| // 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/RenderPipelineD3D12.h" |
| |
| #include <d3dcompiler.h> |
| |
| #include <memory> |
| #include <utility> |
| |
| #include "dawn/common/Assert.h" |
| #include "dawn/common/Log.h" |
| #include "dawn/native/CreatePipelineAsyncTask.h" |
| #include "dawn/native/d3d/BlobD3D.h" |
| #include "dawn/native/d3d/D3DError.h" |
| #include "dawn/native/d3d12/DeviceD3D12.h" |
| #include "dawn/native/d3d12/PipelineLayoutD3D12.h" |
| #include "dawn/native/d3d12/PlatformFunctionsD3D12.h" |
| #include "dawn/native/d3d12/ShaderModuleD3D12.h" |
| #include "dawn/native/d3d12/TextureD3D12.h" |
| #include "dawn/native/d3d12/UtilsD3D12.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| namespace { |
| DXGI_FORMAT VertexFormatType(wgpu::VertexFormat format) { |
| switch (format) { |
| case wgpu::VertexFormat::Uint8x2: |
| return DXGI_FORMAT_R8G8_UINT; |
| case wgpu::VertexFormat::Uint8x4: |
| return DXGI_FORMAT_R8G8B8A8_UINT; |
| case wgpu::VertexFormat::Sint8x2: |
| return DXGI_FORMAT_R8G8_SINT; |
| case wgpu::VertexFormat::Sint8x4: |
| return DXGI_FORMAT_R8G8B8A8_SINT; |
| case wgpu::VertexFormat::Unorm8x2: |
| return DXGI_FORMAT_R8G8_UNORM; |
| case wgpu::VertexFormat::Unorm8x4: |
| return DXGI_FORMAT_R8G8B8A8_UNORM; |
| case wgpu::VertexFormat::Snorm8x2: |
| return DXGI_FORMAT_R8G8_SNORM; |
| case wgpu::VertexFormat::Snorm8x4: |
| return DXGI_FORMAT_R8G8B8A8_SNORM; |
| case wgpu::VertexFormat::Uint16x2: |
| return DXGI_FORMAT_R16G16_UINT; |
| case wgpu::VertexFormat::Uint16x4: |
| return DXGI_FORMAT_R16G16B16A16_UINT; |
| case wgpu::VertexFormat::Sint16x2: |
| return DXGI_FORMAT_R16G16_SINT; |
| case wgpu::VertexFormat::Sint16x4: |
| return DXGI_FORMAT_R16G16B16A16_SINT; |
| case wgpu::VertexFormat::Unorm16x2: |
| return DXGI_FORMAT_R16G16_UNORM; |
| case wgpu::VertexFormat::Unorm16x4: |
| return DXGI_FORMAT_R16G16B16A16_UNORM; |
| case wgpu::VertexFormat::Snorm16x2: |
| return DXGI_FORMAT_R16G16_SNORM; |
| case wgpu::VertexFormat::Snorm16x4: |
| return DXGI_FORMAT_R16G16B16A16_SNORM; |
| case wgpu::VertexFormat::Float16x2: |
| return DXGI_FORMAT_R16G16_FLOAT; |
| case wgpu::VertexFormat::Float16x4: |
| return DXGI_FORMAT_R16G16B16A16_FLOAT; |
| case wgpu::VertexFormat::Float32: |
| return DXGI_FORMAT_R32_FLOAT; |
| case wgpu::VertexFormat::Float32x2: |
| return DXGI_FORMAT_R32G32_FLOAT; |
| case wgpu::VertexFormat::Float32x3: |
| return DXGI_FORMAT_R32G32B32_FLOAT; |
| case wgpu::VertexFormat::Float32x4: |
| return DXGI_FORMAT_R32G32B32A32_FLOAT; |
| case wgpu::VertexFormat::Uint32: |
| return DXGI_FORMAT_R32_UINT; |
| case wgpu::VertexFormat::Uint32x2: |
| return DXGI_FORMAT_R32G32_UINT; |
| case wgpu::VertexFormat::Uint32x3: |
| return DXGI_FORMAT_R32G32B32_UINT; |
| case wgpu::VertexFormat::Uint32x4: |
| return DXGI_FORMAT_R32G32B32A32_UINT; |
| case wgpu::VertexFormat::Sint32: |
| return DXGI_FORMAT_R32_SINT; |
| case wgpu::VertexFormat::Sint32x2: |
| return DXGI_FORMAT_R32G32_SINT; |
| case wgpu::VertexFormat::Sint32x3: |
| return DXGI_FORMAT_R32G32B32_SINT; |
| case wgpu::VertexFormat::Sint32x4: |
