| // 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/BindGroupD3D12.h" |
| |
| #include "common/BitSetIterator.h" |
| #include "dawn_native/d3d12/BindGroupLayoutD3D12.h" |
| #include "dawn_native/d3d12/BufferD3D12.h" |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| #include "dawn_native/d3d12/SamplerHeapCacheD3D12.h" |
| #include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h" |
| #include "dawn_native/d3d12/TextureD3D12.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| // static |
| ResultOrError<BindGroup*> BindGroup::Create(Device* device, |
| const BindGroupDescriptor* descriptor) { |
| return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor); |
| } |
| |
| BindGroup::BindGroup(Device* device, |
| const BindGroupDescriptor* descriptor, |
| uint32_t viewSizeIncrement, |
| const CPUDescriptorHeapAllocation& viewAllocation) |
| : BindGroupBase(this, device, descriptor) { |
| BindGroupLayout* bgl = ToBackend(GetLayout()); |
| |
| mCPUViewAllocation = viewAllocation; |
| |
| const auto& bindingOffsets = bgl->GetBindingOffsets(); |
| |
| ID3D12Device* d3d12Device = device->GetD3D12Device(); |
| |
| // It's not necessary to create descriptors in the descriptor heap for dynamic resources. |
| // This is because they are created as root descriptors which are never heap allocated. |
| // Since dynamic buffers are packed in the front, we can skip over these bindings by |
| // starting from the dynamic buffer count. |
| for (BindingIndex bindingIndex = bgl->GetDynamicBufferCount(); |
| bindingIndex < bgl->GetBindingCount(); ++bindingIndex) { |
| const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex); |
| |
| // Increment size does not need to be stored and is only used to get a handle |
| // local to the allocation with OffsetFrom(). |
| switch (bindingInfo.type) { |
| case wgpu::BindingType::UniformBuffer: { |
| BufferBinding binding = GetBindingAsBufferBinding(bindingIndex); |
| |
| D3D12_CONSTANT_BUFFER_VIEW_DESC desc; |
| // TODO(enga@google.com): investigate if this needs to be a constraint at |
| // the API level |
| desc.SizeInBytes = Align(binding.size, 256); |
| desc.BufferLocation = ToBackend(binding.buffer)->GetVA() + binding.offset; |
| |
| d3d12Device->CreateConstantBufferView( |
| &desc, |
| viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex])); |
| break; |
| } |
| case wgpu::BindingType::StorageBuffer: { |
| BufferBinding binding = GetBindingAsBufferBinding(bindingIndex); |
| |
| // Since SPIRV-Cross outputs HLSL shaders with RWByteAddressBuffer, |
| // we must use D3D12_BUFFER_UAV_FLAG_RAW when making the |
| // UNORDERED_ACCESS_VIEW_DESC. Using D3D12_BUFFER_UAV_FLAG_RAW requires |
| // that we use DXGI_FORMAT_R32_TYPELESS as the format of the view. |
| // DXGI_FORMAT_R32_TYPELESS requires that the element size be 4 |
| // byte aligned. Since binding.size and binding.offset are in bytes, |
| // we need to divide by 4 to obtain the element size. |
| D3D12_UNORDERED_ACCESS_VIEW_DESC desc; |
| desc.Buffer.NumElements = binding.size / 4; |
| desc.Format = DXGI_FORMAT_R32_TYPELESS; |
| desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; |
| desc.Buffer.FirstElement = binding.offset / 4; |
| desc.Buffer.StructureByteStride = 0; |
| desc.Buffer.CounterOffsetInBytes = 0; |
| desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; |
| |
| d3d12Device->CreateUnorderedAccessView( |
| ToBackend(binding.buffer)->GetD3D12Resource(), nullptr, &desc, |
| viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex])); |
| break; |
| } |
| case wgpu::BindingType::ReadonlyStorageBuffer: { |
| BufferBinding binding = GetBindingAsBufferBinding(bindingIndex); |
| |
| // Like StorageBuffer, SPIRV-Cross outputs HLSL shaders for readonly storage |
| // buffer with ByteAddressBuffer. So we must use D3D12_BUFFER_SRV_FLAG_RAW |
| // when making the SRV descriptor. And it has similar requirement for |
| // format, element size, etc. |
| D3D12_SHADER_RESOURCE_VIEW_DESC desc; |
