| // Copyright 2017 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/d3d12/CommandBufferD3D12.h" |
| |
| #include "common/Assert.h" |
| #include "dawn_native/BindGroupAndStorageBarrierTracker.h" |
| #include "dawn_native/CommandEncoder.h" |
| #include "dawn_native/CommandValidation.h" |
| #include "dawn_native/Commands.h" |
| #include "dawn_native/RenderBundle.h" |
| #include "dawn_native/d3d12/BindGroupD3D12.h" |
| #include "dawn_native/d3d12/BindGroupLayoutD3D12.h" |
| #include "dawn_native/d3d12/BufferD3D12.h" |
| #include "dawn_native/d3d12/CommandRecordingContext.h" |
| #include "dawn_native/d3d12/ComputePipelineD3D12.h" |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| #include "dawn_native/d3d12/PipelineLayoutD3D12.h" |
| #include "dawn_native/d3d12/PlatformFunctions.h" |
| #include "dawn_native/d3d12/RenderPassBuilderD3D12.h" |
| #include "dawn_native/d3d12/RenderPipelineD3D12.h" |
| #include "dawn_native/d3d12/SamplerD3D12.h" |
| #include "dawn_native/d3d12/SamplerHeapCacheD3D12.h" |
| #include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h" |
| #include "dawn_native/d3d12/StagingDescriptorAllocatorD3D12.h" |
| #include "dawn_native/d3d12/TextureCopySplitter.h" |
| #include "dawn_native/d3d12/TextureD3D12.h" |
| #include "dawn_native/d3d12/UtilsD3D12.h" |
| |
| #include <deque> |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| namespace { |
| |
| DXGI_FORMAT DXGIIndexFormat(wgpu::IndexFormat format) { |
| switch (format) { |
| case wgpu::IndexFormat::Uint16: |
| return DXGI_FORMAT_R16_UINT; |
| case wgpu::IndexFormat::Uint32: |
| return DXGI_FORMAT_R32_UINT; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| bool CanUseCopyResource(const Texture* src, const Texture* dst, const Extent3D& copySize) { |
| // Checked by validation |
| ASSERT(src->GetSampleCount() == dst->GetSampleCount()); |
| ASSERT(src->GetFormat().format == dst->GetFormat().format); |
| |
| const Extent3D& srcSize = src->GetSize(); |
| const Extent3D& dstSize = dst->GetSize(); |
| |
| // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-copyresource |
| // In order to use D3D12's copy resource, the textures must be the same dimensions, and |
| // the copy must be of the entire resource. |
| // TODO(dawn:129): Support 1D textures. |
| return src->GetDimension() == dst->GetDimension() && // |
| dst->GetNumMipLevels() == 1 && // |
| src->GetNumMipLevels() == 1 && // A copy command is of a single mip, so if a |
| // resource has more than one, we definitely |
| // cannot use CopyResource. |
| copySize.width == dstSize.width && // |
| copySize.width == srcSize.width && // |
| copySize.height == dstSize.height && // |
| copySize.height == srcSize.height && // |
| copySize.depth == dstSize.depth && // |
| copySize.depth == srcSize.depth; |
| } |
| |
| } // anonymous namespace |
| |
| class BindGroupStateTracker : public BindGroupAndStorageBarrierTrackerBase<false, uint64_t> { |
| public: |
| BindGroupStateTracker(Device* device) |
| : BindGroupAndStorageBarrierTrackerBase(), |
| mDevice(device), |
| mViewAllocator(device->GetViewShaderVisibleDescriptorAllocator()), |
| mSamplerAllocator(device->GetSamplerShaderVisibleDescriptorAllocator()) { |
| } |
| |
| void SetInComputePass(bool inCompute_) { |
| mInCompute = inCompute_; |
| } |
| |
| MaybeError Apply(CommandRecordingContext* commandContext) { |
| // Bindgroups are allocated in shader-visible descriptor heaps which are managed by a |
| // ringbuffer. There can be a single shader-visible descriptor heap of each type bound |
| // at any given time. This means that when we switch heaps, all other currently bound |
| // bindgroups must be re-populated. Bindgroups can fail allocation gracefully which is |
| // the signal to change the bounded heaps. |
| // Re-populating all bindgroups after the last one fails causes duplicated allocations |
| // to occur on overflow. |
| // TODO(bryan.bernhart@intel.com): Consider further optimization. |
| bool didCreateBindGroupViews = true; |
| bool didCreateBindGroupSamplers = true; |
| for (uint32_t index : IterateBitSet(mDirtyBindGroups)) { |
| BindGroup* group = ToBackend(mBindGroups[index]); |
| didCreateBindGroupViews = group->PopulateViews(mViewAllocator); |
| didCreateBindGroupSamplers = group->PopulateSamplers(mDevice, mSamplerAllocator); |
| if (!didCreateBindGroupViews && !didCreateBindGroupSamplers) { |
| break; |
| } |
| } |
| |
| ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList(); |
| |
| if (!didCreateBindGroupViews || !didCreateBindGroupSamplers) { |
| if (!didCreateBindGroupViews) { |
| DAWN_TRY(mViewAllocator->AllocateAndSwitchShaderVisibleHeap()); |
| } |
| |
| if (!didCreateBindGroupSamplers) { |
| DAWN_TRY(mSamplerAllocator->AllocateAndSwitchShaderVisibleHeap()); |
| } |
| |
| mDirtyBindGroupsObjectChangedOrIsDynamic |= mBindGroupLayoutsMask; |
| mDirtyBindGroups |= mBindGroupLayoutsMask; |
| |
| // Must be called before applying the bindgroups. |
| SetID3D12DescriptorHeaps(commandList); |
| |
| for (uint32_t index : IterateBitSet(mBindGroupLayoutsMask)) { |
| BindGroup* group = ToBackend(mBindGroups[index]); |
| didCreateBindGroupViews = group->PopulateViews(mViewAllocator); |
| didCreateBindGroupSamplers = |
| group->PopulateSamplers(mDevice, mSamplerAllocator); |
| ASSERT(didCreateBindGroupViews); |
| ASSERT(didCreateBindGroupSamplers); |
| } |
| } |
| |
| for (uint32_t index : IterateBitSet(mDirtyBindGroupsObjectChangedOrIsDynamic)) { |
| BindGroup* group = ToBackend(mBindGroups[index]); |
| ApplyBindGroup(commandList, ToBackend(mPipelineLayout), index, group, |
| mDynamicOffsetCounts[index], mDynamicOffsets[index].data()); |
| } |
| |
| if (mInCompute) { |
