blob: ed02fde97cab759d423fc1ec95711aaf0fa3a565 [file] [log] [blame]
// Copyright 2017 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/d3d12/BindGroupLayoutD3D12.h"
#include <utility>
#include "dawn/common/BitSetIterator.h"
#include "dawn/common/MatchVariant.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
#include "dawn/native/d3d12/SamplerHeapCacheD3D12.h"
#include "dawn/native/d3d12/StagingDescriptorAllocatorD3D12.h"
namespace dawn::native::d3d12 {
namespace {
D3D12_DESCRIPTOR_RANGE_TYPE WGPUBindingInfoToDescriptorRangeType(const BindingInfo& bindingInfo) {
return MatchVariant(
bindingInfo.bindingLayout,
[](const BufferBindingLayout& layout) -> D3D12_DESCRIPTOR_RANGE_TYPE {
switch (layout.type) {
case wgpu::BufferBindingType::Uniform:
return D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding:
return D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
case wgpu::BufferBindingType::ReadOnlyStorage:
return D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
case wgpu::BufferBindingType::Undefined:
DAWN_UNREACHABLE();
}
},
[](const SamplerBindingLayout&) -> D3D12_DESCRIPTOR_RANGE_TYPE {
return D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
},
[](const TextureBindingLayout&) -> D3D12_DESCRIPTOR_RANGE_TYPE {
return D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
},
[](const StorageTextureBindingLayout& layout) -> D3D12_DESCRIPTOR_RANGE_TYPE {
switch (layout.access) {
case wgpu::StorageTextureAccess::WriteOnly:
case wgpu::StorageTextureAccess::ReadWrite:
return D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
case wgpu::StorageTextureAccess::ReadOnly:
return D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
case wgpu::StorageTextureAccess::Undefined:
DAWN_UNREACHABLE();
}
});
}
} // anonymous namespace
// static
Ref<BindGroupLayout> BindGroupLayout::Create(Device* device,
const BindGroupLayoutDescriptor* descriptor) {
return AcquireRef(new BindGroupLayout(device, descriptor));
}
BindGroupLayout::BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor)
: BindGroupLayoutInternalBase(device, descriptor),
mDescriptorHeapOffsets(GetBindingCount()),
mShaderRegisters(GetBindingCount()),
mCbvUavSrvDescriptorCount(0),
mSamplerDescriptorCount(0),
mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) {
for (BindingIndex bindingIndex{0}; bindingIndex < GetBindingCount(); ++bindingIndex) {
const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
D3D12_DESCRIPTOR_RANGE_TYPE descriptorRangeType =
WGPUBindingInfoToDescriptorRangeType(bindingInfo);
mShaderRegisters[bindingIndex] = uint32_t(bindingInfo.binding);
// For dynamic resources, Dawn uses root descriptor in D3D12 backend. So there is no
// need to allocate the descriptor from descriptor heap or create descriptor ranges.
if (bindingIndex < GetDynamicBufferCount()) {
continue;
}
DAWN_ASSERT(!std::holds_alternative<BufferBindingLayout>(bindingInfo.bindingLayout) ||
!std::get<BufferBindingLayout>(bindingInfo.bindingLayout).hasDynamicOffset);
mDescriptorHeapOffsets[bindingIndex] =
descriptorRangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER
? mSamplerDescriptorCount++
: mCbvUavSrvDescriptorCount++;
D3D12_DESCRIPTOR_RANGE1 range;
range.RangeType = descriptorRangeType;
range.NumDescriptors = 1;
range.BaseShaderRegister = GetShaderRegister(bindingIndex);
range.RegisterSpace = kRegisterSpacePlaceholder;
range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
// In Dawn we always use the descriptors as static ones, which means the descriptors in a
// descriptor heap pointed to by a root descriptor table have been initialized by the time
// the descriptor table is set on a command list (during recording), and the descriptors
// cannot be changed until the command list has finished executing for the last time, so we
// don't need to set DESCRIPTORS_VOLATILE for any binding types.
range.Flags = MatchVariant(
bindingInfo.bindingLayout,
[](const SamplerBindingLayout&) -> D3D12_DESCRIPTOR_RANGE_FLAGS {
// Sampler descriptor ranges don't support DATA_* flags at all since samplers do not
// point to data.
