blob: 4adf5d58a7525bad573c96bf6498dbfd2b75f79c [file] [log] [blame]
// Copyright 2017 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/d3d12/ShaderModuleD3D12.h"
#include <string>
#include <unordered_map>
#include <utility>
#include "dawn/common/Assert.h"
#include "dawn/common/Log.h"
#include "dawn/native/Pipeline.h"
#include "dawn/native/TintUtils.h"
#include "dawn/native/d3d/D3DCompilationRequest.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/BackendD3D12.h"
#include "dawn/native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
#include "dawn/native/d3d12/PhysicalDeviceD3D12.h"
#include "dawn/native/d3d12/PipelineLayoutD3D12.h"
#include "dawn/native/d3d12/PlatformFunctionsD3D12.h"
#include "dawn/native/d3d12/UtilsD3D12.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/metrics/HistogramMacros.h"
#include "dawn/platform/tracing/TraceEvent.h"
#include "tint/tint.h"
namespace dawn::native::d3d12 {
namespace {
void DumpDXCCompiledShader(Device* device,
const dawn::native::d3d::CompiledShader& compiledShader,
uint32_t compileFlags) {
std::ostringstream dumpedMsg;
DAWN_ASSERT(!compiledShader.hlslSource.empty());
dumpedMsg << "/* Dumped generated HLSL */\n" << compiledShader.hlslSource << "\n";
const Blob& shaderBlob = compiledShader.shaderBlob;
DAWN_ASSERT(!shaderBlob.Empty());
dumpedMsg << "/* DXC compile flags */\n"
<< dawn::native::d3d::CompileFlagsToString(compileFlags) << "\n";
dumpedMsg << "/* Dumped disassembled DXIL */\n";
DxcBuffer dxcBuffer;
dxcBuffer.Encoding = DXC_CP_UTF8;
dxcBuffer.Ptr = shaderBlob.Data();
dxcBuffer.Size = shaderBlob.Size();
ComPtr<IDxcResult> dxcResult;
device->GetDxcCompiler()->Disassemble(&dxcBuffer, IID_PPV_ARGS(&dxcResult));
ComPtr<IDxcBlobEncoding> disassembly;
if (dxcResult && dxcResult->HasOutput(DXC_OUT_DISASSEMBLY) &&
SUCCEEDED(dxcResult->GetOutput(DXC_OUT_DISASSEMBLY, IID_PPV_ARGS(&disassembly), nullptr))) {
dumpedMsg << std::string_view(static_cast<const char*>(disassembly->GetBufferPointer()),
disassembly->GetBufferSize());
} else {
dumpedMsg << "DXC disassemble failed\n";
ComPtr<IDxcBlobEncoding> errors;
if (dxcResult && dxcResult->HasOutput(DXC_OUT_ERRORS) &&
SUCCEEDED(dxcResult->GetOutput(DXC_OUT_ERRORS, IID_PPV_ARGS(&errors), nullptr))) {
dumpedMsg << std::string_view(static_cast<const char*>(errors->GetBufferPointer()),
errors->GetBufferSize());
}
}
std::string logMessage = dumpedMsg.str();
if (!logMessage.empty()) {
device->EmitLog(WGPULoggingType_Info, logMessage.c_str());
}
}
} // namespace
// static
ResultOrError<Ref<ShaderModule>> ShaderModule::Create(
Device* device,
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
const std::vector<tint::wgsl::Extension>& internalExtensions,
ShaderModuleParseResult* parseResult,
std::unique_ptr<OwnedCompilationMessages>* compilationMessages) {
Ref<ShaderModule> module = AcquireRef(new ShaderModule(device, descriptor, internalExtensions));
DAWN_TRY(module->Initialize(parseResult, compilationMessages));
return module;
}
ShaderModule::ShaderModule(Device* device,
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
std::vector<tint::wgsl::Extension> internalExtensions)
: ShaderModuleBase(device, descriptor, std::move(internalExtensions)) {}
MaybeError ShaderModule::Initialize(
ShaderModuleParseResult* parseResult,
std::unique_ptr<OwnedCompilationMessages>* compilationMessages) {
return InitializeBase(parseResult, compilationMessages);
}
ResultOrError<d3d::CompiledShader> ShaderModule::Compile(
const ProgrammableStage& programmableStage,
SingleShaderStage stage,
const PipelineLayout* layout,
uint32_t compileFlags,
const std::optional<dawn::native::d3d::InterStageShaderVariablesMask>&
usedInterstageVariables) {
Device* device = ToBackend(GetDevice());
TRACE_EVENT0(device->GetPlatform(), General, "ShaderModuleD3D12::Compile");
DAWN_ASSERT(!IsError());
const EntryPointMetadata& entryPoint = GetEntryPoint(programmableStage.entryPoint);
const bool useTintIR = device->IsToggleEnabled(Toggle::UseTintIR);
d3d::D3DCompilationRequest req = {};
req.tracePlatform = UnsafeUnkeyedValue(device->GetPlatform());
req.hlsl.shaderModel = ToBackend(device->GetPhysicalDevice())
->GetAppliedShaderModelUnderToggles(device->GetTogglesState());
req.hlsl.disableSymbolRenaming = device->IsToggleEnabled(Toggle::DisableSymbolRenaming);
req.hlsl.dumpShaders = device->IsToggleEnabled(Toggle::DumpShaders);
req.hlsl.useTintIR = useTintIR;
req.bytecode.hasShaderF16Feature = device->HasFeature(Feature::ShaderF16);
req.bytecode.compileFlags = compileFlags;
if (device->IsToggleEnabled(Toggle::UseDXC)) {
// If UseDXC toggle are not forced to be disable, DXC should have been validated to be
// available.