| for (uint32_t index : IterateBitSet(mBindGroupLayoutsMask)) { |
| for (uint32_t binding : IterateBitSet(mBindingsNeedingBarrier[index])) { |
| wgpu::BindingType bindingType = mBindingTypes[index][binding]; |
| switch (bindingType) { |
| case wgpu::BindingType::StorageBuffer: |
| static_cast<Buffer*>(mBindings[index][binding]) |
| ->TrackUsageAndTransitionNow(commandContext, |
| wgpu::BufferUsage::Storage); |
| break; |
| |
| case wgpu::BindingType::ReadonlyStorageTexture: { |
| TextureViewBase* view = |
| static_cast<TextureViewBase*>(mBindings[index][binding]); |
| ToBackend(view->GetTexture()) |
| ->TrackUsageAndTransitionNow(commandContext, |
| kReadonlyStorageTexture, |
| view->GetSubresourceRange()); |
| break; |
| } |
| case wgpu::BindingType::WriteonlyStorageTexture: { |
| TextureViewBase* view = |
| static_cast<TextureViewBase*>(mBindings[index][binding]); |
| ToBackend(view->GetTexture()) |
| ->TrackUsageAndTransitionNow(commandContext, |
| wgpu::TextureUsage::Storage, |
| view->GetSubresourceRange()); |
| break; |
| } |
| case wgpu::BindingType::StorageTexture: |
| // Not implemented. |
| |
| case wgpu::BindingType::UniformBuffer: |
| case wgpu::BindingType::ReadonlyStorageBuffer: |
| case wgpu::BindingType::Sampler: |
| case wgpu::BindingType::ComparisonSampler: |
| case wgpu::BindingType::SampledTexture: |
| // Don't require barriers. |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| } |
| } |
| DidApply(); |
| |
| return {}; |
| } |
| |
| void SetID3D12DescriptorHeaps(ID3D12GraphicsCommandList* commandList) { |
| ASSERT(commandList != nullptr); |
| std::array<ID3D12DescriptorHeap*, 2> descriptorHeaps = { |
| mViewAllocator->GetShaderVisibleHeap(), mSamplerAllocator->GetShaderVisibleHeap()}; |
| ASSERT(descriptorHeaps[0] != nullptr); |
| ASSERT(descriptorHeaps[1] != nullptr); |
| commandList->SetDescriptorHeaps(descriptorHeaps.size(), descriptorHeaps.data()); |
| } |
| |
| private: |
| void ApplyBindGroup(ID3D12GraphicsCommandList* commandList, |
| const PipelineLayout* pipelineLayout, |
| uint32_t index, |
| BindGroup* group, |
| uint32_t dynamicOffsetCount, |
| const uint64_t* dynamicOffsets) { |
| ASSERT(dynamicOffsetCount == group->GetLayout()->GetDynamicBufferCount()); |
| |
| // Usually, the application won't set the same offsets many times, |
| // so always try to apply dynamic offsets even if the offsets stay the same |
| if (dynamicOffsetCount != 0) { |
| // Update dynamic offsets. |
| // Dynamic buffer bindings are packed at the beginning of the layout. |
| for (BindingIndex bindingIndex = 0; bindingIndex < dynamicOffsetCount; |
| ++bindingIndex) { |
| const BindingInfo& bindingInfo = |
| group->GetLayout()->GetBindingInfo(bindingIndex); |
| if (bindingInfo.visibility == wgpu::ShaderStage::None) { |
| // Skip dynamic buffers that are not visible. D3D12 does not have None |
| // visibility. |
| continue; |
| } |
| |
| uint32_t parameterIndex = |
| pipelineLayout->GetDynamicRootParameterIndex(index, bindingIndex); |
| BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex); |
| |
| // Calculate buffer locations that root descriptors links to. The location |
| // is (base buffer location + initial offset + dynamic offset) |
| uint64_t dynamicOffset = dynamicOffsets[bindingIndex]; |
| uint64_t offset = binding.offset + dynamicOffset; |
| D3D12_GPU_VIRTUAL_ADDRESS bufferLocation = |
| ToBackend(binding.buffer)->GetVA() + offset; |
| |
| switch (bindingInfo.type) { |
| case wgpu::BindingType::UniformBuffer: |
| if (mInCompute) { |
| commandList->SetComputeRootConstantBufferView(parameterIndex, |
| bufferLocation); |
| } else { |
| commandList->SetGraphicsRootConstantBufferView(parameterIndex, |
| bufferLocation); |
| } |
| break; |
| case wgpu::BindingType::StorageBuffer: |
| if (mInCompute) { |
| commandList->SetComputeRootUnorderedAccessView(parameterIndex, |
| bufferLocation); |
| } else { |
| commandList->SetGraphicsRootUnorderedAccessView(parameterIndex, |
| bufferLocation); |
| } |
| break; |
| case wgpu::BindingType::ReadonlyStorageBuffer: |
| if (mInCompute) { |
| commandList->SetComputeRootShaderResourceView(parameterIndex, |
| bufferLocation); |
| } else { |
| commandList->SetGraphicsRootShaderResourceView(parameterIndex, |
| bufferLocation); |
| } |
| break; |
| case wgpu::BindingType::SampledTexture: |
| case wgpu::BindingType::Sampler: |
| case wgpu::BindingType::ComparisonSampler: |
| case wgpu::BindingType::StorageTexture: |
| case wgpu::BindingType::ReadonlyStorageTexture: |
| case wgpu::BindingType::WriteonlyStorageTexture: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| } |
| |
| // It's not necessary to update descriptor tables if only the dynamic offset changed. |
| if (!mDirtyBindGroups[index]) { |
| return; |
| } |
| |
| const uint32_t cbvUavSrvCount = |
| ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount(); |
| const uint32_t samplerCount = |
| ToBackend(group->GetLayout())->GetSamplerDescriptorCount(); |
| |
| if (cbvUavSrvCount > 0) { |
| uint32_t parameterIndex = pipelineLayout->GetCbvUavSrvRootParameterIndex(index); |
| const D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor = group->GetBaseViewDescriptor(); |
| if (mInCompute) { |
| commandList->SetComputeRootDescriptorTable(parameterIndex, baseDescriptor); |
| } else { |
| commandList->SetGraphicsRootDescriptorTable(parameterIndex, baseDescriptor); |
| } |
| } |
| |
| if (samplerCount > 0) { |
| uint32_t parameterIndex = pipelineLayout->GetSamplerRootParameterIndex(index); |
| const D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor = |
| group->GetBaseSamplerDescriptor(); |
| if (mInCompute) { |
| commandList->SetComputeRootDescriptorTable(parameterIndex, baseDescriptor); |
| } else { |
