); |
| blendDesc.SrcBlend = D3D12Blend(descriptor->colorBlend.srcFactor); |
| blendDesc.DestBlend = D3D12Blend(descriptor->colorBlend.dstFactor); |
| blendDesc.BlendOp = D3D12BlendOperation(descriptor->colorBlend.operation); |
| blendDesc.SrcBlendAlpha = D3D12Blend(descriptor->alphaBlend.srcFactor); |
| blendDesc.DestBlendAlpha = D3D12Blend(descriptor->alphaBlend.dstFactor); |
| blendDesc.BlendOpAlpha = D3D12BlendOperation(descriptor->alphaBlend.operation); |
| blendDesc.RenderTargetWriteMask = D3D12RenderTargetWriteMask(descriptor->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; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(const StencilStateFaceDescriptor 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 DepthStencilStateDescriptor* descriptor) { |
| D3D12_DEPTH_STENCIL_DESC mDepthStencilDescriptor; |
| mDepthStencilDescriptor.DepthEnable = TRUE; |
| mDepthStencilDescriptor.DepthWriteMask = descriptor->depthWriteEnabled |
| ? D3D12_DEPTH_WRITE_MASK_ALL |
| : D3D12_DEPTH_WRITE_MASK_ZERO; |
| mDepthStencilDescriptor.DepthFunc = ToD3D12ComparisonFunc(descriptor->depthCompare); |
| |
| mDepthStencilDescriptor.StencilEnable = StencilTestEnabled(descriptor) ? TRUE : FALSE; |
| mDepthStencilDescriptor.StencilReadMask = |
| static_cast<UINT8>(descriptor->stencilReadMask); |
| mDepthStencilDescriptor.StencilWriteMask = |
| static_cast<UINT8>(descriptor->stencilWriteMask); |
| |
| mDepthStencilDescriptor.FrontFace = StencilOpDesc(descriptor->stencilFront); |
| mDepthStencilDescriptor.BackFace = StencilOpDesc(descriptor->stencilBack); |
| return mDepthStencilDescriptor; |
| } |
| |
| } // anonymous namespace |
| |
| ResultOrError<RenderPipeline*> RenderPipeline::Create( |
| Device* device, |
| const RenderPipelineDescriptor* descriptor) { |
| std::unique_ptr<RenderPipeline> pipeline = |
| std::make_unique<RenderPipeline>(device, descriptor); |
| DAWN_TRY(pipeline->Initialize(descriptor)); |
| return pipeline.release(); |
| } |
| |
| MaybeError RenderPipeline::Initialize(const RenderPipelineDescriptor* descriptor) { |
| Device* device = ToBackend(GetDevice()); |
| uint32_t compileFlags = 0; |
| #if defined(_DEBUG) |
| // Enable better shader debugging with the graphics debugging tools. |
| compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION; |
| #endif |
| // SPRIV-cross does matrix multiplication expecting row major matrices |
| compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR; |
| |
| D3D12_GRAPHICS_PIPELINE_STATE_DESC descriptorD3D12 = {}; |
| |
| PerStage<ComPtr<ID3DBlob>> compiledShader; |
| ComPtr<ID3DBlob> errors; |
| |
| wgpu::ShaderStage renderStages = wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment; |
| for (auto stage : IterateStages(renderStages)) { |
| ShaderModule* module = nullptr; |
| const char* entryPoint = nullptr; |
| const char* compileTarget = nullptr; |
| D3D12_SHADER_BYTECODE* shader = nullptr; |
| switch (stage) { |
| case SingleShaderStage::Vertex: |
| module = ToBackend(descriptor->vertexStage.module); |
| entryPoint = descriptor->vertexStage.entryPoint; |
| shader = &descriptorD3D12.VS; |
| compileTarget = "vs_5_1"; |
| break; |
| case SingleShaderStage::Fragment: |
| module = ToBackend(descriptor->fragmentStage->module); |
| entryPoint = descriptor->fragmentStage->entryPoint; |
| shader = &descriptorD3D12.PS; |
| compileTarget = "ps_5_1"; |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| |
| std::string hlslSource; |
| DAWN_TRY_ASSIGN(hlslSource, module->GetHLSLSource(ToBackend(GetLayout()))); |
| |
| const PlatformFunctions* functions = device->GetFunctions(); |
| if (FAILED(functions->d3dCompile(hlslSource.c_str(), hlslSource.length(), nullptr, |
| nullptr, nullptr, entryPoint, compileTarget, |