DAWN_ASSERT(ToBackend(device->GetPhysicalDevice())->GetBackend()->IsDXCAvailable());
// We can get the DXC version information since IsDXCAvailable() is true.
d3d12::DxcVersionInfo dxcVersionInfo =
ToBackend(device->GetPhysicalDevice())->GetBackend()->GetDxcVersion();
req.bytecode.compiler = d3d::Compiler::DXC;
req.bytecode.dxcLibrary = device->GetDxcLibrary().Get();
req.bytecode.dxcCompiler = device->GetDxcCompiler().Get();
req.bytecode.compilerVersion = dxcVersionInfo.DxcCompilerVersion;
req.bytecode.dxcShaderProfile = device->GetDxcShaderProfiles()[stage];
} else {
req.bytecode.compiler = d3d::Compiler::FXC;
req.bytecode.d3dCompile = std::move(pD3DCompile{device->GetFunctions()->d3dCompile});
req.bytecode.compilerVersion = D3D_COMPILER_VERSION;
switch (stage) {
case SingleShaderStage::Vertex:
req.bytecode.fxcShaderProfile = "vs_5_1";
break;
case SingleShaderStage::Fragment:
req.bytecode.fxcShaderProfile = "ps_5_1";
break;
case SingleShaderStage::Compute:
req.bytecode.fxcShaderProfile = "cs_5_1";
break;
}
}
using tint::BindingPoint;
tint::hlsl::writer::ArrayLengthFromUniformOptions arrayLengthFromUniform;
arrayLengthFromUniform.ubo_binding = {layout->GetDynamicStorageBufferLengthsRegisterSpace(),
layout->GetDynamicStorageBufferLengthsShaderRegister()};
tint::hlsl::writer::Bindings bindings;
const BindingInfoArray& moduleBindingInfo = entryPoint.bindings;
for (BindGroupIndex group : layout->GetBindGroupLayoutsMask()) {
const BindGroupLayout* bgl = ToBackend(layout->GetBindGroupLayout(group));
const BindingGroupInfoMap& moduleGroupBindingInfo = moduleBindingInfo[group];
// d3d12::BindGroupLayout packs the bindings per HLSL register-space. We modify
// the Tint AST to make the "bindings" decoration match the offset chosen by
// d3d12::BindGroupLayout so that Tint produces HLSL with the correct registers
// assigned to each interface variable.
