| // Copyright 2023 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/d3d11/PipelineLayoutD3D11.h" |
| |
| #include "dawn/common/BitSetIterator.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 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. |
| uint32_t unorderedAccessViewIndex = device->GetUAVSlotCount(); |
| mTotalUAVBindingCount = unorderedAccessViewIndex; |
| |
| 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); |
| switch (bindingInfo.bindingType) { |
| case BindingInfoType::Buffer: |
| switch (bindingInfo.buffer.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(); |
| } |
| break; |
| |
| case BindingInfoType::Sampler: |
| mIndexInfo[group][bindingIndex] = samplerIndex++; |
| break; |
| |
| case BindingInfoType::Texture: |
| case BindingInfoType::ExternalTexture: |
| mIndexInfo[group][bindingIndex] = shaderResourceViewIndex++; |
| break; |
| |
| case BindingInfoType::StorageTexture: |
| switch (bindingInfo.storageTexture.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(); |
| } |
| break; |
| } |
| } |
| } |
| mUnusedUAVBindingCount = unorderedAccessViewIndex; |
| DAWN_ASSERT(constantBufferIndex <= kReservedConstantBufferSlot); |
| |
| return {}; |
| } |
| |
| const PipelineLayout::BindingIndexInfo& PipelineLayout::GetBindingIndexInfo() const { |
| return mIndexInfo; |
| } |
| |
| const BindGroupLayoutMask& PipelineLayout::GetUAVBindGroupLayoutsMask() const { |
| return mUAVBindGroups; |
| } |
| |
| } // namespace dawn::native::d3d11 |