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// 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/PipelineLayoutD3D12.h"
#include <limits>
#include <sstream>
#include "dawn/common/Assert.h"
#include "dawn/common/BitSetIterator.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
#include "dawn/native/d3d12/PlatformFunctionsD3D12.h"
using Microsoft::WRL::ComPtr;
namespace dawn::native::d3d12 {
namespace {
// Reserve register names for internal use. This registers map to bindings in the shader,
// but are not directly related to allocation of the root signature.
// In the root signature, it the index of the root parameter where these registers are
// used that determines the layout of the root signature.
static constexpr uint32_t kRenderOrComputeInternalRegisterSpace = kMaxBindGroups + 1;
static constexpr uint32_t kRenderOrComputeInternalBaseRegister = 0;
static constexpr uint32_t kDynamicStorageBufferLengthsRegisterSpace = kMaxBindGroups + 2;
static constexpr uint32_t kDynamicStorageBufferLengthsBaseRegister = 0;
static constexpr uint32_t kInvalidDynamicStorageBufferLengthsParameterIndex =
std::numeric_limits<uint32_t>::max();
D3D12_SHADER_VISIBILITY ShaderVisibilityType(wgpu::ShaderStage visibility) {
DAWN_ASSERT(visibility != wgpu::ShaderStage::None);
if (visibility == wgpu::ShaderStage::Vertex) {
return D3D12_SHADER_VISIBILITY_VERTEX;
}
if (visibility == wgpu::ShaderStage::Fragment) {
return D3D12_SHADER_VISIBILITY_PIXEL;
}
// For compute or any two combination of stages, visibility must be ALL
return D3D12_SHADER_VISIBILITY_ALL;
}
D3D12_ROOT_PARAMETER_TYPE RootParameterType(wgpu::BufferBindingType type) {
switch (type) {
case wgpu::BufferBindingType::Uniform:
return D3D12_ROOT_PARAMETER_TYPE_CBV;
case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding:
return D3D12_ROOT_PARAMETER_TYPE_UAV;
case wgpu::BufferBindingType::ReadOnlyStorage:
return D3D12_ROOT_PARAMETER_TYPE_SRV;
case wgpu::BufferBindingType::Undefined:
DAWN_UNREACHABLE();
}
}
HRESULT SerializeRootParameter1_0(Device* device,
const D3D12_VERSIONED_ROOT_SIGNATURE_DESC& rootSignature1_1,
ID3DBlob** ppBlob,
ID3DBlob** ppErrorBlob) {
std::vector<std::vector<D3D12_DESCRIPTOR_RANGE>> allDescriptorRanges1_0;
std::vector<D3D12_ROOT_PARAMETER> rootParameters1_0(rootSignature1_1.Desc_1_1.NumParameters);
for (size_t i = 0; i < rootParameters1_0.size(); ++i) {
const D3D12_ROOT_PARAMETER1& rootParameter1_1 = rootSignature1_1.Desc_1_1.pParameters[i];
rootParameters1_0[i].ParameterType = rootParameter1_1.ParameterType;
rootParameters1_0[i].ShaderVisibility = rootParameter1_1.ShaderVisibility;
switch (rootParameters1_0[i].ParameterType) {
case D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS:
rootParameters1_0[i].Constants = rootParameter1_1.Constants;
break;
case D3D12_ROOT_PARAMETER_TYPE_CBV:
case D3D12_ROOT_PARAMETER_TYPE_SRV:
case D3D12_ROOT_PARAMETER_TYPE_UAV:
rootParameters1_0[i].Descriptor.RegisterSpace =
rootParameter1_1.Descriptor.RegisterSpace;
rootParameters1_0[i].Descriptor.ShaderRegister =
rootParameter1_1.Descriptor.ShaderRegister;
break;
case D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE:
rootParameters1_0[i].DescriptorTable.NumDescriptorRanges =
rootParameter1_1.DescriptorTable.NumDescriptorRanges;
if (rootParameters1_0[i].DescriptorTable.NumDescriptorRanges > 0) {
std::vector<D3D12_DESCRIPTOR_RANGE> descriptorRanges1_0(
rootParameters1_0[i].DescriptorTable.NumDescriptorRanges);
for (uint32_t index = 0;
index < rootParameter1_1.DescriptorTable.NumDescriptorRanges; ++index) {
const D3D12_DESCRIPTOR_RANGE1& descriptorRange1_1 =