for (const auto& [binding, shaderBindingInfo] : moduleGroupBindingInfo) {
BindingIndex bindingIndex = bgl->GetBindingIndex(binding);
BindingPoint srcBindingPoint{static_cast<uint32_t>(group),
static_cast<uint32_t>(binding)};
BindingPoint dstBindingPoint{static_cast<uint32_t>(group),
bgl->GetShaderRegister(bindingIndex)};
auto* const bufferBindingInfo =
std::get_if<BufferBindingInfo>(&shaderBindingInfo.bindingInfo);
if (bufferBindingInfo) {
switch (bufferBindingInfo->type) {
case wgpu::BufferBindingType::Uniform:
bindings.uniform.emplace(
srcBindingPoint, tint::hlsl::writer::binding::Uniform{
dstBindingPoint.group, dstBindingPoint.binding});
break;
case kInternalStorageBufferBinding:
case wgpu::BufferBindingType::Storage:
case wgpu::BufferBindingType::ReadOnlyStorage:
case kInternalReadOnlyStorageBufferBinding:
bindings.storage.emplace(
srcBindingPoint, tint::hlsl::writer::binding::Storage{
dstBindingPoint.group, dstBindingPoint.binding});
break;
case wgpu::BufferBindingType::BindingNotUsed:
case wgpu::BufferBindingType::Undefined:
DAWN_UNREACHABLE();
break;
}
} else if (std::holds_alternative<SamplerBindingInfo>(shaderBindingInfo.bindingInfo)) {
bindings.sampler.emplace(
srcBindingPoint, tint::hlsl::writer::binding::Sampler{dstBindingPoint.group,
dstBindingPoint.binding});
} else if (std::holds_alternative<TextureBindingInfo>(shaderBindingInfo.bindingInfo)) {
bindings.texture.emplace(
srcBindingPoint, tint::hlsl::writer::binding::Texture{dstBindingPoint.group,
dstBindingPoint.binding});
} else if (std::holds_alternative<StorageTextureBindingInfo>(
shaderBindingInfo.bindingInfo)) {
bindings.storage_texture.emplace(
srcBindingPoint, tint::hlsl::writer::binding::StorageTexture{
dstBindingPoint.group, dstBindingPoint.binding});
} else if (std::holds_alternative<ExternalTextureBindingInfo>(
shaderBindingInfo.bindingInfo)) {
const auto& etBindingMap = bgl->GetExternalTextureBindingExpansionMap();
const auto& expansion = etBindingMap.find(binding);
DAWN_ASSERT(expansion != etBindingMap.end());
const auto& bindingExpansion = expansion->second;
tint::hlsl::writer::binding::BindingInfo plane0{
static_cast<uint32_t>(group),
bgl->GetShaderRegister(bgl->GetBindingIndex(bindingExpansion.plane0))};
tint::hlsl::writer::binding::BindingInfo plane1{
static_cast<uint32_t>(group),
bgl->GetShaderRegister(bgl->GetBindingIndex(bindingExpansion.plane1))};
tint::hlsl::writer::binding::BindingInfo metadata{
static_cast<uint32_t>(group),
bgl->GetShaderRegister(bgl->GetBindingIndex(bindingExpansion.params))};
bindings.external_texture.emplace(
srcBindingPoint,
tint::hlsl::writer::binding::ExternalTexture{metadata, plane0, plane1});
}
if (bufferBindingInfo) {
const auto& bindingLayout =
std::get<BufferBindingInfo>(bgl->GetBindingInfo(bindingIndex).bindingLayout);
// Declaring a read-only storage buffer in HLSL but specifying a storage
// buffer in the BGL produces the wrong output. Force read-only storage
// buffer bindings to be treated as UAV instead of SRV. Internal storage
// buffer is a storage buffer used in the internal pipeline.
const bool forceStorageBufferAsUAV =
((bufferBindingInfo->type == wgpu::BufferBindingType::ReadOnlyStorage ||
bufferBindingInfo->type == kInternalReadOnlyStorageBufferBinding) &&
(bindingLayout.type == wgpu::BufferBindingType::Storage ||
bindingLayout.type == kInternalStorageBufferBinding));
if (forceStorageBufferAsUAV) {
bindings.access_controls.emplace(srcBindingPoint,
tint::core::Access::kReadWrite);
}
// On D3D12 backend all storage buffers without Dynamic Buffer Offset will always be
// bound to root descriptor tables, where D3D12 runtime can guarantee that OOB-read
// will always return 0 and OOB-write will always take no action, so we don't need
// to do robustness transform on them. Note that we still need to do robustness
// transform on uniform buffers because only sized array is allowed in uniform
// buffers, so FXC will report compilation error when the indexing to the array in a
// cBuffer is out of bound and can be checked at compilation time. Storage buffers
// are OK because they are always translated with RWByteAddressBuffers, which has no
// such sized arrays.