| return DXGI_FORMAT_R32G32B32A32_SINT; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| D3D12_INPUT_CLASSIFICATION VertexStepModeFunction(wgpu::VertexStepMode mode) { |
| switch (mode) { |
| case wgpu::VertexStepMode::Vertex: |
| return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; |
| case wgpu::VertexStepMode::Instance: |
| return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA; |
| case wgpu::VertexStepMode::VertexBufferNotUsed: |
| UNREACHABLE(); |
| } |
| } |
| |
| D3D12_PRIMITIVE_TOPOLOGY D3D12PrimitiveTopology(wgpu::PrimitiveTopology primitiveTopology) { |
| switch (primitiveTopology) { |
| case wgpu::PrimitiveTopology::PointList: |
| return D3D_PRIMITIVE_TOPOLOGY_POINTLIST; |
| case wgpu::PrimitiveTopology::LineList: |
| return D3D_PRIMITIVE_TOPOLOGY_LINELIST; |
| case wgpu::PrimitiveTopology::LineStrip: |
| return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; |
| case wgpu::PrimitiveTopology::TriangleList: |
| return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; |
| case wgpu::PrimitiveTopology::TriangleStrip: |
| return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; |
| } |
| } |
| |
| D3D12_PRIMITIVE_TOPOLOGY_TYPE D3D12PrimitiveTopologyType( |
| wgpu::PrimitiveTopology primitiveTopology) { |
| switch (primitiveTopology) { |
| case wgpu::PrimitiveTopology::PointList: |
| return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; |
| case wgpu::PrimitiveTopology::LineList: |
| case wgpu::PrimitiveTopology::LineStrip: |
| return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE; |
| case wgpu::PrimitiveTopology::TriangleList: |
| case wgpu::PrimitiveTopology::TriangleStrip: |
| return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; |
| } |
| } |
| |
| D3D12_CULL_MODE D3D12CullMode(wgpu::CullMode mode) { |
| switch (mode) { |
| case wgpu::CullMode::None: |
| return D3D12_CULL_MODE_NONE; |
| case wgpu::CullMode::Front: |
| return D3D12_CULL_MODE_FRONT; |
| case wgpu::CullMode::Back: |
| return D3D12_CULL_MODE_BACK; |
| } |
| } |
| |
| D3D12_BLEND D3D12Blend(wgpu::BlendFactor factor) { |
| switch (factor) { |
| case wgpu::BlendFactor::Zero: |
| return D3D12_BLEND_ZERO; |
| case wgpu::BlendFactor::One: |
| return D3D12_BLEND_ONE; |
| case wgpu::BlendFactor::Src: |
| return D3D12_BLEND_SRC_COLOR; |
| case wgpu::BlendFactor::OneMinusSrc: |
| return D3D12_BLEND_INV_SRC_COLOR; |
| case wgpu::BlendFactor::SrcAlpha: |
| return D3D12_BLEND_SRC_ALPHA; |
| case wgpu::BlendFactor::OneMinusSrcAlpha: |
| return D3D12_BLEND_INV_SRC_ALPHA; |
| case wgpu::BlendFactor::Dst: |
| return D3D12_BLEND_DEST_COLOR; |
| case wgpu::BlendFactor::OneMinusDst: |
| return D3D12_BLEND_INV_DEST_COLOR; |
| case wgpu::BlendFactor::DstAlpha: |
| return D3D12_BLEND_DEST_ALPHA; |
| case wgpu::BlendFactor::OneMinusDstAlpha: |
| return D3D12_BLEND_INV_DEST_ALPHA; |
| case wgpu::BlendFactor::SrcAlphaSaturated: |
| return D3D12_BLEND_SRC_ALPHA_SAT; |
| case wgpu::BlendFactor::Constant: |
| return D3D12_BLEND_BLEND_FACTOR; |
| case wgpu::BlendFactor::OneMinusConstant: |
| return D3D12_BLEND_INV_BLEND_FACTOR; |
| } |
| } |
| |
| // When a blend factor is defined for the alpha channel, any of the factors that don't |