rootParameter1_1.DescriptorTable.pDescriptorRanges[index];
descriptorRanges1_0[index].BaseShaderRegister =
descriptorRange1_1.BaseShaderRegister;
descriptorRanges1_0[index].NumDescriptors =
descriptorRange1_1.NumDescriptors;
descriptorRanges1_0[index].OffsetInDescriptorsFromTableStart =
descriptorRange1_1.OffsetInDescriptorsFromTableStart;
descriptorRanges1_0[index].RangeType = descriptorRange1_1.RangeType;
descriptorRanges1_0[index].RegisterSpace = descriptorRange1_1.RegisterSpace;
}
allDescriptorRanges1_0.push_back(descriptorRanges1_0);
rootParameters1_0[i].DescriptorTable.pDescriptorRanges =
allDescriptorRanges1_0.back().data();
}
break;
default:
DAWN_UNREACHABLE();
break;
}
}
D3D12_ROOT_SIGNATURE_DESC rootSignatureDescriptor;
rootSignatureDescriptor.NumParameters = rootParameters1_0.size();
rootSignatureDescriptor.pParameters = rootParameters1_0.data();
rootSignatureDescriptor.NumStaticSamplers = 0;
rootSignatureDescriptor.pStaticSamplers = nullptr;
rootSignatureDescriptor.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
return device->GetFunctions()->d3d12SerializeRootSignature(
&rootSignatureDescriptor, D3D_ROOT_SIGNATURE_VERSION_1, ppBlob, ppErrorBlob);
}
} // anonymous namespace
ResultOrError<Ref<PipelineLayout>> PipelineLayout::Create(
Device* device,
const UnpackedPtr<PipelineLayoutDescriptor>& descriptor) {
Ref<PipelineLayout> layout = AcquireRef(new PipelineLayout(device, descriptor));
DAWN_TRY(layout->Initialize());
return layout;
}
MaybeError PipelineLayout::Initialize() {
Device* device = ToBackend(GetDevice());
// Parameters are D3D12_ROOT_PARAMETER_TYPE which is either a root table, constant, or
// descriptor.
std::vector<D3D12_ROOT_PARAMETER1> rootParameters;
size_t rangesCount = 0;
for (BindGroupIndex group : IterateBitSet(GetBindGroupLayoutsMask())) {
const BindGroupLayout* bindGroupLayout = ToBackend(GetBindGroupLayout(group));
rangesCount += bindGroupLayout->GetCbvUavSrvDescriptorRanges().size() +
bindGroupLayout->GetSamplerDescriptorRanges().size();
}
// We are taking pointers to `ranges`, so we cannot let it resize while we're pushing to it.
std::vector<D3D12_DESCRIPTOR_RANGE1> ranges(rangesCount);
uint32_t rangeIndex = 0;
for (BindGroupIndex group : IterateBitSet(GetBindGroupLayoutsMask())) {
const BindGroupLayout* bindGroupLayout = ToBackend(GetBindGroupLayout(group));
// Set the root descriptor table parameter and copy ranges. Ranges are offset by the
// bind group index Returns whether or not the parameter was set. A root parameter is
// not set if the number of ranges is 0
auto SetRootDescriptorTable =
[&](const std::vector<D3D12_DESCRIPTOR_RANGE1>& descriptorRanges) -> bool {
auto rangeCount = descriptorRanges.size();
if (rangeCount == 0) {
return false;
}
D3D12_ROOT_PARAMETER1 rootParameter = {};
rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParameter.DescriptorTable.NumDescriptorRanges = rangeCount;
rootParameter.DescriptorTable.pDescriptorRanges = &ranges[rangeIndex];
for (auto& range : descriptorRanges) {
DAWN_ASSERT(range.RegisterSpace == kRegisterSpacePlaceholder);
ranges[rangeIndex] = range;
ranges[rangeIndex].RegisterSpace = static_cast<uint32_t>(group);
rangeIndex++;
}
rootParameters.emplace_back(rootParameter);
return true;
};
if (SetRootDescriptorTable(bindGroupLayout->GetCbvUavSrvDescriptorRanges())) {
mCbvUavSrvRootParameterInfo[group] = rootParameters.size() - 1;
}
if (SetRootDescriptorTable(bindGroupLayout->GetSamplerDescriptorRanges())) {
mSamplerRootParameterInfo[group] = rootParameters.size() - 1;
}
// Init root descriptors in root signatures for dynamic buffer bindings.
