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// Copyright 2018 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/vulkan/BindGroupLayoutVk.h"
#include "common/BitSetIterator.h"
#include "dawn_native/vulkan/BindGroupVk.h"
#include "dawn_native/vulkan/DescriptorSetService.h"
#include "dawn_native/vulkan/DeviceVk.h"
#include "dawn_native/vulkan/FencedDeleter.h"
#include "dawn_native/vulkan/VulkanError.h"
#include <map>
namespace dawn_native { namespace vulkan {
namespace {
VkShaderStageFlags VulkanShaderStageFlags(wgpu::ShaderStage stages) {
VkShaderStageFlags flags = 0;
if (stages & wgpu::ShaderStage::Vertex) {
flags |= VK_SHADER_STAGE_VERTEX_BIT;
}
if (stages & wgpu::ShaderStage::Fragment) {
flags |= VK_SHADER_STAGE_FRAGMENT_BIT;
}
if (stages & wgpu::ShaderStage::Compute) {
flags |= VK_SHADER_STAGE_COMPUTE_BIT;
}
return flags;
}
} // anonymous namespace
VkDescriptorType VulkanDescriptorType(wgpu::BindingType type, bool isDynamic) {
switch (type) {
case wgpu::BindingType::UniformBuffer:
if (isDynamic) {
return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
}
return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
case wgpu::BindingType::Sampler:
case wgpu::BindingType::ComparisonSampler:
return VK_DESCRIPTOR_TYPE_SAMPLER;
case wgpu::BindingType::SampledTexture:
return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
case wgpu::BindingType::StorageBuffer:
case wgpu::BindingType::ReadonlyStorageBuffer:
if (isDynamic) {
return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
}
return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
case wgpu::BindingType::ReadonlyStorageTexture:
case wgpu::BindingType::WriteonlyStorageTexture:
return VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
case wgpu::BindingType::StorageTexture:
default:
UNREACHABLE();
}
}
// static
ResultOrError<BindGroupLayout*> BindGroupLayout::Create(
Device* device,
const BindGroupLayoutDescriptor* descriptor) {
Ref<BindGroupLayout> bgl = AcquireRef(new BindGroupLayout(device, descriptor));
DAWN_TRY(bgl->Initialize());
return bgl.Detach();
}
MaybeError BindGroupLayout::Initialize() {
// Compute the bindings that will be chained in the DescriptorSetLayout create info. We add
// one entry per binding set. This might be optimized by computing continuous ranges of
// bindings of the same type.
uint32_t numBindings = 0;
std::array<VkDescriptorSetLayoutBinding, kMaxBindingsPerGroup> bindings;
for (const auto& it : GetBindingMap()) {
BindingNumber bindingNumber = it.first;
BindingIndex bindingIndex = it.second;
const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
VkDescriptorSetLayoutBinding* vkBinding = &bindings[numBindings];
vkBinding->binding = bindingNumber;
vkBinding->descriptorType =
VulkanDescriptorType(bindingInfo.type, bindingInfo.hasDynamicOffset);
vkBinding->descriptorCount = 1;
vkBinding->stageFlags = VulkanShaderStageFlags(bindingInfo.visibility);
vkBinding->pImmutableSamplers = nullptr;
numBindings++;
}
VkDescriptorSetLayoutCreateInfo createInfo;
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.pNext = nullptr;
createInfo.flags = 0;
createInfo.bindingCount = numBindings;
createInfo.pBindings = bindings.data();
Device* device = ToBackend(GetDevice());
DAWN_TRY(CheckVkSuccess(device->fn.CreateDescriptorSetLayout(
device->GetVkDevice(), &createInfo, nullptr, &*mHandle),
"CreateDescriptorSetLayout"));
// Compute the size of descriptor pools used for this layout.
std::map<VkDescriptorType, uint32_t> descriptorCountPerType;
for (BindingIndex bindingIndex = 0; bindingIndex < GetBindingCount(); ++bindingIndex) {
const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
VkDescriptorType vulkanType =
VulkanDescriptorType(bindingInfo.type, bindingInfo.hasDynamicOffset);
// map::operator[] will return 0 if the key doesn't exist.