| // explicitly state that they apply to alpha should be treated as their explicitly-alpha |
| // equivalents. See: https://github.com/gpuweb/gpuweb/issues/65 |
| D3D12_BLEND D3D12AlphaBlend(wgpu::BlendFactor factor) { |
| switch (factor) { |
| case wgpu::BlendFactor::Src: |
| return D3D12_BLEND_SRC_ALPHA; |
| case wgpu::BlendFactor::OneMinusSrc: |
| return D3D12_BLEND_INV_SRC_ALPHA; |
| case wgpu::BlendFactor::Dst: |
| return D3D12_BLEND_DEST_ALPHA; |
| case wgpu::BlendFactor::OneMinusDst: |
| return D3D12_BLEND_INV_DEST_ALPHA; |
| |
| // Other blend factors translate to the same D3D12 enum as the color blend factors. |
| default: |
| return D3D12Blend(factor); |
| } |
| } |
| |
| D3D12_BLEND_OP D3D12BlendOperation(wgpu::BlendOperation operation) { |
| switch (operation) { |
| case wgpu::BlendOperation::Add: |
| return D3D12_BLEND_OP_ADD; |
| case wgpu::BlendOperation::Subtract: |
| return D3D12_BLEND_OP_SUBTRACT; |
| case wgpu::BlendOperation::ReverseSubtract: |
| return D3D12_BLEND_OP_REV_SUBTRACT; |
| case wgpu::BlendOperation::Min: |
| return D3D12_BLEND_OP_MIN; |
| case wgpu::BlendOperation::Max: |
| return D3D12_BLEND_OP_MAX; |
| } |
| } |
| |
| uint8_t D3D12RenderTargetWriteMask(wgpu::ColorWriteMask writeMask) { |
| static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Red) == |
| D3D12_COLOR_WRITE_ENABLE_RED, |
| "ColorWriteMask values must match"); |
| static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Green) == |
| D3D12_COLOR_WRITE_ENABLE_GREEN, |
| "ColorWriteMask values must match"); |
| static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Blue) == |
| D3D12_COLOR_WRITE_ENABLE_BLUE, |
| "ColorWriteMask values must match"); |
| static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Alpha) == |
| D3D12_COLOR_WRITE_ENABLE_ALPHA, |
| "ColorWriteMask values must match"); |
| return static_cast<uint8_t>(writeMask); |
| } |
| |
| D3D12_RENDER_TARGET_BLEND_DESC ComputeColorDesc(const DeviceBase* device, |
| const ColorTargetState* state) { |
| D3D12_RENDER_TARGET_BLEND_DESC blendDesc = {}; |
| blendDesc.BlendEnable = state->blend != nullptr; |
| if (blendDesc.BlendEnable) { |
| blendDesc.SrcBlend = D3D12Blend(state->blend->color.srcFactor); |
| if (device->GetValidInternalFormat(state->format).componentCount < 4 && |
| blendDesc.SrcBlend == D3D12_BLEND_DEST_ALPHA) { |
| // According to the D3D SPEC, the default value for missing components in an element |
| // format is "0" for any component except A, which gets "1". So here |
| // D3D12_BLEND_DEST_ALPHA should have same effect as D3D12_BLEND_ONE. |
| // Note that this replacement can be an optimization as using D3D12_BLEND_ONE means the |
| // GPU hardware no longer needs to get pixels from the destination texture. It can also |
| // be served as a workaround against an Intel driver issue about alpha blending (see |
| // http://crbug.com/dawn/1579 for more details). |
| blendDesc.SrcBlend = D3D12_BLEND_ONE; |
| } |
| |
| blendDesc.DestBlend = D3D12Blend(state->blend->color.dstFactor); |
| blendDesc.BlendOp = D3D12BlendOperation(state->blend->color.operation); |
| blendDesc.SrcBlendAlpha = D3D12AlphaBlend(state->blend->alpha.srcFactor); |