| commandList->SetGraphicsRootDescriptorTable(parameterIndex, baseDescriptor); |
| } |
| } |
| } |
| |
| Device* mDevice; |
| |
| bool mInCompute = false; |
| |
| ShaderVisibleDescriptorAllocator* mViewAllocator; |
| ShaderVisibleDescriptorAllocator* mSamplerAllocator; |
| }; |
| |
| namespace { |
| class VertexBufferTracker { |
| public: |
| void OnSetVertexBuffer(uint32_t slot, Buffer* buffer, uint64_t offset, uint64_t size) { |
| mStartSlot = std::min(mStartSlot, slot); |
| mEndSlot = std::max(mEndSlot, slot + 1); |
| |
| auto* d3d12BufferView = &mD3D12BufferViews[slot]; |
| d3d12BufferView->BufferLocation = buffer->GetVA() + offset; |
| d3d12BufferView->SizeInBytes = size; |
| // The bufferView stride is set based on the vertex state before a draw. |
| } |
| |
| void Apply(ID3D12GraphicsCommandList* commandList, |
| const RenderPipeline* renderPipeline) { |
| ASSERT(renderPipeline != nullptr); |
| |
| std::bitset<kMaxVertexBuffers> vertexBufferSlotsUsed = |
| renderPipeline->GetVertexBufferSlotsUsed(); |
| |
| uint32_t startSlot = mStartSlot; |
| uint32_t endSlot = mEndSlot; |
| |
| // If the vertex state has changed, we need to update the StrideInBytes |
| // for the D3D12 buffer views. We also need to extend the dirty range to |
| // touch all these slots because the stride may have changed. |
| if (mLastAppliedRenderPipeline != renderPipeline) { |
| mLastAppliedRenderPipeline = renderPipeline; |
| |
| for (uint32_t slot : IterateBitSet(vertexBufferSlotsUsed)) { |
| startSlot = std::min(startSlot, slot); |
| endSlot = std::max(endSlot, slot + 1); |
| mD3D12BufferViews[slot].StrideInBytes = |
| renderPipeline->GetVertexBuffer(slot).arrayStride; |
| } |
| } |
| |
| if (endSlot <= startSlot) { |
| return; |
| } |
| |
| // mD3D12BufferViews is kept up to date with the most recent data passed |
| // to SetVertexBuffer. This makes it correct to only track the start |
| // and end of the dirty range. When Apply is called, |
| // we will at worst set non-dirty vertex buffers in duplicate. |
| uint32_t count = endSlot - startSlot; |
| commandList->IASetVertexBuffers(startSlot, count, &mD3D12BufferViews[startSlot]); |
| |
| mStartSlot = kMaxVertexBuffers; |
| mEndSlot = 0; |
| } |
| |
| private: |
| // startSlot and endSlot indicate the range of dirty vertex buffers. |
| // If there are multiple calls to SetVertexBuffer, the start and end |
| // represent the union of the dirty ranges (the union may have non-dirty |
| // data in the middle of the range). |
| const RenderPipeline* mLastAppliedRenderPipeline = nullptr; |
| uint32_t mStartSlot = kMaxVertexBuffers; |
| uint32_t mEndSlot = 0; |
| std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexBuffers> mD3D12BufferViews = {}; |
| }; |
| |
| class IndexBufferTracker { |
| public: |
| void OnSetIndexBuffer(Buffer* buffer, uint64_t offset, uint64_t size) { |
| mD3D12BufferView.BufferLocation = buffer->GetVA() + offset; |
| mD3D12BufferView.SizeInBytes = size; |
| |
| // We don't need to dirty the state unless BufferLocation or SizeInBytes |
| // change, but most of the time this will always be the case. |
| mLastAppliedIndexFormat = DXGI_FORMAT_UNKNOWN; |
| } |
| |
| void OnSetPipeline(const RenderPipelineBase* pipeline) { |
| mD3D12BufferView.Format = |
| DXGIIndexFormat(pipeline->GetVertexStateDescriptor()->indexFormat); |
| } |
| |
| void Apply(ID3D12GraphicsCommandList* commandList) { |
| if (mD3D12BufferView.Format == mLastAppliedIndexFormat) { |
| return; |
| } |
| |
| commandList->IASetIndexBuffer(&mD3D12BufferView); |
| mLastAppliedIndexFormat = mD3D12BufferView.Format; |
| } |
| |
| private: |
| DXGI_FORMAT mLastAppliedIndexFormat = DXGI_FORMAT_UNKNOWN; |
| D3D12_INDEX_BUFFER_VIEW mD3D12BufferView = {}; |
| }; |
| |
| void ResolveMultisampledRenderPass(CommandRecordingContext* commandContext, |
| BeginRenderPassCmd* renderPass) { |
| ASSERT(renderPass != nullptr); |
| |
| for (uint32_t i : |
| IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) { |
| TextureViewBase* resolveTarget = |
| renderPass->colorAttachments[i].resolveTarget.Get(); |
| if (resolveTarget == nullptr) { |
| continue; |
| } |
| |
| TextureViewBase* colorView = renderPass->colorAttachments[i].view.Get(); |
| Texture* colorTexture = ToBackend(colorView->GetTexture()); |
| Texture* resolveTexture = ToBackend(resolveTarget->GetTexture()); |
| |
| // Transition the usages of the color attachment and resolve target. |
| colorTexture->TrackUsageAndTransitionNow(commandContext, |
| D3D12_RESOURCE_STATE_RESOLVE_SOURCE, |
| colorView->GetSubresourceRange()); |
| resolveTexture->TrackUsageAndTransitionNow(commandContext, |
| D3D12_RESOURCE_STATE_RESOLVE_DEST, |
| resolveTarget->GetSubresourceRange()); |
| |
| // Do MSAA resolve with ResolveSubResource(). |
| ID3D12Resource* colorTextureHandle = colorTexture->GetD3D12Resource(); |
| ID3D12Resource* resolveTextureHandle = resolveTexture->GetD3D12Resource(); |
| const uint32_t resolveTextureSubresourceIndex = resolveTexture->GetSubresourceIndex( |
| resolveTarget->GetBaseMipLevel(), resolveTarget->GetBaseArrayLayer()); |
| constexpr uint32_t kColorTextureSubresourceIndex = 0; |
| commandContext->GetCommandList()->ResolveSubresource( |
| resolveTextureHandle, resolveTextureSubresourceIndex, colorTextureHandle, |
| kColorTextureSubresourceIndex, colorTexture->GetD3D12Format()); |
| } |
| } |
| |
| } // anonymous namespace |
| |
| CommandBuffer::CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor) |
| : CommandBufferBase(encoder, descriptor), mCommands(encoder->AcquireCommands()) { |
| } |
| |
| CommandBuffer::~CommandBuffer() { |
| FreeCommands(&mCommands); |
| } |
| |
| MaybeError CommandBuffer::RecordCommands(CommandRecordingContext* commandContext) { |
