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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/BindGroupD3D12.h"
#include "common/BitSetIterator.h"
#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn_native/d3d12/BufferD3D12.h"
#include "dawn_native/d3d12/SamplerD3D12.h"
#include "dawn_native/d3d12/TextureD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
namespace dawn_native { namespace d3d12 {
BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor)
: BindGroupBase(device, descriptor) {
}
void BindGroup::AllocateDescriptors(const DescriptorHeapHandle& cbvUavSrvHeapStart,
uint32_t* cbvUavSrvHeapOffset,
const DescriptorHeapHandle& samplerHeapStart,
uint32_t* samplerHeapOffset) {
const auto* bgl = ToBackend(GetLayout());
const auto& layout = bgl->GetBindingInfo();
// Save the offset to the start of the descriptor table in the heap
mCbvUavSrvHeapOffset = *cbvUavSrvHeapOffset;
mSamplerHeapOffset = *samplerHeapOffset;
const auto& bindingOffsets = bgl->GetBindingOffsets();
auto d3d12Device = ToBackend(GetDevice())->GetD3D12Device();
for (uint32_t bindingIndex : IterateBitSet(layout.mask)) {
// It's not necessary to create descriptors in descriptor heap for dynamic resources.
// So skip allocating descriptors in descriptor heaps for dynamic buffers.
if (layout.hasDynamicOffset[bindingIndex]) {
continue;
}
switch (layout.types[bindingIndex]) {
case wgpu::BindingType::UniformBuffer: {
BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
// TODO(enga@google.com): investigate if this needs to be a constraint at the
// API level
desc.SizeInBytes = Align(binding.size, 256);
desc.BufferLocation = ToBackend(binding.buffer)->GetVA() + binding.offset;
d3d12Device->CreateConstantBufferView(
&desc, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset +
bindingOffsets[bindingIndex]));
} break;
case wgpu::BindingType::StorageBuffer: {
BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
// Since SPIRV-Cross outputs HLSL shaders with RWByteAddressBuffer,
// we must use D3D12_BUFFER_UAV_FLAG_RAW when making the
// UNORDERED_ACCESS_VIEW_DESC. Using D3D12_BUFFER_UAV_FLAG_RAW requires
// that we use DXGI_FORMAT_R32_TYPELESS as the format of the view.
// DXGI_FORMAT_R32_TYPELESS requires that the element size be 4
// byte aligned. Since binding.size and binding.offset are in bytes,
// we need to divide by 4 to obtain the element size.
D3D12_UNORDERED_ACCESS_VIEW_DESC desc;
desc.Buffer.NumElements = binding.size / 4;
desc.Format = DXGI_FORMAT_R32_TYPELESS;
desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
desc.Buffer.FirstElement = binding.offset / 4;
desc.Buffer.StructureByteStride = 0;
desc.Buffer.CounterOffsetInBytes = 0;
desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
d3d12Device->CreateUnorderedAccessView(
ToBackend(binding.buffer)->GetD3D12Resource().Get(), nullptr, &desc,
cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset +
bindingOffsets[bindingIndex]));
} break;
case wgpu::BindingType::ReadonlyStorageBuffer: {
BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
// Like StorageBuffer, SPIRV-Cross outputs HLSL shaders for readonly storage
// buffer with ByteAddressBuffer. So we must use D3D12_BUFFER_SRV_FLAG_RAW
// when making the SRV descriptor. And it has similar requirement for format,
// element size, etc.
D3D12_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = DXGI_FORMAT_R32_TYPELESS;
desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.Buffer.FirstElement = binding.offset / 4;
desc.Buffer.NumElements = binding.size / 4;
desc.Buffer.StructureByteStride = 0;
desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
d3d12Device->CreateShaderResourceView(
ToBackend(binding.buffer)->GetD3D12Resource().Get(), &desc,
cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset +
bindingOffsets[bindingIndex]));
} break;
case wgpu::BindingType::SampledTexture: {
auto* view = ToBackend(GetBindingAsTextureView(bindingIndex));
auto& srv = view->GetSRVDescriptor();
d3d12Device->CreateShaderResourceView(
ToBackend(view->GetTexture())->GetD3D12Resource(), &srv,
cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset +
bindingOffsets[bindingIndex]));
} break;
case wgpu::BindingType::Sampler: {
auto* sampler = ToBackend(GetBindingAsSampler(bindingIndex));
auto& samplerDesc = sampler->GetSamplerDescriptor();
d3d12Device->CreateSampler(
&samplerDesc, samplerHeapStart.GetCPUHandle(*samplerHeapOffset +
bindingOffsets[bindingIndex]));
} break;
case wgpu::BindingType::StorageTexture:
UNREACHABLE();
break;
// TODO(shaobo.yan@intel.com): Implement dynamic buffer offset.
}
}
// Offset by the number of descriptors created
*cbvUavSrvHeapOffset += bgl->GetCbvUavSrvDescriptorCount();
*samplerHeapOffset += bgl->GetSamplerDescriptorCount();
}
uint32_t BindGroup::GetCbvUavSrvHeapOffset() const {
return mCbvUavSrvHeapOffset;
}
uint32_t BindGroup::GetSamplerHeapOffset() const {
return mSamplerHeapOffset;
}
bool BindGroup::TestAndSetCounted(uint64_t heapSerial, uint32_t indexInSubmit) {
bool isCounted = (mHeapSerial == heapSerial && mIndexInSubmit == indexInSubmit);
mHeapSerial = heapSerial;
mIndexInSubmit = indexInSubmit;
return isCounted;
}
}} // namespace dawn_native::d3d12