descriptorCountPerType[vulkanType]++;
}
mPoolSizes.reserve(descriptorCountPerType.size());
for (const auto& it : descriptorCountPerType) {
mPoolSizes.push_back(VkDescriptorPoolSize{it.first, it.second});
}
return {};
}
BindGroupLayout::BindGroupLayout(DeviceBase* device,
const BindGroupLayoutDescriptor* descriptor)
: BindGroupLayoutBase(device, descriptor),
mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) {
}
BindGroupLayout::~BindGroupLayout() {
Device* device = ToBackend(GetDevice());
// DescriptorSetLayout aren't used by execution on the GPU and can be deleted at any time,
// so we destroy mHandle immediately instead of using the FencedDeleter
if (mHandle != VK_NULL_HANDLE) {
device->fn.DestroyDescriptorSetLayout(device->GetVkDevice(), mHandle, nullptr);
mHandle = VK_NULL_HANDLE;
}
FencedDeleter* deleter = device->GetFencedDeleter();
for (const SingleDescriptorSetAllocation& allocation : mAllocations) {
deleter->DeleteWhenUnused(allocation.pool);
}
mAllocations.clear();
}
VkDescriptorSetLayout BindGroupLayout::GetHandle() const {
return mHandle;
}
ResultOrError<BindGroup*> BindGroupLayout::AllocateBindGroup(
Device* device,
const BindGroupDescriptor* descriptor) {
DescriptorSetAllocation descriptorSetAllocation;
DAWN_TRY_ASSIGN(descriptorSetAllocation, AllocateOneDescriptorSet());
return mBindGroupAllocator.Allocate(device, descriptor, descriptorSetAllocation);
}
void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup) {
mBindGroupAllocator.Deallocate(bindGroup);
}
ResultOrError<DescriptorSetAllocation> BindGroupLayout::AllocateOneDescriptorSet() {
Device* device = ToBackend(GetDevice());
// Reuse a previous allocation if available.
if (!mAvailableAllocations.empty()) {
size_t index = mAvailableAllocations.back();
mAvailableAllocations.pop_back();
return {{index, mAllocations[index].set}};
}
// Create a pool to hold our descriptor set.
// TODO(cwallez@chromium.org): This horribly inefficient, have more than one descriptor
// set per pool.
VkDescriptorPoolCreateInfo createInfo;
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
createInfo.pNext = nullptr;
createInfo.flags = 0;
createInfo.maxSets = 1;
createInfo.poolSizeCount = static_cast<uint32_t>(mPoolSizes.size());
createInfo.pPoolSizes = mPoolSizes.data();
VkDescriptorPool descriptorPool;
DAWN_TRY(CheckVkSuccess(device->fn.CreateDescriptorPool(device->GetVkDevice(), &createInfo,
nullptr, &*descriptorPool),
"CreateDescriptorPool"));
// Allocate our single set.
VkDescriptorSetAllocateInfo allocateInfo;
allocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocateInfo.pNext = nullptr;
allocateInfo.descriptorPool = descriptorPool;
allocateInfo.descriptorSetCount = 1;
allocateInfo.pSetLayouts = &*mHandle;
VkDescriptorSet descriptorSet;
MaybeError result =
CheckVkSuccess(device->fn.AllocateDescriptorSets(device->GetVkDevice(), &allocateInfo,
&*descriptorSet),
"AllocateDescriptorSets");
if (result.IsError()) {
// On an error we can destroy the pool immediately because no command references it.
device->fn.DestroyDescriptorPool(device->GetVkDevice(), descriptorPool, nullptr);
return result.AcquireError();
}
mAllocations.push_back({descriptorPool, descriptorSet});
return {{mAllocations.size() - 1, descriptorSet}};
}
void BindGroupLayout::DeallocateDescriptorSet(
DescriptorSetAllocation* descriptorSetAllocation) {
// We can't reuse the descriptor set right away because the Vulkan spec says in the
// documentation for vkCmdBindDescriptorSets that the set may be consumed any time between
// host execution of the command and the end of the draw/dispatch.
ToBackend(GetDevice())
->GetDescriptorSetService()
->AddDeferredDeallocation(this, descriptorSetAllocation->index);
// Clear the content of allocation so that use after frees are more visible.
*descriptorSetAllocation = {};
}
void BindGroupLayout::FinishDeallocation(size_t index) {
mAvailableAllocations.push_back(index);
}
}} // namespace dawn_native::vulkan