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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/BindGroupTrackerD3D11.h"
#include <utility>
#include <vector>
#include "dawn/common/Assert.h"
#include "dawn/common/MatchVariant.h"
#include "dawn/native/Format.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/BindGroupD3D11.h"
#include "dawn/native/d3d11/BufferD3D11.h"
#include "dawn/native/d3d11/CommandRecordingContextD3D11.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/PipelineLayoutD3D11.h"
#include "dawn/native/d3d11/SamplerD3D11.h"
#include "dawn/native/d3d11/TextureD3D11.h"
namespace dawn::native::d3d11 {
namespace {
bool CheckAllSlotsAreEmpty(const ScopedSwapStateCommandRecordingContext* commandContext) {
auto* deviceContext = commandContext->GetD3D11DeviceContext4();
// Reserve one slot for builtin constants.
constexpr uint32_t kReservedCBVSlots = 1;
// Check constant buffer slots
for (UINT slot = 0;
slot < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - kReservedCBVSlots; ++slot) {
ID3D11Buffer* buffer = nullptr;
deviceContext->VSGetConstantBuffers1(slot, 1, &buffer, nullptr, nullptr);
DAWN_ASSERT(buffer == nullptr);
deviceContext->PSGetConstantBuffers1(slot, 1, &buffer, nullptr, nullptr);
DAWN_ASSERT(buffer == nullptr);
deviceContext->CSGetConstantBuffers1(slot, 1, &buffer, nullptr, nullptr);
DAWN_ASSERT(buffer == nullptr);
}
// Check resource slots
for (UINT slot = 0; slot < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++slot) {
ID3D11ShaderResourceView* srv = nullptr;
deviceContext->VSGetShaderResources(slot, 1, &srv);
DAWN_ASSERT(srv == nullptr);
deviceContext->PSGetShaderResources(slot, 1, &srv);
DAWN_ASSERT(srv == nullptr);
deviceContext->CSGetShaderResources(slot, 1, &srv);
DAWN_ASSERT(srv == nullptr);
}
// Check sampler slots
for (UINT slot = 0; slot < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++slot) {
ID3D11SamplerState* sampler = nullptr;
deviceContext->VSGetSamplers(slot, 1, &sampler);
DAWN_ASSERT(sampler == nullptr);
deviceContext->PSGetSamplers(slot, 1, &sampler);
DAWN_ASSERT(sampler == nullptr);
deviceContext->CSGetSamplers(slot, 1, &sampler);
DAWN_ASSERT(sampler == nullptr);
}
// Check UAV slots for compute
for (UINT slot = 0; slot < D3D11_1_UAV_SLOT_COUNT; ++slot) {
ID3D11UnorderedAccessView* uav = nullptr;
deviceContext->CSGetUnorderedAccessViews(slot, 1, &uav);
DAWN_ASSERT(uav == nullptr);
}
// Check UAV slots for render
for (UINT slot = 0; slot < commandContext->GetDevice()->GetUAVSlotCount(); ++slot) {
ID3D11UnorderedAccessView* uav = nullptr;
deviceContext->OMGetRenderTargetsAndUnorderedAccessViews(0, nullptr, nullptr, slot, 1,
&uav);
DAWN_ASSERT(uav == nullptr);
}
return true;
}
void ResetAllRenderSlots(const ScopedSwapStateCommandRecordingContext* commandContext) {
auto* deviceContext = commandContext->GetD3D11DeviceContext4();
// Reserve one slot for builtin constants.