| Device* device = ToBackend(GetDevice()); |
| BindGroupStateTracker bindingTracker(device); |
| |
| ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList(); |
| |
| // Make sure we use the correct descriptors for this command list. Could be done once per |
| // actual command list but here is ok because there should be few command buffers. |
| bindingTracker.SetID3D12DescriptorHeaps(commandList); |
| |
| // Records the necessary barriers for the resource usage pre-computed by the frontend |
| auto PrepareResourcesForSubmission = [](CommandRecordingContext* commandContext, |
| const PassResourceUsage& usages) -> bool { |
| std::vector<D3D12_RESOURCE_BARRIER> barriers; |
| |
| ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList(); |
| |
| wgpu::BufferUsage bufferUsages = wgpu::BufferUsage::None; |
| |
| for (size_t i = 0; i < usages.buffers.size(); ++i) { |
| D3D12_RESOURCE_BARRIER barrier; |
| if (ToBackend(usages.buffers[i]) |
| ->TrackUsageAndGetResourceBarrier(commandContext, &barrier, |
| usages.bufferUsages[i])) { |
| barriers.push_back(barrier); |
| } |
| bufferUsages |= usages.bufferUsages[i]; |
| } |
| |
| for (size_t i = 0; i < usages.textures.size(); ++i) { |
| Texture* texture = ToBackend(usages.textures[i]); |
| // Clear textures that are not output attachments. Output attachments will be |
| // cleared during record render pass if the texture subresource has not been |
| // initialized before the render pass. |
| if (!(usages.textureUsages[i].usage & wgpu::TextureUsage::OutputAttachment)) { |
| texture->EnsureSubresourceContentInitialized(commandContext, |
| texture->GetAllSubresources()); |
| } |
| } |
| |
| wgpu::TextureUsage textureUsages = wgpu::TextureUsage::None; |
| |
| for (size_t i = 0; i < usages.textures.size(); ++i) { |
| ToBackend(usages.textures[i]) |
| ->TrackUsageAndGetResourceBarrierForPass(commandContext, &barriers, |
| usages.textureUsages[i]); |
| textureUsages |= usages.textureUsages[i].usage; |
| } |
| |
| if (barriers.size()) { |
| commandList->ResourceBarrier(barriers.size(), barriers.data()); |
| } |
| |
| return (bufferUsages & wgpu::BufferUsage::Storage || |
| textureUsages & wgpu::TextureUsage::Storage); |
| }; |
| |
| const std::vector<PassResourceUsage>& passResourceUsages = GetResourceUsages().perPass; |
| uint32_t nextPassNumber = 0; |
| |
| Command type; |
| while (mCommands.NextCommandId(&type)) { |
| switch (type) { |
| case Command::BeginComputePass: { |
| mCommands.NextCommand<BeginComputePassCmd>(); |
| |
| PrepareResourcesForSubmission(commandContext, |
| passResourceUsages[nextPassNumber]); |
| bindingTracker.SetInComputePass(true); |
| DAWN_TRY(RecordComputePass(commandContext, &bindingTracker)); |
| |
| nextPassNumber++; |
| break; |
| } |
| |
| case Command::BeginRenderPass: { |
| BeginRenderPassCmd* beginRenderPassCmd = |
| mCommands.NextCommand<BeginRenderPassCmd>(); |
| |
| const bool passHasUAV = PrepareResourcesForSubmission( |
| commandContext, passResourceUsages[nextPassNumber]); |
| bindingTracker.SetInComputePass(false); |
| |
| LazyClearRenderPassAttachments(beginRenderPassCmd); |
| DAWN_TRY(RecordRenderPass(commandContext, &bindingTracker, beginRenderPassCmd, |
| passHasUAV)); |
| |
| nextPassNumber++; |
| break; |
| } |
| |
| case Command::CopyBufferToBuffer: { |
| CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>(); |
| Buffer* srcBuffer = ToBackend(copy->source.Get()); |
| Buffer* dstBuffer = ToBackend(copy->destination.Get()); |
| |
| srcBuffer->TrackUsageAndTransitionNow(commandContext, |
| wgpu::BufferUsage::CopySrc); |
| dstBuffer->TrackUsageAndTransitionNow(commandContext, |
| wgpu::BufferUsage::CopyDst); |
| |
| commandList->CopyBufferRegion( |
| dstBuffer->GetD3D12Resource().Get(), copy->destinationOffset, |
| srcBuffer->GetD3D12Resource().Get(), copy->sourceOffset, copy->size); |
| break; |
| } |
| |
| case Command::CopyBufferToTexture: { |
| CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>(); |
| Buffer* buffer = ToBackend(copy->source.buffer.Get()); |
| Texture* texture = ToBackend(copy->destination.texture.Get()); |
| |
| ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D); |
| ASSERT(copy->copySize.depth == 1); |
| SubresourceRange subresource = SubresourceRange::SingleSubresource( |
| copy->destination.mipLevel, copy->destination.arrayLayer); |
| if (IsCompleteSubresourceCopiedTo(texture, copy->copySize, |
| copy->destination.mipLevel)) { |
| texture->SetIsSubresourceContentInitialized(true, subresource); |
| } else { |
| texture->EnsureSubresourceContentInitialized(commandContext, subresource); |
| } |
| |
| buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopySrc); |
| texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopyDst, |
| subresource); |
| |
| auto copySplit = ComputeTextureCopySplit( |
| copy->destination.origin, copy->copySize, texture->GetFormat(), |
| copy->source.offset, copy->source.bytesPerRow, copy->source.rowsPerImage); |
| |
| D3D12_TEXTURE_COPY_LOCATION textureLocation = |
| ComputeTextureCopyLocationForTexture(texture, copy->destination.mipLevel, |
| copy->destination.arrayLayer); |
| |
| for (uint32_t i = 0; i < copySplit.count; ++i) { |
| TextureCopySplit::CopyInfo& info = copySplit.copies[i]; |
| |
| D3D12_TEXTURE_COPY_LOCATION bufferLocation = |
| ComputeBufferLocationForCopyTextureRegion( |
| texture, buffer->GetD3D12Resource().Get(), info.bufferSize, |
| copySplit.offset, copy->source.bytesPerRow); |
| D3D12_BOX sourceRegion = |
| ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize); |
| |
| commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x, |
| info.textureOffset.y, info.textureOffset.z, |
| &bufferLocation, &sourceRegion); |
| } |
| break; |