| blendDesc.DestBlendAlpha = D3D12AlphaBlend(state->blend->alpha.dstFactor); |
| blendDesc.BlendOpAlpha = D3D12BlendOperation(state->blend->alpha.operation); |
| |
| if (device->IsToggleEnabled( |
| Toggle::D3D12ReplaceAddWithMinusWhenDstFactorIsZeroAndSrcFactorIsDstAlpha) && |
| blendDesc.SrcBlend == D3D12_BLEND_DEST_ALPHA && |
| blendDesc.SrcBlendAlpha == D3D12_BLEND_DEST_ALPHA && |
| blendDesc.BlendOp == D3D12_BLEND_OP_ADD && |
| blendDesc.BlendOpAlpha == D3D12_BLEND_OP_ADD && |
| blendDesc.DestBlend == D3D12_BLEND_ZERO && |
| blendDesc.DestBlendAlpha == D3D12_BLEND_ZERO) { |
| blendDesc.BlendOp = D3D12_BLEND_OP_SUBTRACT; |
| blendDesc.BlendOpAlpha = D3D12_BLEND_OP_SUBTRACT; |
| } |
| } |
| blendDesc.RenderTargetWriteMask = D3D12RenderTargetWriteMask(state->writeMask); |
| blendDesc.LogicOpEnable = false; |
| blendDesc.LogicOp = D3D12_LOGIC_OP_NOOP; |
| return blendDesc; |
| } |
| |
| D3D12_STENCIL_OP StencilOp(wgpu::StencilOperation op) { |
| switch (op) { |
| case wgpu::StencilOperation::Keep: |
| return D3D12_STENCIL_OP_KEEP; |
| case wgpu::StencilOperation::Zero: |
| return D3D12_STENCIL_OP_ZERO; |
| case wgpu::StencilOperation::Replace: |
| return D3D12_STENCIL_OP_REPLACE; |
| case wgpu::StencilOperation::IncrementClamp: |
| return D3D12_STENCIL_OP_INCR_SAT; |
| case wgpu::StencilOperation::DecrementClamp: |
| return D3D12_STENCIL_OP_DECR_SAT; |
| case wgpu::StencilOperation::Invert: |
| return D3D12_STENCIL_OP_INVERT; |
| case wgpu::StencilOperation::IncrementWrap: |
| return D3D12_STENCIL_OP_INCR; |
| case wgpu::StencilOperation::DecrementWrap: |
| return D3D12_STENCIL_OP_DECR; |
| } |
| } |
| |
| D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(const StencilFaceState& descriptor) { |
| D3D12_DEPTH_STENCILOP_DESC desc = {}; |
| |
| desc.StencilFailOp = StencilOp(descriptor.failOp); |
| desc.StencilDepthFailOp = StencilOp(descriptor.depthFailOp); |
| desc.StencilPassOp = StencilOp(descriptor.passOp); |
| desc.StencilFunc = ToD3D12ComparisonFunc(descriptor.compare); |
| |
| return desc; |
| } |
| |
| D3D12_DEPTH_STENCIL_DESC ComputeDepthStencilDesc(const DepthStencilState* descriptor) { |
| D3D12_DEPTH_STENCIL_DESC depthStencilDescriptor = {}; |
| depthStencilDescriptor.DepthEnable = |
| (descriptor->depthCompare == wgpu::CompareFunction::Always && |
| !descriptor->depthWriteEnabled) |
| ? FALSE |
| : TRUE; |
| depthStencilDescriptor.DepthWriteMask = |
| descriptor->depthWriteEnabled ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO; |
| depthStencilDescriptor.DepthFunc = ToD3D12ComparisonFunc(descriptor->depthCompare); |
| |
| depthStencilDescriptor.StencilEnable = StencilTestEnabled(descriptor) ? TRUE : FALSE; |
| depthStencilDescriptor.StencilReadMask = static_cast<UINT8>(descriptor->stencilReadMask); |
| depthStencilDescriptor.StencilWriteMask = static_cast<UINT8>(descriptor->stencilWriteMask); |
| |
| depthStencilDescriptor.FrontFace = StencilOpDesc(descriptor->stencilFront); |
| depthStencilDescriptor.BackFace = StencilOpDesc(descriptor->stencilBack); |
| return depthStencilDescriptor; |
| } |
| |
| D3D12_INDEX_BUFFER_STRIP_CUT_VALUE ComputeIndexBufferStripCutValue( |
| wgpu::PrimitiveTopology primitiveTopology, |