constexpr uint32_t kReservedCBVSlots = 1;
ID3D11Buffer* d3d11Buffers[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] = {};
uint32_t num = D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - kReservedCBVSlots;
deviceContext->VSSetConstantBuffers1(0, num, d3d11Buffers, nullptr, nullptr);
deviceContext->PSSetConstantBuffers1(0, num, d3d11Buffers, nullptr, nullptr);
ID3D11ShaderResourceView* d3d11SRVs[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT] = {};
num = D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT;
deviceContext->VSSetShaderResources(0, num, d3d11SRVs);
deviceContext->PSSetShaderResources(0, num, d3d11SRVs);
ID3D11SamplerState* d3d11Samplers[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] = {};
num = D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
deviceContext->VSSetSamplers(0, num, d3d11Samplers);
deviceContext->PSSetSamplers(0, num, d3d11Samplers);
ID3D11UnorderedAccessView* d3d11UAVs[D3D11_1_UAV_SLOT_COUNT] = {};
num = commandContext->GetDevice()->GetUAVSlotCount();
deviceContext->OMSetRenderTargetsAndUnorderedAccessViews(
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 0, num, d3d11UAVs, nullptr);
}
} // namespace
BindGroupTracker::BindGroupTracker(
const ScopedSwapStateCommandRecordingContext* commandContext,
bool isRenderPass,
std::vector<ComPtr<ID3D11UnorderedAccessView>> pixelLocalStorageUAVs)
: mCommandContext(commandContext),
mIsRenderPass(isRenderPass),
mVisibleStages(isRenderPass ? wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment
: wgpu::ShaderStage::Compute),
mPixelLocalStorageUAVs(std::move(pixelLocalStorageUAVs)) {
mLastAppliedPipelineLayout = mCommandContext->GetDevice()->GetEmptyPipelineLayout();
}
BindGroupTracker::~BindGroupTracker() {
if (mIsRenderPass) {
ResetAllRenderSlots(mCommandContext);
} else {
for (BindGroupIndex index :
IterateBitSet(mLastAppliedPipelineLayout->GetBindGroupLayoutsMask())) {
UnApplyBindGroup(index);
}
}
// All slots should be unbound here.
DAWN_ASSERT(CheckAllSlotsAreEmpty(mCommandContext));
}
MaybeError BindGroupTracker::Apply() {
BeforeApply();
if (mIsRenderPass) {
// As D3d11 requires to bind all UAVs slots at the same time for pixel shaders, we record
// all UAV slot assignments in the bind groups, and then bind them all together.
const BindGroupMask uavBindGroups =
ToBackend(mPipelineLayout)->GetUAVBindGroupLayoutsMask();
std::vector<ComPtr<ID3D11UnorderedAccessView>> uavsInBindGroup;
for (BindGroupIndex index : IterateBitSet(uavBindGroups)) {
BindGroupBase* group = mBindGroups[index];
const ityp::vector<BindingIndex, uint64_t>& dynamicOffsets = mDynamicOffsets[index];
for (BindingIndex bindingIndex{0}; bindingIndex < group->GetLayout()->GetBindingCount();
++bindingIndex) {
const BindingInfo& bindingInfo = group->GetLayout()->GetBindingInfo(bindingIndex);
DAWN_TRY(MatchVariant(
bindingInfo.bindingLayout,
[&](const BufferBindingLayout& layout) -> MaybeError {
BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex);
auto offset = binding.offset;
if (layout.hasDynamicOffset) {
// Dynamic buffers are packed at the front of BindingIndices.
offset += dynamicOffsets[bindingIndex];
}
switch (layout.type) {
case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding: {
DAWN_ASSERT(IsSubset(
bindingInfo.visibility,
wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Compute));
ComPtr<ID3D11UnorderedAccessView> d3d11UAV;
DAWN_TRY_ASSIGN(d3d11UAV, ToBackend(binding.buffer)
->CreateD3D11UnorderedAccessView1(
offset, binding.size));
ToBackend(binding.buffer)->MarkMutated();
uavsInBindGroup.insert(uavsInBindGroup.begin(),
std::move(d3d11UAV));
break;
}
case wgpu::BufferBindingType::Uniform:
case wgpu::BufferBindingType::ReadOnlyStorage:
case wgpu::BufferBindingType::Undefined: {
break;
}
}
return {};
},
[&](const StorageTextureBindingLayout& layout) -> MaybeError {
switch (layout.access) {
case wgpu::StorageTextureAccess::WriteOnly:
case wgpu::StorageTextureAccess::ReadWrite: {
ComPtr<ID3D11UnorderedAccessView> d3d11UAV;
TextureView* view =
ToBackend(group->GetBindingAsTextureView(bindingIndex));
DAWN_TRY_ASSIGN(d3d11UAV,
view->GetOrCreateD3D11UnorderedAccessView());
uavsInBindGroup.insert(uavsInBindGroup.begin(),
std::move(d3d11UAV));
break;
}
case wgpu::StorageTextureAccess::ReadOnly:
break;
default:
DAWN_UNREACHABLE();
break;
}
return {};
},
[](const TextureBindingLayout&) -> MaybeError { return {}; },
[](const SamplerBindingLayout&) -> MaybeError { return {}; },
[](const StaticSamplerHolderBindingLayout&) -> MaybeError {
// Static samplers are implemented in the frontend on
// D3D11.