return D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
},
[](const BufferBindingLayout&) -> D3D12_DESCRIPTOR_RANGE_FLAGS {
// In Dawn it's allowed to do state transitions on the buffers or textures after
// binding
// them on the current command list, which indicates a change to its data (or
// possibly resource metadata), so we cannot bind them as DATA_STATIC. We cannot
// bind them as DATA_STATIC_WHILE_SET_AT_EXECUTE either because it is required to be
// rebound to the command list before the next (this) Draw/Dispatch call, while
// currently we may not rebind these resources if the current bind group is not
// changed.
return D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_STATIC_KEEPING_BUFFER_BOUNDS_CHECKS |
D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE;
},
[](const TextureBindingLayout&) -> D3D12_DESCRIPTOR_RANGE_FLAGS {
return D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE;
},
[](const StorageTextureBindingLayout&) -> D3D12_DESCRIPTOR_RANGE_FLAGS {
return D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE;
});
std::vector<D3D12_DESCRIPTOR_RANGE1>& descriptorRanges =
descriptorRangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER ? mSamplerDescriptorRanges
: mCbvUavSrvDescriptorRanges;
// Try to join this range with the previous one, if the current range is a continuation
// of the previous. This is possible because the binding infos in the base type are
// sorted.
if (descriptorRanges.size() >= 2) {
D3D12_DESCRIPTOR_RANGE1& previous = descriptorRanges.back();
if (previous.RangeType == range.RangeType &&
previous.BaseShaderRegister + previous.NumDescriptors == range.BaseShaderRegister) {
previous.NumDescriptors += range.NumDescriptors;
continue;
}
}
descriptorRanges.push_back(range);
}
mViewAllocator = device->GetViewStagingDescriptorAllocator(GetCbvUavSrvDescriptorCount());
mSamplerAllocator = device->GetSamplerStagingDescriptorAllocator(GetSamplerDescriptorCount());
}
ResultOrError<Ref<BindGroup>> BindGroupLayout::AllocateBindGroup(
Device* device,
const BindGroupDescriptor* descriptor) {
uint32_t viewSizeIncrement = 0;
CPUDescriptorHeapAllocation viewAllocation;
if (GetCbvUavSrvDescriptorCount() > 0) {
DAWN_ASSERT(mViewAllocator != nullptr);
DAWN_TRY((*mViewAllocator).Use([&](auto viewAllocator) -> MaybeError {
DAWN_TRY_ASSIGN(viewAllocation, viewAllocator->AllocateCPUDescriptors());
viewSizeIncrement = viewAllocator->GetSizeIncrement();
return {};
}));
}
Ref<BindGroup> bindGroup = AcquireRef<BindGroup>(
mBindGroupAllocator->Allocate(device, descriptor, viewSizeIncrement, viewAllocation));
if (GetSamplerDescriptorCount() > 0) {
DAWN_ASSERT(mSamplerAllocator != nullptr);
Ref<SamplerHeapCacheEntry> samplerHeapCacheEntry;
DAWN_TRY_ASSIGN(samplerHeapCacheEntry, device->GetSamplerHeapCache()->GetOrCreate(
bindGroup.Get(), *mSamplerAllocator));
bindGroup->SetSamplerAllocationEntry(std::move(samplerHeapCacheEntry));
}
return bindGroup;
}
void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup,
CPUDescriptorHeapAllocation* viewAllocation) {
if (viewAllocation->IsValid()) {
(*mViewAllocator)->Deallocate(viewAllocation);
}
mBindGroupAllocator->Deallocate(bindGroup);
}
ityp::span<BindingIndex, const uint32_t> BindGroupLayout::GetDescriptorHeapOffsets() const {
return {mDescriptorHeapOffsets.data(), mDescriptorHeapOffsets.size()};
}
uint32_t BindGroupLayout::GetShaderRegister(BindingIndex bindingIndex) const {
return mShaderRegisters[bindingIndex];
}
uint32_t BindGroupLayout::GetCbvUavSrvDescriptorCount() const {
return mCbvUavSrvDescriptorCount;
}
uint32_t BindGroupLayout::GetSamplerDescriptorCount() const {
return mSamplerDescriptorCount;
}
const std::vector<D3D12_DESCRIPTOR_RANGE1>& BindGroupLayout::GetCbvUavSrvDescriptorRanges() const {
return mCbvUavSrvDescriptorRanges;
}
const std::vector<D3D12_DESCRIPTOR_RANGE1>& BindGroupLayout::GetSamplerDescriptorRanges() const {
return mSamplerDescriptorRanges;
}
} // namespace dawn::native::d3d12