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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/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