| } |
| |
| case Command::CopyTextureToBuffer: { |
| CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>(); |
| Texture* texture = ToBackend(copy->source.texture.Get()); |
| Buffer* buffer = ToBackend(copy->destination.buffer.Get()); |
| |
| ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D); |
| ASSERT(copy->copySize.depth == 1); |
| SubresourceRange subresource = SubresourceRange::SingleSubresource( |
| copy->source.mipLevel, copy->source.arrayLayer); |
| texture->EnsureSubresourceContentInitialized(commandContext, subresource); |
| |
| texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopySrc, |
| subresource); |
| buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst); |
| |
| TextureCopySplit copySplit = ComputeTextureCopySplit( |
| copy->source.origin, copy->copySize, texture->GetFormat(), |
| copy->destination.offset, copy->destination.bytesPerRow, |
| copy->destination.rowsPerImage); |
| |
| D3D12_TEXTURE_COPY_LOCATION textureLocation = |
| ComputeTextureCopyLocationForTexture(texture, copy->source.mipLevel, |
| copy->source.arrayLayer); |
| |
| for (uint32_t i = 0; i < copySplit.count; ++i) { |
| TextureCopySplit::CopyInfo& info = copySplit.copies[i]; |
| |
| D3D12_TEXTURE_COPY_LOCATION bufferLocation = |
| ComputeBufferLocationForCopyTextureRegion( |
| texture, buffer->GetD3D12Resource().Get(), info.bufferSize, |
| copySplit.offset, copy->destination.bytesPerRow); |
| |
| D3D12_BOX sourceRegion = |
| ComputeD3D12BoxFromOffsetAndSize(info.textureOffset, info.copySize); |
| |
| commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x, |
| info.bufferOffset.y, info.bufferOffset.z, |
| &textureLocation, &sourceRegion); |
| } |
| break; |
| } |
| |
| case Command::CopyTextureToTexture: { |
| CopyTextureToTextureCmd* copy = |
| mCommands.NextCommand<CopyTextureToTextureCmd>(); |
| |
| Texture* source = ToBackend(copy->source.texture.Get()); |
| Texture* destination = ToBackend(copy->destination.texture.Get()); |
| SubresourceRange srcRange = {copy->source.mipLevel, 1, copy->source.arrayLayer, |
| copy->copySize.depth}; |
| SubresourceRange dstRange = {copy->destination.mipLevel, 1, |
| copy->destination.arrayLayer, |
| copy->copySize.depth}; |
| |
| source->EnsureSubresourceContentInitialized(commandContext, srcRange); |
| if (IsCompleteSubresourceCopiedTo(destination, copy->copySize, |
| copy->destination.mipLevel)) { |
| destination->SetIsSubresourceContentInitialized(true, dstRange); |
| } else { |
| destination->EnsureSubresourceContentInitialized(commandContext, dstRange); |
| } |
| |
| if (copy->source.texture.Get() == copy->destination.texture.Get() && |
| copy->source.mipLevel == copy->destination.mipLevel) { |
| // When there are overlapped subresources, the layout of the overlapped |
| // subresources should all be COMMON instead of what we set now. Currently |
| // it is not allowed to copy with overlapped subresources, but we still |
| // add the ASSERT here as a reminder for this possible misuse. |
| ASSERT(!IsRangeOverlapped(copy->source.arrayLayer, |
| copy->destination.arrayLayer, |
| copy->copySize.depth)); |
| } |
| source->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopySrc, |
| srcRange); |
| destination->TrackUsageAndTransitionNow(commandContext, |
| wgpu::TextureUsage::CopyDst, dstRange); |
| |
| if (CanUseCopyResource(source, destination, copy->copySize)) { |
| commandList->CopyResource(destination->GetD3D12Resource(), |
| source->GetD3D12Resource()); |
| } else { |
| // TODO(jiawei.shao@intel.com): support copying with 1D and 3D textures. |
| ASSERT(source->GetDimension() == wgpu::TextureDimension::e2D && |
| destination->GetDimension() == wgpu::TextureDimension::e2D); |
| const dawn_native::Extent3D copyExtentOneSlice = { |
| copy->copySize.width, copy->copySize.height, 1u}; |
| for (uint32_t slice = 0; slice < copy->copySize.depth; ++slice) { |
| D3D12_TEXTURE_COPY_LOCATION srcLocation = |
| ComputeTextureCopyLocationForTexture( |
| source, copy->source.mipLevel, copy->source.arrayLayer + slice); |
| |
| D3D12_TEXTURE_COPY_LOCATION dstLocation = |
| ComputeTextureCopyLocationForTexture( |
| destination, copy->destination.mipLevel, |
| copy->destination.arrayLayer + slice); |
| |
| D3D12_BOX sourceRegion = ComputeD3D12BoxFromOffsetAndSize( |
| copy->source.origin, copyExtentOneSlice); |
| |
| commandList->CopyTextureRegion(&dstLocation, copy->destination.origin.x, |
| copy->destination.origin.y, |
| copy->destination.origin.z, &srcLocation, |
| &sourceRegion); |
| } |
| } |
| break; |
| } |
| |
| default: { |
| UNREACHABLE(); |
| break; |
| } |
| } |
| } |
| |
| return {}; |
| } |
| |
| MaybeError CommandBuffer::RecordComputePass(CommandRecordingContext* commandContext, |
| BindGroupStateTracker* bindingTracker) { |
| PipelineLayout* lastLayout = nullptr; |
| ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList(); |
| |
| Command type; |
| while (mCommands.NextCommandId(&type)) { |
| switch (type) { |
| case Command::Dispatch: { |
| DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>(); |
| |
| DAWN_TRY(bindingTracker->Apply(commandContext)); |
| commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z); |
| break; |
| } |
| |
| case Command::DispatchIndirect: { |
| DispatchIndirectCmd* dispatch = mCommands.NextCommand<DispatchIndirectCmd>(); |
| |
| DAWN_TRY(bindingTracker->Apply(commandContext)); |
| Buffer* buffer = ToBackend(dispatch->indirectBuffer.Get()); |
| ComPtr<ID3D12CommandSignature> signature = |
| ToBackend(GetDevice())->GetDispatchIndirectSignature(); |
| commandList->ExecuteIndirect(signature.Get(), 1, |
| buffer->GetD3D12Resource().Get(), |
| dispatch->indirectOffset, nullptr, 0); |
| break; |
| } |
| |
