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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/BindGroupLayoutD3D12.h"
#include "common/BitSetIterator.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
namespace dawn_native { namespace d3d12 {
BindGroupLayout::BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor)
: BindGroupLayoutBase(device, descriptor), mDescriptorCounts{} {
const auto& groupInfo = GetBindingInfo();
for (uint32_t binding : IterateBitSet(groupInfo.mask)) {
// For dynamic resources, Dawn uses root descriptor in D3D12 backend.
// So there is no need to allocate the descriptor from descriptor heap. Skip counting
// dynamic resources for calculating size of descriptor heap.
if (groupInfo.hasDynamicOffset[binding]) {
continue;
}
switch (groupInfo.types[binding]) {
case wgpu::BindingType::UniformBuffer:
mBindingOffsets[binding] = mDescriptorCounts[CBV]++;
break;
case wgpu::BindingType::StorageBuffer:
mBindingOffsets[binding] = mDescriptorCounts[UAV]++;
break;
case wgpu::BindingType::SampledTexture:
case wgpu::BindingType::ReadonlyStorageBuffer:
mBindingOffsets[binding] = mDescriptorCounts[SRV]++;
break;
case wgpu::BindingType::Sampler:
mBindingOffsets[binding] = mDescriptorCounts[Sampler]++;
break;
case wgpu::BindingType::StorageTexture:
UNREACHABLE();
break;
}
}
auto SetDescriptorRange = [&](uint32_t index, uint32_t count, uint32_t* baseRegister,
D3D12_DESCRIPTOR_RANGE_TYPE type) -> bool {
if (count == 0) {
return false;
}
auto& range = mRanges[index];
range.RangeType = type;
range.NumDescriptors = count;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
range.BaseShaderRegister = *baseRegister;
*baseRegister += count;
// These ranges will be copied and range.BaseShaderRegister will be set in
// d3d12::PipelineLayout to account for bind group register offsets
return true;
};
uint32_t rangeIndex = 0;
uint32_t baseRegister = 0;
std::array<uint32_t, DescriptorType::Count> descriptorOffsets;
// Ranges 0-2 contain the CBV, UAV, and SRV ranges, if they exist, tightly packed
// Range 3 contains the Sampler range, if there is one
if (SetDescriptorRange(rangeIndex, mDescriptorCounts[CBV], &baseRegister,
D3D12_DESCRIPTOR_RANGE_TYPE_CBV)) {
descriptorOffsets[CBV] = mRanges[rangeIndex++].BaseShaderRegister;
}
if (SetDescriptorRange(rangeIndex, mDescriptorCounts[UAV], &baseRegister,
D3D12_DESCRIPTOR_RANGE_TYPE_UAV)) {
descriptorOffsets[UAV] = mRanges[rangeIndex++].BaseShaderRegister;
}
if (SetDescriptorRange(rangeIndex, mDescriptorCounts[SRV], &baseRegister,
D3D12_DESCRIPTOR_RANGE_TYPE_SRV)) {
descriptorOffsets[SRV] = mRanges[rangeIndex++].BaseShaderRegister;
}
uint32_t zero = 0;
SetDescriptorRange(Sampler, mDescriptorCounts[Sampler], &zero,
D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER);
descriptorOffsets[Sampler] = 0;
for (uint32_t binding : IterateBitSet(groupInfo.mask)) {
if (groupInfo.hasDynamicOffset[binding]) {
// Dawn is using values in mBindingOffsets to decide register number in HLSL.
// Root descriptor needs to set this value to set correct register number in
// generated HLSL shader.
switch (groupInfo.types[binding]) {
case wgpu::BindingType::UniformBuffer:
case wgpu::BindingType::StorageBuffer:
case wgpu::BindingType::ReadonlyStorageBuffer:
mBindingOffsets[binding] = baseRegister++;
break;
case wgpu::BindingType::SampledTexture:
case wgpu::BindingType::Sampler:
case wgpu::BindingType::StorageTexture:
UNREACHABLE();
break;
}
continue;
}
switch (groupInfo.types[binding]) {
case wgpu::BindingType::UniformBuffer:
mBindingOffsets[binding] += descriptorOffsets[CBV];
break;
case wgpu::BindingType::StorageBuffer:
mBindingOffsets[binding] += descriptorOffsets[UAV];
break;
case wgpu::BindingType::SampledTexture:
case wgpu::BindingType::ReadonlyStorageBuffer:
mBindingOffsets[binding] += descriptorOffsets[SRV];
break;
case wgpu::BindingType::Sampler:
mBindingOffsets[binding] += descriptorOffsets[Sampler];
break;
case wgpu::BindingType::StorageTexture:
UNREACHABLE();
break;
// TODO(shaobo.yan@intel.com): Implement dynamic buffer offset.
}
}
}
const std::array<uint32_t, kMaxBindingsPerGroup>& BindGroupLayout::GetBindingOffsets() const {
return mBindingOffsets;
}
uint32_t BindGroupLayout::GetCbvUavSrvDescriptorTableSize() const {
return (static_cast<uint32_t>(mDescriptorCounts[CBV] > 0) +
static_cast<uint32_t>(mDescriptorCounts[UAV] > 0) +
static_cast<uint32_t>(mDescriptorCounts[SRV] > 0));
}
uint32_t BindGroupLayout::GetSamplerDescriptorTableSize() const {
return mDescriptorCounts[Sampler] > 0;
}
uint32_t BindGroupLayout::GetCbvUavSrvDescriptorCount() const {
return mDescriptorCounts[CBV] + mDescriptorCounts[UAV] + mDescriptorCounts[SRV];
}
uint32_t BindGroupLayout::GetSamplerDescriptorCount() const {
return mDescriptorCounts[Sampler];
}
const D3D12_DESCRIPTOR_RANGE* BindGroupLayout::GetCbvUavSrvDescriptorRanges() const {
return mRanges;
}
const D3D12_DESCRIPTOR_RANGE* BindGroupLayout::GetSamplerDescriptorRanges() const {
return &mRanges[Sampler];
}
}} // namespace dawn_native::d3d12