DAWN_UNREACHABLE();
return {};
}));
}
}
uint32_t uavSlotCount = ToBackend(mPipelineLayout->GetDevice())->GetUAVSlotCount();
std::vector<ID3D11UnorderedAccessView*> views;
views.reserve(uavsInBindGroup.size() + mPixelLocalStorageUAVs.size());
for (auto& uav : uavsInBindGroup) {
views.push_back(uav.Get());
}
for (auto& uav : mPixelLocalStorageUAVs) {
views.push_back(uav.Get());
}
DAWN_ASSERT(uavSlotCount >= views.size());
mCommandContext->GetD3D11DeviceContext4()->OMSetRenderTargetsAndUnorderedAccessViews(
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr,
uavSlotCount - views.size(), views.size(), views.data(), nullptr);
} else {
BindGroupMask inheritedGroups =
mPipelineLayout->InheritedGroupsMask(mLastAppliedPipelineLayout);
BindGroupMask previousGroups = mLastAppliedPipelineLayout->GetBindGroupLayoutsMask();
// To avoid UAV / SRV conflicts with bindings in previously bind groups, we unset the bind
// groups that aren't reused by the current pipeline.
// We also need to unset the inherited bind groups which are dirty as the group may have
// both SRV and UAV, and the same resource may change its binding from UAV to SRV next
// dispatch in the same group.
//
// Note: WebGPU API guarantees that resources are not used both as UAV and SRV in the same
// render pass. So we don't need to do this inside render passes.
BindGroupMask groupsToUnset = previousGroups & (~inheritedGroups | mDirtyBindGroups);
for (BindGroupIndex index : IterateBitSet(groupsToUnset)) {
UnApplyBindGroup(index);
}
}
for (BindGroupIndex index : IterateBitSet(mDirtyBindGroupsObjectChangedOrIsDynamic)) {
DAWN_TRY(ApplyBindGroup(index));
}
AfterApply();
return {};
}
MaybeError BindGroupTracker::ApplyBindGroup(BindGroupIndex index) {
auto* deviceContext = mCommandContext->GetD3D11DeviceContext4();
BindGroupBase* group = mBindGroups[index];
const ityp::vector<BindingIndex, uint64_t>& dynamicOffsets = mDynamicOffsets[index];
const auto& indices = ToBackend(mPipelineLayout)->GetBindingIndexInfo()[index];
for (BindingIndex bindingIndex{0}; bindingIndex < group->GetLayout()->GetBindingCount();
++bindingIndex) {
const BindingInfo& bindingInfo = group->GetLayout()->GetBindingInfo(bindingIndex);
const uint32_t bindingSlot = indices[bindingIndex];
const auto bindingVisibility = bindingInfo.visibility & mVisibleStages;
DAWN_TRY(MatchVariant(
bindingInfo.bindingLayout,
[&](const BufferBindingLayout& layout) -> MaybeError {
BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex);
auto offset = binding.offset;
if (layout.hasDynamicOffset) {
// Dynamic buffers are packed at the front of BindingIndices.
offset += dynamicOffsets[bindingIndex];
}
switch (layout.type) {
case wgpu::BufferBindingType::Uniform: {
ToBackend(binding.buffer)->EnsureConstantBufferIsUpdated(mCommandContext);
ID3D11Buffer* d3d11Buffer =
ToBackend(binding.buffer)->GetD3D11ConstantBuffer();
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11_1/nf-d3d11_1-id3d11devicecontext1-vssetconstantbuffers1
// Offset and size are measured in shader constants, which are 16 bytes
// (4*32-bit components). And the offsets and counts must be multiples
// of 16.
// WebGPU's minUniformBufferOffsetAlignment is 256.
