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// 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