| case Command::EndComputePass: { |
| mCommands.NextCommand<EndComputePassCmd>(); |
| return {}; |
| } |
| |
| case Command::SetComputePipeline: { |
| SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>(); |
| ComputePipeline* pipeline = ToBackend(cmd->pipeline).Get(); |
| PipelineLayout* layout = ToBackend(pipeline->GetLayout()); |
| |
| commandList->SetComputeRootSignature(layout->GetRootSignature()); |
| commandList->SetPipelineState(pipeline->GetPipelineState()); |
| |
| bindingTracker->OnSetPipeline(pipeline); |
| |
| lastLayout = layout; |
| break; |
| } |
| |
| case Command::SetBindGroup: { |
| SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>(); |
| BindGroup* group = ToBackend(cmd->group.Get()); |
| uint32_t* dynamicOffsets = nullptr; |
| |
| if (cmd->dynamicOffsetCount > 0) { |
| dynamicOffsets = mCommands.NextData<uint32_t>(cmd->dynamicOffsetCount); |
| } |
| |
| bindingTracker->OnSetBindGroup(cmd->index, group, cmd->dynamicOffsetCount, |
| dynamicOffsets); |
| break; |
| } |
| |
| case Command::InsertDebugMarker: { |
| InsertDebugMarkerCmd* cmd = mCommands.NextCommand<InsertDebugMarkerCmd>(); |
| const char* label = mCommands.NextData<char>(cmd->length + 1); |
| |
| if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) { |
| // PIX color is 1 byte per channel in ARGB format |
| constexpr uint64_t kPIXBlackColor = 0xff000000; |
| ToBackend(GetDevice()) |
| ->GetFunctions() |
| ->pixSetMarkerOnCommandList(commandList, kPIXBlackColor, label); |
| } |
| break; |
| } |
| |
| case Command::PopDebugGroup: { |
| mCommands.NextCommand<PopDebugGroupCmd>(); |
| |
| if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) { |
| ToBackend(GetDevice()) |
| ->GetFunctions() |
| ->pixEndEventOnCommandList(commandList); |
| } |
| break; |
| } |
| |
| case Command::PushDebugGroup: { |
| PushDebugGroupCmd* cmd = mCommands.NextCommand<PushDebugGroupCmd>(); |
| const char* label = mCommands.NextData<char>(cmd->length + 1); |
| |
| if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) { |
| // PIX color is 1 byte per channel in ARGB format |
| constexpr uint64_t kPIXBlackColor = 0xff000000; |
| ToBackend(GetDevice()) |
| ->GetFunctions() |
| ->pixBeginEventOnCommandList(commandList, kPIXBlackColor, label); |
| } |
| break; |
| } |
| |
| default: { |
| UNREACHABLE(); |
| break; |
| } |
| } |
| } |
| |
| return {}; |
| } |
| |
| MaybeError CommandBuffer::SetupRenderPass(CommandRecordingContext* commandContext, |
| BeginRenderPassCmd* renderPass, |
| RenderPassBuilder* renderPassBuilder) { |
| Device* device = ToBackend(GetDevice()); |
| |
| for (uint32_t i : IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) { |
| RenderPassColorAttachmentInfo& attachmentInfo = renderPass->colorAttachments[i]; |
| TextureView* view = ToBackend(attachmentInfo.view.Get()); |
| |
| // Set view attachment. |
| CPUDescriptorHeapAllocation rtvAllocation; |
| DAWN_TRY_ASSIGN( |
| rtvAllocation, |
| device->GetRenderTargetViewAllocator()->AllocateTransientCPUDescriptors()); |
| |
| const D3D12_RENDER_TARGET_VIEW_DESC viewDesc = view->GetRTVDescriptor(); |
| const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = rtvAllocation.GetBaseDescriptor(); |
| |
| device->GetD3D12Device()->CreateRenderTargetView( |
| ToBackend(view->GetTexture())->GetD3D12Resource(), &viewDesc, baseDescriptor); |
| |
| renderPassBuilder->SetRenderTargetView(i, baseDescriptor); |
| |
| // Set color load operation. |
| renderPassBuilder->SetRenderTargetBeginningAccess( |
| i, attachmentInfo.loadOp, attachmentInfo.clearColor, view->GetD3D12Format()); |
| |
| // Set color store operation. |
| if (attachmentInfo.resolveTarget.Get() != nullptr) { |
| TextureView* resolveDestinationView = ToBackend(attachmentInfo.resolveTarget.Get()); |
| Texture* resolveDestinationTexture = |
| ToBackend(resolveDestinationView->GetTexture()); |
| |
| resolveDestinationTexture->TrackUsageAndTransitionNow( |
| commandContext, D3D12_RESOURCE_STATE_RESOLVE_DEST, |
| resolveDestinationView->GetSubresourceRange()); |
| |
| renderPassBuilder->SetRenderTargetEndingAccessResolve(i, attachmentInfo.storeOp, |
| view, resolveDestinationView); |
| } else { |
| renderPassBuilder->SetRenderTargetEndingAccess(i, attachmentInfo.storeOp); |
| } |
| } |
| |
| if (renderPass->attachmentState->HasDepthStencilAttachment()) { |
| RenderPassDepthStencilAttachmentInfo& attachmentInfo = |
| renderPass->depthStencilAttachment; |
| TextureView* view = ToBackend(renderPass->depthStencilAttachment.view.Get()); |
| |
| // Set depth attachment. |
| CPUDescriptorHeapAllocation dsvAllocation; |
| DAWN_TRY_ASSIGN( |
| dsvAllocation, |
| device->GetDepthStencilViewAllocator()->AllocateTransientCPUDescriptors()); |
| |
| const D3D12_DEPTH_STENCIL_VIEW_DESC viewDesc = view->GetDSVDescriptor(); |
| const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = dsvAllocation.GetBaseDescriptor(); |
| |
| device->GetD3D12Device()->CreateDepthStencilView( |
| ToBackend(view->GetTexture())->GetD3D12Resource(), &viewDesc, baseDescriptor); |
| |
| renderPassBuilder->SetDepthStencilView(baseDescriptor); |
| |
| const bool hasDepth = view->GetTexture()->GetFormat().HasDepth(); |
| const bool hasStencil = view->GetTexture()->GetFormat().HasStencil(); |
| |
| // Set depth/stencil load operations. |
| if (hasDepth) { |
| renderPassBuilder->SetDepthAccess( |
| attachmentInfo.depthLoadOp, attachmentInfo.depthStoreOp, |
| attachmentInfo.clearDepth, view->GetD3D12Format()); |
| } else { |
| renderPassBuilder->SetDepthNoAccess(); |
| } |
| |
| if (hasStencil) { |
| renderPassBuilder->SetStencilAccess( |
| attachmentInfo.stencilLoadOp, attachmentInfo.stencilStoreOp, |
| attachmentInfo.clearStencil, view->GetD3D12Format()); |
| } else { |