// These are packed at the beginning of the layout binding info.
mDynamicRootParameterIndices[group].resize(bindGroupLayout->GetDynamicBufferCount());
for (BindingIndex dynamicBindingIndex{0};
dynamicBindingIndex < bindGroupLayout->GetDynamicBufferCount();
++dynamicBindingIndex) {
const BindingInfo& bindingInfo = bindGroupLayout->GetBindingInfo(dynamicBindingIndex);
if (bindingInfo.visibility == wgpu::ShaderStage::None) {
// Skip dynamic buffers that are not visible. D3D12 does not have None
// visibility.
continue;
}
D3D12_ROOT_PARAMETER1 rootParameter = {};
// Setup root descriptor.
D3D12_ROOT_DESCRIPTOR1 rootDescriptor;
rootDescriptor.ShaderRegister = bindGroupLayout->GetShaderRegister(dynamicBindingIndex);
rootDescriptor.RegisterSpace = static_cast<uint32_t>(group);
// Using D3D12_ROOT_DESCRIPTOR_FLAG_NONE means using DATA_STATIC_WHILE_SET_AT_EXECUTE
// for CBV/SRV and using DATA_VOLATILE for UAV, which is allowed because currently in
// Dawn the views with dynamic offsets are always re-applied every time before a draw or
// a dispatch call.
rootDescriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
// Set root descriptors in root signatures.
rootParameter.Descriptor = rootDescriptor;
mDynamicRootParameterIndices[group][dynamicBindingIndex] = rootParameters.size();
// Set parameter types according to bind group layout descriptor.
rootParameter.ParameterType =
RootParameterType(std::get<BufferBindingLayout>(bindingInfo.bindingLayout).type);
// Set visibilities according to bind group layout descriptor.
rootParameter.ShaderVisibility = ShaderVisibilityType(bindingInfo.visibility);
rootParameters.emplace_back(rootParameter);
}
}
// Make sure that we added exactly the number of elements we expected. If we added more,
// |ranges| will have resized and the pointers in the |rootParameter|s will be invalid.
DAWN_ASSERT(rangeIndex == rangesCount);
D3D12_ROOT_PARAMETER1 renderOrComputeInternalConstants{};
renderOrComputeInternalConstants.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
renderOrComputeInternalConstants.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
// Always allocate 3 constants for either:
// - vertex_index and instance_index
// - num_workgroups_x, num_workgroups_y and num_workgroups_z
// NOTE: We should consider delaying root signature creation until we know how many values
// we need
renderOrComputeInternalConstants.Constants.Num32BitValues = 3;
renderOrComputeInternalConstants.Constants.RegisterSpace =
kRenderOrComputeInternalRegisterSpace;
renderOrComputeInternalConstants.Constants.ShaderRegister =
kRenderOrComputeInternalBaseRegister;
mFirstIndexOffsetParameterIndex = rootParameters.size();
mNumWorkgroupsParameterIndex = rootParameters.size();
// NOTE: We should consider moving this entry to earlier in the root signature since offsets
// would need to be updated often
rootParameters.emplace_back(renderOrComputeInternalConstants);
// Loops over all of the dynamic storage buffer bindings in the layout and build
// a mapping from the binding to the next offset into the root constant array where
// that dynamic storage buffer's binding size will be stored. The next register offset
// to use is tracked with |dynamicStorageBufferLengthsShaderRegisterOffset|.
// This data will be used by shader translation to emit a load from the root constant
// array to use as the binding's size in runtime array calculations.
