| // 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 |
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| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #ifndef SRC_DAWN_NATIVE_D3D11_PIPELINELAYOUTD3D11_H_ |
| #define SRC_DAWN_NATIVE_D3D11_PIPELINELAYOUTD3D11_H_ |
| |
| #include "dawn/native/PipelineLayout.h" |
| |
| #include "dawn/common/ityp_array.h" |
| #include "dawn/common/ityp_vector.h" |
| #include "dawn/native/BindingInfo.h" |
| #include "dawn/native/d3d/d3d_platform.h" |
| |
| namespace dawn::native::d3d11 { |
| |
| class Device; |
| |
| // For D3D11, uniform buffers, samplers, sampled textures, and storage buffers are bind to |
| // different kind of slots. The number of slots for each type is limited by the D3D11 spec. |
| // So we need to pack the bindings by type into the slots tightly. UAV slots are a little |
| // different. They are assigned to storage buffers and textures decreasingly from the end, |
| // as color attachments also use them increasingly from the begin. |
| // And D3D11 uses SM 5.0 which doesn't support spaces(binding groups). so we need to flatten |
| // the binding groups into a single array. |
| class PipelineLayout final : public PipelineLayoutBase { |
| public: |
| // constant buffer slot reserved for index offsets and num workgroups. |
| static constexpr uint32_t kReservedConstantBufferSlot = |
| D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1; |
| static constexpr uint32_t kFirstIndexOffsetConstantBufferSlot = kReservedConstantBufferSlot; |
| static constexpr uint32_t kNumWorkgroupsConstantBufferSlot = kReservedConstantBufferSlot; |
| |
| // The reserved groups and bindings are for internal use only. They must not conflict with |
| // external clients. |
| static constexpr uint32_t kReservedConstantsBindGroupIndex = kMaxBindGroups; |
| static constexpr uint32_t kFirstIndexOffsetBindingNumber = 0u; |
| |
| static ResultOrError<Ref<PipelineLayout>> Create( |
| Device* device, |
| const UnpackedPtr<PipelineLayoutDescriptor>& descriptor); |
| |
| using BindingIndexInfo = PerBindGroup<ityp::vector<BindingIndex, uint32_t>>; |
| const BindingIndexInfo& GetBindingIndexInfo() const; |
| |
| uint32_t GetUnusedUAVBindingCount() const { return mUnusedUAVBindingCount; } |
| uint32_t GetTotalUAVBindingCount() const { return mTotalUAVBindingCount; } |
| |
| // Get the bind groups that use one or more UAV slots. |
| const BindGroupMask& GetUAVBindGroupLayoutsMask() const; |
| |
| private: |
| using PipelineLayoutBase::PipelineLayoutBase; |
| |
| ~PipelineLayout() override = default; |
| |
| MaybeError Initialize(Device* device); |
| |
| BindingIndexInfo mIndexInfo; |
| |
| uint32_t mUnusedUAVBindingCount = 0u; |
| uint32_t mTotalUAVBindingCount = 0u; |
| BindGroupMask mUAVBindGroups = 0; |
| }; |
| |
| } // namespace dawn::native::d3d11 |
| |
| #endif // SRC_DAWN_NATIVE_D3D11_PIPELINELAYOUTD3D11_H_ |