| renderPassBuilder->SetStencilNoAccess(); |
| } |
| |
| } else { |
| renderPassBuilder->SetDepthStencilNoAccess(); |
| } |
| |
| return {}; |
| } |
| |
| void CommandBuffer::EmulateBeginRenderPass(CommandRecordingContext* commandContext, |
| const RenderPassBuilder* renderPassBuilder) const { |
| ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList(); |
| |
| // Clear framebuffer attachments as needed. |
| { |
| for (uint32_t i = 0; i < renderPassBuilder->GetColorAttachmentCount(); i++) { |
| // Load op - color |
| if (renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i] |
| .BeginningAccess.Type == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) { |
| commandList->ClearRenderTargetView( |
| renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i].cpuDescriptor, |
| renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i] |
| .BeginningAccess.Clear.ClearValue.Color, |
| 0, nullptr); |
| } |
| } |
| |
| if (renderPassBuilder->HasDepth()) { |
| D3D12_CLEAR_FLAGS clearFlags = {}; |
| float depthClear = 0.0f; |
| uint8_t stencilClear = 0u; |
| |
| if (renderPassBuilder->GetRenderPassDepthStencilDescriptor() |
| ->DepthBeginningAccess.Type == |
| D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) { |
| clearFlags |= D3D12_CLEAR_FLAG_DEPTH; |
| depthClear = renderPassBuilder->GetRenderPassDepthStencilDescriptor() |
| ->DepthBeginningAccess.Clear.ClearValue.DepthStencil.Depth; |
| } |
| if (renderPassBuilder->GetRenderPassDepthStencilDescriptor() |
| ->StencilBeginningAccess.Type == |
| D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) { |
| clearFlags |= D3D12_CLEAR_FLAG_STENCIL; |
| stencilClear = |
| renderPassBuilder->GetRenderPassDepthStencilDescriptor() |
| ->StencilBeginningAccess.Clear.ClearValue.DepthStencil.Stencil; |
| } |
| |
| // TODO(kainino@chromium.org): investigate: should the Dawn clear |
| // stencil type be uint8_t? |
| if (clearFlags) { |
| commandList->ClearDepthStencilView( |
| renderPassBuilder->GetRenderPassDepthStencilDescriptor()->cpuDescriptor, |
| clearFlags, depthClear, stencilClear, 0, nullptr); |
| } |
| } |
| } |
| |
| commandList->OMSetRenderTargets( |
| renderPassBuilder->GetColorAttachmentCount(), renderPassBuilder->GetRenderTargetViews(), |
| FALSE, |
| renderPassBuilder->HasDepth() |
| ? &renderPassBuilder->GetRenderPassDepthStencilDescriptor()->cpuDescriptor |
| : nullptr); |
| } |
| |
| MaybeError CommandBuffer::RecordRenderPass(CommandRecordingContext* commandContext, |
| BindGroupStateTracker* bindingTracker, |
| BeginRenderPassCmd* renderPass, |
| const bool passHasUAV) { |
| Device* device = ToBackend(GetDevice()); |
| const bool useRenderPass = device->IsToggleEnabled(Toggle::UseD3D12RenderPass); |
| |
| // renderPassBuilder must be scoped to RecordRenderPass because any underlying |
| // D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS structs must remain |
| // valid until after EndRenderPass() has been called. |
| RenderPassBuilder renderPassBuilder(passHasUAV); |
| |
| DAWN_TRY(SetupRenderPass(commandContext, renderPass, &renderPassBuilder)); |
| |
| // Use D3D12's native render pass API if it's available, otherwise emulate the |
| // beginning and ending access operations. |
| if (useRenderPass) { |
| commandContext->GetCommandList4()->BeginRenderPass( |
| renderPassBuilder.GetColorAttachmentCount(), |
| renderPassBuilder.GetRenderPassRenderTargetDescriptors(), |
| renderPassBuilder.HasDepth() |
| ? renderPassBuilder.GetRenderPassDepthStencilDescriptor() |
| : nullptr, |
| renderPassBuilder.GetRenderPassFlags()); |
| } else { |
| EmulateBeginRenderPass(commandContext, &renderPassBuilder); |
| } |
| |
| ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList(); |
| |
| // Set up default dynamic state |
| { |
| uint32_t width = renderPass->width; |
| uint32_t height = renderPass->height; |
| D3D12_VIEWPORT viewport = { |
| 0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f}; |
| D3D12_RECT scissorRect = {0, 0, static_cast<long>(width), static_cast<long>(height)}; |
| commandList->RSSetViewports(1, &viewport); |
| commandList->RSSetScissorRects(1, &scissorRect); |
| |
| static constexpr std::array<float, 4> defaultBlendFactor = {0, 0, 0, 0}; |
| commandList->OMSetBlendFactor(&defaultBlendFactor[0]); |
| } |
| |
| RenderPipeline* lastPipeline = nullptr; |
| PipelineLayout* lastLayout = nullptr; |
| VertexBufferTracker vertexBufferTracker = {}; |
| IndexBufferTracker indexBufferTracker = {}; |
| |
| auto EncodeRenderBundleCommand = [&](CommandIterator* iter, Command type) -> MaybeError { |
| switch (type) { |
| case Command::Draw: { |
| DrawCmd* draw = iter->NextCommand<DrawCmd>(); |
| |
| DAWN_TRY(bindingTracker->Apply(commandContext)); |
| vertexBufferTracker.Apply(commandList, lastPipeline); |
| commandList->DrawInstanced(draw->vertexCount, draw->instanceCount, |
| draw->firstVertex, draw->firstInstance); |
| break; |
| } |
| |
| case Command::DrawIndexed: { |
| DrawIndexedCmd* draw = iter->NextCommand<DrawIndexedCmd>(); |
| |
| DAWN_TRY(bindingTracker->Apply(commandContext)); |
| indexBufferTracker.Apply(commandList); |
| vertexBufferTracker.Apply(commandList, lastPipeline); |
| commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount, |
| draw->firstIndex, draw->baseVertex, |
| draw->firstInstance); |
| break; |
| } |
| |
| case Command::DrawIndirect: { |
| DrawIndirectCmd* draw = iter->NextCommand<DrawIndirectCmd>(); |
| |
| DAWN_TRY(bindingTracker->Apply(commandContext)); |
| vertexBufferTracker.Apply(commandList, lastPipeline); |
| Buffer* buffer = ToBackend(draw->indirectBuffer.Get()); |
| ComPtr<ID3D12CommandSignature> signature = |
| ToBackend(GetDevice())->GetDrawIndirectSignature(); |