// Each bind group's length data is stored contiguously in the root constant array,
// so the loop also computes the first register offset for each group where the
// data should start.
uint32_t dynamicStorageBufferLengthsShaderRegisterOffset = 0;
for (BindGroupIndex group : IterateBitSet(GetBindGroupLayoutsMask())) {
const BindGroupLayoutInternalBase* bgl = GetBindGroupLayout(group);
mDynamicStorageBufferLengthInfo[group].firstRegisterOffset =
dynamicStorageBufferLengthsShaderRegisterOffset;
mDynamicStorageBufferLengthInfo[group].bindingAndRegisterOffsets.reserve(
bgl->GetBindingCountInfo().dynamicStorageBufferCount);
for (BindingIndex bindingIndex(0); bindingIndex < bgl->GetDynamicBufferCount();
++bindingIndex) {
if (bgl->IsStorageBufferBinding(bindingIndex)) {
mDynamicStorageBufferLengthInfo[group].bindingAndRegisterOffsets.push_back(
{bgl->GetBindingInfo(bindingIndex).binding,
dynamicStorageBufferLengthsShaderRegisterOffset++});
}
}
DAWN_ASSERT(mDynamicStorageBufferLengthInfo[group].bindingAndRegisterOffsets.size() ==
bgl->GetBindingCountInfo().dynamicStorageBufferCount);
}
if (dynamicStorageBufferLengthsShaderRegisterOffset > 0) {
D3D12_ROOT_PARAMETER1 dynamicStorageBufferLengthConstants{};
dynamicStorageBufferLengthConstants.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
dynamicStorageBufferLengthConstants.ParameterType =
D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
dynamicStorageBufferLengthConstants.Constants.Num32BitValues =
dynamicStorageBufferLengthsShaderRegisterOffset;
dynamicStorageBufferLengthConstants.Constants.RegisterSpace =
kDynamicStorageBufferLengthsRegisterSpace;
dynamicStorageBufferLengthConstants.Constants.ShaderRegister =
kDynamicStorageBufferLengthsBaseRegister;
mDynamicStorageBufferLengthsParameterIndex = rootParameters.size();
rootParameters.emplace_back(dynamicStorageBufferLengthConstants);
} else {
mDynamicStorageBufferLengthsParameterIndex =
kInvalidDynamicStorageBufferLengthsParameterIndex;
}
D3D12_VERSIONED_ROOT_SIGNATURE_DESC versionedRootSignatureDescriptor = {};
versionedRootSignatureDescriptor.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
versionedRootSignatureDescriptor.Desc_1_1.NumParameters = rootParameters.size();
versionedRootSignatureDescriptor.Desc_1_1.pParameters = rootParameters.data();
versionedRootSignatureDescriptor.Desc_1_1.NumStaticSamplers = 0;
versionedRootSignatureDescriptor.Desc_1_1.pStaticSamplers = nullptr;
versionedRootSignatureDescriptor.Desc_1_1.Flags =
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
DAWN_TRY([&]() -> MaybeError {
ComPtr<ID3DBlob> error;
if (device->IsToggleEnabled(Toggle::D3D12UseRootSignatureVersion1_1) &&
DAWN_LIKELY(SUCCEEDED(device->GetFunctions()->d3d12SerializeVersionedRootSignature(
&versionedRootSignatureDescriptor, &mRootSignatureBlob, &error)))) {
return {};
}
// If using root signature version 1.1 failed, try again with root signature version 1.0.
// Some drivers appear to run an outdated version of the DXIL validator and can't support
// 1.1.
// Note that retrying again is OK because whether we use version 1.0 or 1.1 doesn't
// affect anything else except pipeline layout creation. Nothing else in Dawn cares
// what decision we made here.
// TODO(crbug.com/1512318): Add some telemetry so we log how often/when this happens.
std::ostringstream messageStream;
if (error) {
messageStream << static_cast<const char*>(error->GetBufferPointer()) << std::endl;
}
HRESULT hr = SerializeRootParameter1_0(device, versionedRootSignatureDescriptor,
&mRootSignatureBlob, &error);
if (DAWN_LIKELY(SUCCEEDED(hr))) {
return {};
}
if (error) {
messageStream << static_cast<const char*>(error->GetBufferPointer()) << std::endl;
}
messageStream << "D3D12 serialize root signature";
DAWN_TRY(CheckHRESULT(hr, messageStream.str().c_str()));
return {};
}());
DAWN_TRY(CheckHRESULT(device->GetD3D12Device()->CreateRootSignature(
0, mRootSignatureBlob->GetBufferPointer(),
mRootSignatureBlob->GetBufferSize(), IID_PPV_ARGS(&mRootSignature)),
"D3D12 create root signature"));
StreamIn(&mCacheKey, mRootSignatureBlob.Get());
return {};
}
void PipelineLayout::DestroyImpl() {
PipelineLayoutBase::DestroyImpl();
Device* device = ToBackend(GetDevice());
device->ReferenceUntilUnused(mRootSignature);
// The ID3D12CommandSignature object should not be referenced by GPU operations in-flight on
// Command Queue when it is being deleted. According to D3D12 debug layer, "it is not safe to
// final-release objects that may have GPU operations pending. This can result in application
// instability (921)".
