| // 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 |