DAWN_ASSERT(IsAligned(offset, 256));
uint32_t firstConstant = static_cast<uint32_t>(offset / 16);
uint32_t size = static_cast<uint32_t>(Align(binding.size, 16) / 16);
uint32_t numConstants = Align(size, 16);
DAWN_ASSERT(offset + numConstants * 16 <=
binding.buffer->GetAllocatedSize());
if (bindingVisibility & wgpu::ShaderStage::Vertex) {
deviceContext->VSSetConstantBuffers1(bindingSlot, 1, &d3d11Buffer,
&firstConstant, &numConstants);
}
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->PSSetConstantBuffers1(bindingSlot, 1, &d3d11Buffer,
&firstConstant, &numConstants);
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetConstantBuffers1(bindingSlot, 1, &d3d11Buffer,
&firstConstant, &numConstants);
}
break;
}
case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding: {
DAWN_ASSERT(
IsSubset(bindingInfo.visibility,
wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Compute));
if (bindingVisibility & wgpu::ShaderStage::Compute) {
ComPtr<ID3D11UnorderedAccessView> d3d11UAV;
DAWN_TRY_ASSIGN(d3d11UAV, ToBackend(binding.buffer)
->CreateD3D11UnorderedAccessView1(
offset, binding.size));
ToBackend(binding.buffer)->MarkMutated();
deviceContext->CSSetUnorderedAccessViews(
bindingSlot, 1, d3d11UAV.GetAddressOf(), nullptr);
}
break;
}
case wgpu::BufferBindingType::ReadOnlyStorage: {
ComPtr<ID3D11ShaderResourceView> d3d11SRV;
DAWN_TRY_ASSIGN(d3d11SRV,
ToBackend(binding.buffer)
->CreateD3D11ShaderResourceView(offset, binding.size));
if (bindingVisibility & wgpu::ShaderStage::Vertex) {
deviceContext->VSSetShaderResources(bindingSlot, 1,
d3d11SRV.GetAddressOf());
}
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->PSSetShaderResources(bindingSlot, 1,
d3d11SRV.GetAddressOf());
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetShaderResources(bindingSlot, 1,
d3d11SRV.GetAddressOf());
}
break;
}
case wgpu::BufferBindingType::Undefined:
DAWN_UNREACHABLE();
}
return {};
},
[&](const StaticSamplerHolderBindingLayout&) -> MaybeError {
// Static samplers are implemented in the frontend on
// D3D11.
DAWN_UNREACHABLE();
return {};
},
[&](const SamplerBindingLayout&) -> MaybeError {
Sampler* sampler = ToBackend(group->GetBindingAsSampler(bindingIndex));
ID3D11SamplerState* d3d11SamplerState = sampler->GetD3D11SamplerState();
if (bindingVisibility & wgpu::ShaderStage::Vertex) {
deviceContext->VSSetSamplers(bindingSlot, 1, &d3d11SamplerState);
}
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->PSSetSamplers(bindingSlot, 1, &d3d11SamplerState);
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetSamplers(bindingSlot, 1, &d3d11SamplerState);
}
return {};
},
[&](const TextureBindingLayout&) -> MaybeError {
TextureView* view = ToBackend(group->GetBindingAsTextureView(bindingIndex));
ComPtr<ID3D11ShaderResourceView> srv;
// For sampling from stencil, we have to use an internal mirror 'R8Uint' texture.
if (view->GetAspects() == Aspect::Stencil) {
DAWN_TRY_ASSIGN(
srv, ToBackend(view->GetTexture())->GetStencilSRV(mCommandContext, view));
} else {
DAWN_TRY_ASSIGN(srv, view->GetOrCreateD3D11ShaderResourceView());
}
if (bindingVisibility & wgpu::ShaderStage::Vertex) {
deviceContext->VSSetShaderResources(bindingSlot, 1, srv.GetAddressOf());
}
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->PSSetShaderResources(bindingSlot, 1, srv.GetAddressOf());
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetShaderResources(bindingSlot, 1, srv.GetAddressOf());
}
return {};
},
[&](const StorageTextureBindingLayout& layout) -> MaybeError {
TextureView* view = ToBackend(group->GetBindingAsTextureView(bindingIndex));
switch (layout.access) {
case wgpu::StorageTextureAccess::WriteOnly:
case wgpu::StorageTextureAccess::ReadWrite: {
ID3D11UnorderedAccessView* d3d11UAV = nullptr;
DAWN_TRY_ASSIGN(d3d11UAV, view->GetOrCreateD3D11UnorderedAccessView());
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetUnorderedAccessViews(bindingSlot, 1, &d3d11UAV,
nullptr);
}
break;
}
case wgpu::StorageTextureAccess::ReadOnly: {
ID3D11ShaderResourceView* d3d11SRV = nullptr;
DAWN_TRY_ASSIGN(d3d11SRV, view->GetOrCreateD3D11ShaderResourceView());
if (bindingVisibility & wgpu::ShaderStage::Vertex) {
deviceContext->VSSetShaderResources(bindingSlot, 1, &d3d11SRV);
}
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->PSSetShaderResources(bindingSlot, 1, &d3d11SRV);
