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// Copyright 2023 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/d3d11/PipelineLayoutD3D11.h"
#include "dawn/common/BitSetIterator.h"
#include "dawn/common/MatchVariant.h"
#include "dawn/native/BindGroupLayoutInternal.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
namespace dawn::native::d3d11 {
// static
ResultOrError<Ref<PipelineLayout>> PipelineLayout::Create(
Device* device,
const UnpackedPtr<PipelineLayoutDescriptor>& descriptor) {
Ref<PipelineLayout> pipelineLayout = AcquireRef(new PipelineLayout(device, descriptor));
DAWN_TRY(pipelineLayout->Initialize(device));
return pipelineLayout;
}
MaybeError PipelineLayout::Initialize(Device* device) {
unsigned int constantBufferIndex = 0;
unsigned int samplerIndex = 0;
unsigned int shaderResourceViewIndex = 0;
// For d3d11 pixel shaders, the render targets and unordered-access views share the same
// resource slots when being written out. So we assign UAV binding index decreasingly here.
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-omsetrendertargetsandunorderedaccessviews
// TODO(dawn:1818): Support testing on both FL11_0 and FL11_1.
mTotalUAVBindingCount = device->GetUAVSlotCount();
// Reserve last several UAV slots for Pixel Local Storage attachments.
uint32_t unorderedAccessViewIndex =
mTotalUAVBindingCount - static_cast<uint32_t>(GetStorageAttachmentSlots().size());
for (BindGroupIndex group : IterateBitSet(GetBindGroupLayoutsMask())) {
const BindGroupLayoutInternalBase* bgl = GetBindGroupLayout(group);
mIndexInfo[group].resize(bgl->GetBindingCount());
for (BindingIndex bindingIndex{0}; bindingIndex < bgl->GetBindingCount(); ++bindingIndex) {
const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex);
MatchVariant(
bindingInfo.bindingLayout,
[&](const BufferBindingInfo& layout) {
switch (layout.type) {
case wgpu::BufferBindingType::Uniform:
mIndexInfo[group][bindingIndex] = constantBufferIndex++;
break;
case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding:
mIndexInfo[group][bindingIndex] = --unorderedAccessViewIndex;
mUAVBindGroups.set(group);
break;
case wgpu::BufferBindingType::ReadOnlyStorage:
mIndexInfo[group][bindingIndex] = shaderResourceViewIndex++;
break;
case wgpu::BufferBindingType::Undefined:
DAWN_UNREACHABLE();
}
},
[&](const SamplerBindingLayout&) {
mIndexInfo[group][bindingIndex] = samplerIndex++;
},
[&](const StaticSamplerHolderBindingLayout&) {
// Static samplers are implemented in the frontend on
// D3D11.
DAWN_UNREACHABLE();
},
[&](const TextureBindingInfo&) {
mIndexInfo[group][bindingIndex] = shaderResourceViewIndex++;
},
[&](const StorageTextureBindingInfo& layout) {
switch (layout.access) {
case wgpu::StorageTextureAccess::ReadWrite:
case wgpu::StorageTextureAccess::WriteOnly:
mIndexInfo[group][bindingIndex] = --unorderedAccessViewIndex;
mUAVBindGroups.set(group);
break;
case wgpu::StorageTextureAccess::ReadOnly:
mIndexInfo[group][bindingIndex] = shaderResourceViewIndex++;
break;
case wgpu::StorageTextureAccess::Undefined:
DAWN_UNREACHABLE();
}
});
}
}
mUnusedUAVBindingCount = unorderedAccessViewIndex;
DAWN_ASSERT(constantBufferIndex <= kReservedConstantBufferSlot);
return {};
}
const PipelineLayout::BindingIndexInfo& PipelineLayout::GetBindingIndexInfo() const {
return mIndexInfo;
}
const BindGroupMask& PipelineLayout::GetUAVBindGroupLayoutsMask() const {
return mUAVBindGroups;
}
} // namespace dawn::native::d3d11