| desc.Format = DXGI_FORMAT_R32_TYPELESS; |
| desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; |
| desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; |
| desc.Buffer.FirstElement = binding.offset / 4; |
| desc.Buffer.NumElements = binding.size / 4; |
| desc.Buffer.StructureByteStride = 0; |
| desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW; |
| d3d12Device->CreateShaderResourceView( |
| ToBackend(binding.buffer)->GetD3D12Resource(), &desc, |
| viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex])); |
| break; |
| } |
| |
| // Readonly storage is implemented as SRV so it can be used at the same time as a |
| // sampled texture. |
| case wgpu::BindingType::SampledTexture: |
| case wgpu::BindingType::ReadonlyStorageTexture: { |
| auto* view = ToBackend(GetBindingAsTextureView(bindingIndex)); |
| auto& srv = view->GetSRVDescriptor(); |
| d3d12Device->CreateShaderResourceView( |
| ToBackend(view->GetTexture())->GetD3D12Resource(), &srv, |
| viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex])); |
| break; |
| } |
| case wgpu::BindingType::Sampler: |
| case wgpu::BindingType::ComparisonSampler: { |
| // No-op as samplers will be later initialized by CreateSamplers(). |
| break; |
| } |
| |
| case wgpu::BindingType::WriteonlyStorageTexture: { |
| TextureView* view = ToBackend(GetBindingAsTextureView(bindingIndex)); |
| D3D12_UNORDERED_ACCESS_VIEW_DESC uav = view->GetUAVDescriptor(); |
| d3d12Device->CreateUnorderedAccessView( |
| ToBackend(view->GetTexture())->GetD3D12Resource(), nullptr, &uav, |
| viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex])); |
| break; |
| } |
| |
| case wgpu::BindingType::StorageTexture: |
| UNREACHABLE(); |
| break; |
| |
| // TODO(shaobo.yan@intel.com): Implement dynamic buffer offset. |
| } |
| } |
| } |
| |
| BindGroup::~BindGroup() { |
| ToBackend(GetLayout())->DeallocateBindGroup(this, &mCPUViewAllocation); |
| ASSERT(!mCPUViewAllocation.IsValid()); |
| } |
| |
| bool BindGroup::PopulateViews(ShaderVisibleDescriptorAllocator* viewAllocator) { |
| const BindGroupLayout* bgl = ToBackend(GetLayout()); |
| |
| const uint32_t descriptorCount = bgl->GetCbvUavSrvDescriptorCount(); |
| if (descriptorCount == 0 || viewAllocator->IsAllocationStillValid(mGPUViewAllocation)) { |
| return true; |
| } |
| |
| // Attempt to allocate descriptors for the currently bound shader-visible heaps. |
| // If either failed, return early to re-allocate and switch the heaps. |
| Device* device = ToBackend(GetDevice()); |
| |
| D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptor; |
| if (!viewAllocator->AllocateGPUDescriptors(descriptorCount, |
| device->GetPendingCommandSerial(), |
| &baseCPUDescriptor, &mGPUViewAllocation)) { |
| return false; |
| } |
| |
| // CPU bindgroups are sparsely allocated across CPU heaps. Instead of doing |
| // simple copies per bindgroup, a single non-simple copy could be issued. |
| // TODO(dawn:155): Consider doing this optimization. |
| device->GetD3D12Device()->CopyDescriptorsSimple(descriptorCount, baseCPUDescriptor, |
| mCPUViewAllocation.GetBaseDescriptor(), |
| D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); |
| |
| return true; |
| } |
| |
| D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseViewDescriptor() const { |
| return mGPUViewAllocation.GetBaseDescriptor(); |
| } |
| |
| D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseSamplerDescriptor() const { |
| ASSERT(mSamplerAllocationEntry.Get() != nullptr); |
| return mSamplerAllocationEntry->GetBaseDescriptor(); |
| } |
| |
| bool BindGroup::PopulateSamplers(Device* device, |
| ShaderVisibleDescriptorAllocator* samplerAllocator) { |
| if (mSamplerAllocationEntry.Get() == nullptr) { |
| return true; |
| } |
| return mSamplerAllocationEntry->Populate(device, samplerAllocator); |
| } |
| |
| void BindGroup::SetSamplerAllocationEntry(Ref<SamplerHeapCacheEntry> entry) { |
| mSamplerAllocationEntry = std::move(entry); |
| } |
| }} // namespace dawn_native::d3d12 |