| compileFlags, 0, &compiledShader[stage], &errors))) { |
| printf("%s\n", reinterpret_cast<char*>(errors->GetBufferPointer())); |
| ASSERT(false); |
| } |
| |
| if (shader != nullptr) { |
| shader->pShaderBytecode = compiledShader[stage]->GetBufferPointer(); |
| shader->BytecodeLength = compiledShader[stage]->GetBufferSize(); |
| } |
| } |
| |
| PipelineLayout* layout = ToBackend(GetLayout()); |
| |
| descriptorD3D12.pRootSignature = layout->GetRootSignature().Get(); |
| |
| // 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.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; |
| descriptorD3D12.RasterizerState.CullMode = D3D12CullMode(GetCullMode()); |
| descriptorD3D12.RasterizerState.FrontCounterClockwise = |
| (GetFrontFace() == wgpu::FrontFace::CCW) ? TRUE : FALSE; |
| descriptorD3D12.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; |
| descriptorD3D12.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; |
| descriptorD3D12.RasterizerState.SlopeScaledDepthBias = |
| D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; |
| descriptorD3D12.RasterizerState.DepthClipEnable = TRUE; |
| 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 = D3D12TextureFormat(GetDepthStencilFormat()); |
| } |
| |
| for (uint32_t i : IterateBitSet(GetColorAttachmentsMask())) { |
| descriptorD3D12.RTVFormats[i] = D3D12TextureFormat(GetColorAttachmentFormat(i)); |
| descriptorD3D12.BlendState.RenderTarget[i] = |
| ComputeColorDesc(GetColorStateDescriptor(i)); |
| } |
| descriptorD3D12.NumRenderTargets = static_cast<uint32_t>(GetColorAttachmentsMask().count()); |
| |
| descriptorD3D12.BlendState.AlphaToCoverageEnable = FALSE; |
| descriptorD3D12.BlendState.IndependentBlendEnable = TRUE; |
| |
| descriptorD3D12.DepthStencilState = |
| ComputeDepthStencilDesc(GetDepthStencilStateDescriptor()); |
| |
| descriptorD3D12.SampleMask = UINT_MAX; |
| descriptorD3D12.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology()); |
| descriptorD3D12.SampleDesc.Count = GetSampleCount(); |
| descriptorD3D12.SampleDesc.Quality = 0; |
| |
| mD3d12PrimitiveTopology = D3D12PrimitiveTopology(GetPrimitiveTopology()); |
| |
| DAWN_TRY(CheckHRESULT(device->GetD3D12Device()->CreateGraphicsPipelineState( |
| &descriptorD3D12, IID_PPV_ARGS(&mPipelineState)), |
| "D3D12 create graphics pipeline state")); |
| return {}; |
| } |
| |
| RenderPipeline::~RenderPipeline() { |
| ToBackend(GetDevice())->ReferenceUntilUnused(mPipelineState); |
| } |
| |
| D3D12_PRIMITIVE_TOPOLOGY RenderPipeline::GetD3D12PrimitiveTopology() const { |
| return mD3d12PrimitiveTopology; |
| } |
| |
| ComPtr<ID3D12PipelineState> RenderPipeline::GetPipelineState() { |
| return mPipelineState; |
| } |
| |
| D3D12_INPUT_LAYOUT_DESC RenderPipeline::ComputeInputLayout( |
| std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes>* inputElementDescriptors) { |
| unsigned int count = 0; |
| for (auto i : IterateBitSet(GetAttributeLocationsUsed())) { |
| D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = (*inputElementDescriptors)[count++]; |
| |
| const VertexAttributeInfo& attribute = GetAttribute(i); |
| |
| // If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the |
| // SemanticIndex N |
| inputElementDescriptor.SemanticName = "TEXCOORD"; |
| inputElementDescriptor.SemanticIndex = static_cast<uint32_t>(i); |
| inputElementDescriptor.Format = VertexFormatType(attribute.format); |
| inputElementDescriptor.InputSlot = attribute.vertexBufferSlot; |
| |
| const VertexBufferInfo& input = GetVertexBuffer(attribute.vertexBufferSlot); |
| |
| inputElementDescriptor.AlignedByteOffset = attribute.offset; |
| inputElementDescriptor.InputSlotClass = InputStepModeFunction(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; |
| } |
| |
| }} // namespace dawn_native::d3d12 |