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetShaderResources(bindingSlot, 1, &d3d11SRV);
}
break;
}
default:
DAWN_UNREACHABLE();
}
return {};
}));
}
return {};
}
void BindGroupTracker::UnApplyBindGroup(BindGroupIndex index) {
auto* deviceContext = mCommandContext->GetD3D11DeviceContext4();
BindGroupLayoutInternalBase* groupLayout =
mLastAppliedPipelineLayout->GetBindGroupLayout(index);
const auto& indices = ToBackend(mLastAppliedPipelineLayout)->GetBindingIndexInfo()[index];
for (BindingIndex bindingIndex{0}; bindingIndex < groupLayout->GetBindingCount();
++bindingIndex) {
const BindingInfo& bindingInfo = groupLayout->GetBindingInfo(bindingIndex);
const uint32_t bindingSlot = indices[bindingIndex];
const auto bindingVisibility = bindingInfo.visibility & mVisibleStages;
MatchVariant(
bindingInfo.bindingLayout,
[&](const BufferBindingLayout& layout) {
switch (layout.type) {
case wgpu::BufferBindingType::Uniform: {
ID3D11Buffer* nullBuffer = nullptr;
if (bindingVisibility & wgpu::ShaderStage::Vertex) {
deviceContext->VSSetConstantBuffers1(bindingSlot, 1, &nullBuffer,
nullptr, nullptr);
}
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->PSSetConstantBuffers1(bindingSlot, 1, &nullBuffer,
nullptr, nullptr);
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetConstantBuffers1(bindingSlot, 1, &nullBuffer,
nullptr, nullptr);
}
break;
}
case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding: {
DAWN_ASSERT(
IsSubset(bindingInfo.visibility,
wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Compute));
ID3D11UnorderedAccessView* nullUAV = nullptr;
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->OMSetRenderTargetsAndUnorderedAccessViews(
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr,
bindingSlot, 1, &nullUAV, nullptr);
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetUnorderedAccessViews(bindingSlot, 1, &nullUAV,
nullptr);
}
break;
}
case wgpu::BufferBindingType::ReadOnlyStorage: {
ID3D11ShaderResourceView* nullSRV = nullptr;
if (bindingVisibility & wgpu::ShaderStage::Vertex) {
deviceContext->VSSetShaderResources(bindingSlot, 1, &nullSRV);
}
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->PSSetShaderResources(bindingSlot, 1, &nullSRV);
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetShaderResources(bindingSlot, 1, &nullSRV);
}
break;
}
case wgpu::BufferBindingType::Undefined:
DAWN_UNREACHABLE();
}
},
[&](const StaticSamplerHolderBindingLayout&) {
// Static samplers are implemented in the frontend on
// D3D11.
DAWN_UNREACHABLE();
},
[&](const SamplerBindingLayout&) {
ID3D11SamplerState* nullSampler = nullptr;
if (bindingVisibility & wgpu::ShaderStage::Vertex) {
deviceContext->VSSetSamplers(bindingSlot, 1, &nullSampler);
}
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->PSSetSamplers(bindingSlot, 1, &nullSampler);
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetSamplers(bindingSlot, 1, &nullSampler);
}
},
[&](const TextureBindingLayout&) {
ID3D11ShaderResourceView* nullSRV = nullptr;
if (bindingVisibility & wgpu::ShaderStage::Vertex) {
deviceContext->VSSetShaderResources(bindingSlot, 1, &nullSRV);
}
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->PSSetShaderResources(bindingSlot, 1, &nullSRV);
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetShaderResources(bindingSlot, 1, &nullSRV);
}
},
[&](const StorageTextureBindingLayout& layout) {
switch (layout.access) {
case wgpu::StorageTextureAccess::WriteOnly:
case wgpu::StorageTextureAccess::ReadWrite: {
ID3D11UnorderedAccessView* nullUAV = nullptr;
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->OMSetRenderTargetsAndUnorderedAccessViews(
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr,
bindingSlot, 1, &nullUAV, nullptr);
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetUnorderedAccessViews(bindingSlot, 1, &nullUAV,
nullptr);
}
break;
}
case wgpu::StorageTextureAccess::ReadOnly: {
ID3D11ShaderResourceView* nullSRV = nullptr;
if (bindingVisibility & wgpu::ShaderStage::Vertex) {
deviceContext->VSSetShaderResources(bindingSlot, 1, &nullSRV);
}
if (bindingVisibility & wgpu::ShaderStage::Fragment) {
deviceContext->PSSetShaderResources(bindingSlot, 1, &nullSRV);
}
if (bindingVisibility & wgpu::ShaderStage::Compute) {
deviceContext->CSSetShaderResources(bindingSlot, 1, &nullSRV);
}
break;
}
default:
DAWN_UNREACHABLE();
}
});
}
}
} // namespace dawn::native::d3d11