if (mDispatchIndirectCommandSignatureWithNumWorkgroups.Get()) {
device->ReferenceUntilUnused(mDispatchIndirectCommandSignatureWithNumWorkgroups);
}
if (mDrawIndirectCommandSignatureWithInstanceVertexOffsets.Get()) {
device->ReferenceUntilUnused(mDrawIndirectCommandSignatureWithInstanceVertexOffsets);
}
if (mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets.Get()) {
device->ReferenceUntilUnused(mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets);
}
}
uint32_t PipelineLayout::GetCbvUavSrvRootParameterIndex(BindGroupIndex group) const {
DAWN_ASSERT(group < kMaxBindGroupsTyped);
return mCbvUavSrvRootParameterInfo[group];
}
uint32_t PipelineLayout::GetSamplerRootParameterIndex(BindGroupIndex group) const {
DAWN_ASSERT(group < kMaxBindGroupsTyped);
return mSamplerRootParameterInfo[group];
}
ID3D12RootSignature* PipelineLayout::GetRootSignature() const {
return mRootSignature.Get();
}
ID3DBlob* PipelineLayout::GetRootSignatureBlob() const {
return mRootSignatureBlob.Get();
}
const PipelineLayout::DynamicStorageBufferLengthInfo&
PipelineLayout::GetDynamicStorageBufferLengthInfo() const {
return mDynamicStorageBufferLengthInfo;
}
uint32_t PipelineLayout::GetDynamicRootParameterIndex(BindGroupIndex group,
BindingIndex bindingIndex) const {
DAWN_ASSERT(group < kMaxBindGroupsTyped);
DAWN_ASSERT(std::get<BufferBindingLayout>(
GetBindGroupLayout(group)->GetBindingInfo(bindingIndex).bindingLayout)
.hasDynamicOffset);
DAWN_ASSERT(GetBindGroupLayout(group)->GetBindingInfo(bindingIndex).visibility !=
wgpu::ShaderStage::None);
return mDynamicRootParameterIndices[group][bindingIndex];
}
uint32_t PipelineLayout::GetFirstIndexOffsetRegisterSpace() const {
return kRenderOrComputeInternalRegisterSpace;
}
uint32_t PipelineLayout::GetFirstIndexOffsetShaderRegister() const {
return kRenderOrComputeInternalBaseRegister;
}
uint32_t PipelineLayout::GetFirstIndexOffsetParameterIndex() const {
return mFirstIndexOffsetParameterIndex;
}
uint32_t PipelineLayout::GetNumWorkgroupsRegisterSpace() const {
return kRenderOrComputeInternalRegisterSpace;
}
uint32_t PipelineLayout::GetNumWorkgroupsShaderRegister() const {
return kRenderOrComputeInternalBaseRegister;
}
uint32_t PipelineLayout::GetNumWorkgroupsParameterIndex() const {
return mNumWorkgroupsParameterIndex;
}
uint32_t PipelineLayout::GetDynamicStorageBufferLengthsRegisterSpace() const {
return kDynamicStorageBufferLengthsRegisterSpace;
}
uint32_t PipelineLayout::GetDynamicStorageBufferLengthsShaderRegister() const {
return kDynamicStorageBufferLengthsBaseRegister;
}
uint32_t PipelineLayout::GetDynamicStorageBufferLengthsParameterIndex() const {
DAWN_ASSERT(mDynamicStorageBufferLengthsParameterIndex !=
kInvalidDynamicStorageBufferLengthsParameterIndex);
return mDynamicStorageBufferLengthsParameterIndex;
}
ID3D12CommandSignature* PipelineLayout::GetDispatchIndirectCommandSignatureWithNumWorkgroups() {
// mDispatchIndirectCommandSignatureWithNumWorkgroups won't be created until it is needed.