//
// For example below WGSL shader will cause compilation error when we skip
// robustness transform on uniform buffers:
//
// struct TestData {
// data: array<vec4<u32>, 3>,
// };
// @group(0) @binding(0) var<uniform> s: TestData;
//
// fn test() -> u32 {
// let index = 1000000u;
// if (s.data[index][0] != 0u) { // error X3504: array index out of bounds
// return 0x1004u;
// }
// return 0u;
// }
if ((bufferBindingInfo->type == wgpu::BufferBindingType::Storage ||
bufferBindingInfo->type == wgpu::BufferBindingType::ReadOnlyStorage) &&
!bindingLayout.hasDynamicOffset) {
bindings.ignored_by_robustness_transform.emplace_back(srcBindingPoint);
}
}
// Add arrayLengthFromUniform options
{
for (const auto& bindingAndRegisterOffset :
layout->GetDynamicStorageBufferLengthInfo()[group].bindingAndRegisterOffsets) {
BindingNumber bindingNum = bindingAndRegisterOffset.binding;
uint32_t registerOffset = bindingAndRegisterOffset.registerOffset;
BindingPoint bindingPoint{static_cast<uint32_t>(group),
static_cast<uint32_t>(bindingNum)};
arrayLengthFromUniform.bindpoint_to_size_index.emplace(bindingPoint,
registerOffset);
}
}
}
}
req.hlsl.shaderModuleHash = GetHash();
req.hlsl.inputProgram = UseTintProgram();
req.hlsl.entryPointName = programmableStage.entryPoint.c_str();
req.hlsl.stage = stage;
if (!useTintIR) {
req.hlsl.firstIndexOffsetRegisterSpace = layout->GetFirstIndexOffsetRegisterSpace();
req.hlsl.firstIndexOffsetShaderRegister = layout->GetFirstIndexOffsetShaderRegister();
}
req.hlsl.substituteOverrideConfig = BuildSubstituteOverridesTransformConfig(programmableStage);
req.hlsl.tintOptions.disable_robustness = !device->IsRobustnessEnabled();
req.hlsl.tintOptions.disable_workgroup_init =
device->IsToggleEnabled(Toggle::DisableWorkgroupInit);
req.hlsl.tintOptions.bindings = std::move(bindings);
req.hlsl.tintOptions.compiler = req.bytecode.compiler == d3d::Compiler::FXC
? tint::hlsl::writer::Options::Compiler::kFXC
: tint::hlsl::writer::Options::Compiler::kDXC;
if (entryPoint.usesNumWorkgroups) {
DAWN_ASSERT(stage == SingleShaderStage::Compute);
req.hlsl.tintOptions.root_constant_binding_point = tint::BindingPoint{
layout->GetNumWorkgroupsRegisterSpace(), layout->GetNumWorkgroupsShaderRegister()};
} else if (useTintIR && stage == SingleShaderStage::Vertex) {
// For vertex shaders, use root constant to add FirstIndexOffset, if needed
req.hlsl.tintOptions.root_constant_binding_point =
tint::BindingPoint{layout->GetFirstIndexOffsetRegisterSpace(),
layout->GetFirstIndexOffsetShaderRegister()};
}
// TODO(dawn:549): HLSL generation outputs the indices into the
// array_length_from_uniform buffer that were actually used. When the blob cache can
// store more than compiled shaders, we should reflect these used indices and store
// them as well. This would allow us to only upload root constants that are actually
// read by the shader.
req.hlsl.tintOptions.array_length_from_uniform = std::move(arrayLengthFromUniform);
if (stage == SingleShaderStage::Vertex) {
// Now that only vertex shader can have interstage outputs.
// Pass in the actually used interstage locations for tint to potentially truncate unused
// outputs.
if (usedInterstageVariables.has_value()) {
req.hlsl.tintOptions.interstage_locations = *usedInterstageVariables;
}
req.hlsl.tintOptions.truncate_interstage_variables = true;
}
req.hlsl.tintOptions.polyfill_reflect_vec2_f32 =
device->IsToggleEnabled(Toggle::D3D12PolyfillReflectVec2F32);
req.hlsl.tintOptions.polyfill_dot_4x8_packed =
device->IsToggleEnabled(Toggle::PolyFillPacked4x8DotProduct);
req.hlsl.tintOptions.disable_polyfill_integer_div_mod =
device->IsToggleEnabled(Toggle::DisablePolyfillsOnIntegerDivisonAndModulo);
req.hlsl.tintOptions.polyfill_pack_unpack_4x8 =
device->IsToggleEnabled(Toggle::D3D12PolyFillPackUnpack4x8);
req.hlsl.limits = LimitsForCompilationRequest::Create(device->GetLimits().v1);
req.hlsl.adapterSupportedLimits =
LimitsForCompilationRequest::Create(device->GetAdapter()->GetLimits().v1);
req.hlsl.maxSubgroupSize = device->GetAdapter()->GetPhysicalDevice()->GetSubgroupMaxSize();
CacheResult<d3d::CompiledShader> compiledShader;
DAWN_TRY_LOAD_OR_RUN(compiledShader, device, std::move(req), d3d::CompiledShader::FromBlob,
d3d::CompileShader, "D3D12.CompileShader");
if (device->IsToggleEnabled(Toggle::DumpShaders)) {
if (device->IsToggleEnabled(Toggle::UseDXC)) {
DumpDXCCompiledShader(device, *compiledShader, compileFlags);
} else {
d3d::DumpFXCCompiledShader(device, *compiledShader, compileFlags);
}
}
device->GetBlobCache()->EnsureStored(compiledShader);
// Clear the hlslSource. It is only used for logging and should not be used
// outside of the compilation.
d3d::CompiledShader result = compiledShader.Acquire();
result.hlslSource = "";
return std::move(result);
}
} // namespace dawn::native::d3d12