| commandList->ExecuteIndirect(signature.Get(), 1, |
| buffer->GetD3D12Resource().Get(), |
| draw->indirectOffset, nullptr, 0); |
| break; |
| } |
| |
| case Command::DrawIndexedIndirect: { |
| DrawIndexedIndirectCmd* draw = iter->NextCommand<DrawIndexedIndirectCmd>(); |
| |
| DAWN_TRY(bindingTracker->Apply(commandContext)); |
| indexBufferTracker.Apply(commandList); |
| vertexBufferTracker.Apply(commandList, lastPipeline); |
| Buffer* buffer = ToBackend(draw->indirectBuffer.Get()); |
| ComPtr<ID3D12CommandSignature> signature = |
| ToBackend(GetDevice())->GetDrawIndexedIndirectSignature(); |
| commandList->ExecuteIndirect(signature.Get(), 1, |
| buffer->GetD3D12Resource().Get(), |
| draw->indirectOffset, nullptr, 0); |
| break; |
| } |
| |
| case Command::InsertDebugMarker: { |
| InsertDebugMarkerCmd* cmd = iter->NextCommand<InsertDebugMarkerCmd>(); |
| const char* label = iter->NextData<char>(cmd->length + 1); |
| |
| if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) { |
| // PIX color is 1 byte per channel in ARGB format |
| constexpr uint64_t kPIXBlackColor = 0xff000000; |
| ToBackend(GetDevice()) |
| ->GetFunctions() |
| ->pixSetMarkerOnCommandList(commandList, kPIXBlackColor, label); |
| } |
| break; |
| } |
| |
| case Command::PopDebugGroup: { |
| iter->NextCommand<PopDebugGroupCmd>(); |
| |
| if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) { |
| ToBackend(GetDevice()) |
| ->GetFunctions() |
| ->pixEndEventOnCommandList(commandList); |
| } |
| break; |
| } |
| |
| case Command::PushDebugGroup: { |
| PushDebugGroupCmd* cmd = iter->NextCommand<PushDebugGroupCmd>(); |
| const char* label = iter->NextData<char>(cmd->length + 1); |
| |
| if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) { |
| // PIX color is 1 byte per channel in ARGB format |
| constexpr uint64_t kPIXBlackColor = 0xff000000; |
| ToBackend(GetDevice()) |
| ->GetFunctions() |
| ->pixBeginEventOnCommandList(commandList, kPIXBlackColor, label); |
| } |
| break; |
| } |
| |
| case Command::SetRenderPipeline: { |
| SetRenderPipelineCmd* cmd = iter->NextCommand<SetRenderPipelineCmd>(); |
| RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get(); |
| PipelineLayout* layout = ToBackend(pipeline->GetLayout()); |
| |
| commandList->SetGraphicsRootSignature(layout->GetRootSignature()); |
| commandList->SetPipelineState(pipeline->GetPipelineState()); |
| commandList->IASetPrimitiveTopology(pipeline->GetD3D12PrimitiveTopology()); |
| |
| bindingTracker->OnSetPipeline(pipeline); |
| indexBufferTracker.OnSetPipeline(pipeline); |
| |
| lastPipeline = pipeline; |
| lastLayout = layout; |
| break; |
| } |
| |
| case Command::SetBindGroup: { |
| SetBindGroupCmd* cmd = iter->NextCommand<SetBindGroupCmd>(); |
| BindGroup* group = ToBackend(cmd->group.Get()); |
| uint32_t* dynamicOffsets = nullptr; |
| |
| if (cmd->dynamicOffsetCount > 0) { |
| dynamicOffsets = iter->NextData<uint32_t>(cmd->dynamicOffsetCount); |
| } |
| |
| bindingTracker->OnSetBindGroup(cmd->index, group, cmd->dynamicOffsetCount, |
| dynamicOffsets); |
| break; |
| } |
| |
| case Command::SetIndexBuffer: { |
| SetIndexBufferCmd* cmd = iter->NextCommand<SetIndexBufferCmd>(); |
| |
| indexBufferTracker.OnSetIndexBuffer(ToBackend(cmd->buffer.Get()), cmd->offset, |
| cmd->size); |
| break; |
| } |
| |
| case Command::SetVertexBuffer: { |
| SetVertexBufferCmd* cmd = iter->NextCommand<SetVertexBufferCmd>(); |
| |
| vertexBufferTracker.OnSetVertexBuffer(cmd->slot, ToBackend(cmd->buffer.Get()), |
| cmd->offset, cmd->size); |
| break; |
| } |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| return {}; |
| }; |
| |
| Command type; |
| while (mCommands.NextCommandId(&type)) { |
| switch (type) { |
| case Command::EndRenderPass: { |
| mCommands.NextCommand<EndRenderPassCmd>(); |
| if (useRenderPass) { |
| commandContext->GetCommandList4()->EndRenderPass(); |
| } else if (renderPass->attachmentState->GetSampleCount() > 1) { |
| ResolveMultisampledRenderPass(commandContext, renderPass); |
| } |
| return {}; |
| } |
| |
| case Command::SetStencilReference: { |
| SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>(); |
| |
| commandList->OMSetStencilRef(cmd->reference); |
| break; |
| } |
| |
| case Command::SetViewport: { |
| SetViewportCmd* cmd = mCommands.NextCommand<SetViewportCmd>(); |
| D3D12_VIEWPORT viewport; |
| viewport.TopLeftX = cmd->x; |
| viewport.TopLeftY = cmd->y; |
| viewport.Width = cmd->width; |
| viewport.Height = cmd->height; |
| viewport.MinDepth = cmd->minDepth; |
| viewport.MaxDepth = cmd->maxDepth; |
| |
| commandList->RSSetViewports(1, &viewport); |
| break; |
| } |
| |
| case Command::SetScissorRect: { |
| SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>(); |
| D3D12_RECT rect; |
| rect.left = cmd->x; |
| rect.top = cmd->y; |
| rect.right = cmd->x + cmd->width; |
| rect.bottom = cmd->y + cmd->height; |
| |
| commandList->RSSetScissorRects(1, &rect); |
| break; |
| } |
| |
| case Command::SetBlendColor: { |
| SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>(); |
| commandList->OMSetBlendFactor(static_cast<const FLOAT*>(&cmd->color.r)); |
| break; |
| } |
| |
| case Command::ExecuteBundles: { |
| ExecuteBundlesCmd* cmd = mCommands.NextCommand<ExecuteBundlesCmd>(); |
| auto bundles = mCommands.NextData<Ref<RenderBundleBase>>(cmd->count); |
| |
| for (uint32_t i = 0; i < cmd->count; ++i) { |
| CommandIterator* iter = bundles[i]->GetCommands(); |
| iter->Reset(); |
| while (iter->NextCommandId(&type)) { |
| DAWN_TRY(EncodeRenderBundleCommand(iter, type)); |
| } |
| } |
| break; |
| } |
| |
| default: { |
| DAWN_TRY(EncodeRenderBundleCommand(&mCommands, type)); |
| break; |
| } |
| } |
| } |
| return {}; |
| } |
| }} // namespace dawn_native::d3d12 |