if (mDispatchIndirectCommandSignatureWithNumWorkgroups.Get() != nullptr) {
return mDispatchIndirectCommandSignatureWithNumWorkgroups.Get();
}
D3D12_INDIRECT_ARGUMENT_DESC argumentDescs[2] = {};
argumentDescs[0].Type = D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT;
argumentDescs[0].Constant.RootParameterIndex = GetNumWorkgroupsParameterIndex();
argumentDescs[0].Constant.Num32BitValuesToSet = 3;
argumentDescs[0].Constant.DestOffsetIn32BitValues = 0;
// A command signature must contain exactly 1 Draw / Dispatch / DispatchMesh / DispatchRays
// command. That command must come last.
argumentDescs[1].Type = D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH;
D3D12_COMMAND_SIGNATURE_DESC programDesc = {};
programDesc.ByteStride = 6 * sizeof(uint32_t);
programDesc.NumArgumentDescs = 2;
programDesc.pArgumentDescs = argumentDescs;
// The root signature must be specified if and only if the command signature changes one of
// the root arguments.
ToBackend(GetDevice())
->GetD3D12Device()
->CreateCommandSignature(&programDesc, GetRootSignature(),
IID_PPV_ARGS(&mDispatchIndirectCommandSignatureWithNumWorkgroups));
return mDispatchIndirectCommandSignatureWithNumWorkgroups.Get();
}
ID3D12CommandSignature* PipelineLayout::GetDrawIndirectCommandSignatureWithInstanceVertexOffsets() {
// mDrawIndirectCommandSignatureWithInstanceVertexOffsets won't be created until it is
// needed.
if (mDrawIndirectCommandSignatureWithInstanceVertexOffsets.Get() != nullptr) {
return mDrawIndirectCommandSignatureWithInstanceVertexOffsets.Get();
}
D3D12_INDIRECT_ARGUMENT_DESC argumentDescs[2] = {};
argumentDescs[0].Type = D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT;
argumentDescs[0].Constant.RootParameterIndex = GetFirstIndexOffsetParameterIndex();
argumentDescs[0].Constant.Num32BitValuesToSet = 2;
argumentDescs[0].Constant.DestOffsetIn32BitValues = 0;
// A command signature must contain exactly 1 Draw / Dispatch / DispatchMesh / DispatchRays
// command. That command must come last.
argumentDescs[1].Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW;
D3D12_COMMAND_SIGNATURE_DESC programDesc = {};
programDesc.ByteStride = 6 * sizeof(uint32_t);
programDesc.NumArgumentDescs = 2;
programDesc.pArgumentDescs = argumentDescs;
// The root signature must be specified if and only if the command signature changes one of
// the root arguments.
ToBackend(GetDevice())
->GetD3D12Device()
->CreateCommandSignature(
&programDesc, GetRootSignature(),
IID_PPV_ARGS(&mDrawIndirectCommandSignatureWithInstanceVertexOffsets));
return mDrawIndirectCommandSignatureWithInstanceVertexOffsets.Get();
}
ID3D12CommandSignature*
PipelineLayout::GetDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets() {
// mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets won't be created until it
// is needed.
if (mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets.Get() != nullptr) {
return mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets.Get();
}
D3D12_INDIRECT_ARGUMENT_DESC argumentDescs[2] = {};
argumentDescs[0].Type = D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT;
argumentDescs[0].Constant.RootParameterIndex = GetFirstIndexOffsetParameterIndex();
argumentDescs[0].Constant.Num32BitValuesToSet = 2;
argumentDescs[0].Constant.DestOffsetIn32BitValues = 0;
// A command signature must contain exactly 1 Draw / Dispatch / DispatchMesh / DispatchRays
// command. That command must come last.
argumentDescs[1].Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED;
D3D12_COMMAND_SIGNATURE_DESC programDesc = {};
programDesc.ByteStride = 7 * sizeof(uint32_t);
programDesc.NumArgumentDescs = 2;
programDesc.pArgumentDescs = argumentDescs;
// The root signature must be specified if and only if the command signature changes one of
// the root arguments.
ToBackend(GetDevice())
->GetD3D12Device()
->CreateCommandSignature(
&programDesc, GetRootSignature(),
IID_PPV_ARGS(&mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets));
return mDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets.Get();
}
} // namespace dawn::native::d3d12