| wgpu::IndexFormat indexFormat) { |
| if (primitiveTopology != wgpu::PrimitiveTopology::TriangleStrip && |
| primitiveTopology != wgpu::PrimitiveTopology::LineStrip) { |
| return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; |
| } |
| |
| switch (indexFormat) { |
| case wgpu::IndexFormat::Uint16: |
| return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF; |
| case wgpu::IndexFormat::Uint32: |
| return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF; |
| case wgpu::IndexFormat::Undefined: |
| return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; |
| } |
| } |
| |
| } // anonymous namespace |
| |
| Ref<RenderPipeline> RenderPipeline::CreateUninitialized( |
| Device* device, |
| const RenderPipelineDescriptor* descriptor) { |
| return AcquireRef(new RenderPipeline(device, descriptor)); |
| } |
| |
| MaybeError RenderPipeline::Initialize() { |
| Device* device = ToBackend(GetDevice()); |
| uint32_t compileFlags = 0; |
| |
| if (!device->IsToggleEnabled(Toggle::UseDXC) && |
| !device->IsToggleEnabled(Toggle::FxcOptimizations)) { |
| compileFlags |= D3DCOMPILE_OPTIMIZATION_LEVEL0; |
| } |
| |
| if (device->IsToggleEnabled(Toggle::EmitHLSLDebugSymbols)) { |
| compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION; |
| } |
| |
| // Tint does matrix multiplication expecting row major matrices |
| compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR; |
| |
| // FXC can miscompile code that depends on special float values (NaN, INF, etc) when IEEE |
| // strictness is not enabled. See crbug.com/tint/976. |
| compileFlags |= D3DCOMPILE_IEEE_STRICTNESS; |
| |
| D3D12_GRAPHICS_PIPELINE_STATE_DESC descriptorD3D12 = {}; |
| |
| PerStage<D3D12_SHADER_BYTECODE*> shaders; |
| shaders[SingleShaderStage::Vertex] = &descriptorD3D12.VS; |
| shaders[SingleShaderStage::Fragment] = &descriptorD3D12.PS; |
| |
| PerStage<d3d::CompiledShader> compiledShader; |
| |
| std::bitset<kMaxInterStageShaderVariables>* usedInterstageVariables = nullptr; |
| dawn::native::EntryPointMetadata fragmentEntryPoint; |
| if (GetStageMask() & wgpu::ShaderStage::Fragment) { |
| // Now that only fragment shader can have interstage inputs. |
| const ProgrammableStage& programmableStage = GetStage(SingleShaderStage::Fragment); |
| fragmentEntryPoint = programmableStage.module->GetEntryPoint(programmableStage.entryPoint); |
| usedInterstageVariables = &fragmentEntryPoint.usedInterStageVariables; |
| } |
| |
| for (auto stage : IterateStages(GetStageMask())) { |
| const ProgrammableStage& programmableStage = GetStage(stage); |
| DAWN_TRY_ASSIGN(compiledShader[stage], |
| ToBackend(programmableStage.module) |
| ->Compile(programmableStage, stage, ToBackend(GetLayout()), |
| compileFlags, usedInterstageVariables)); |
| *shaders[stage] = {compiledShader[stage].shaderBlob.Data(), |
| compiledShader[stage].shaderBlob.Size()}; |
| } |
| |
| mUsesVertexOrInstanceIndex = |
| compiledShader[SingleShaderStage::Vertex].usesVertexOrInstanceIndex; |
| |
| PipelineLayout* layout = ToBackend(GetLayout()); |
| |
| descriptorD3D12.pRootSignature = layout->GetRootSignature(); |
| |
| // D3D12 logs warnings if any empty input state is used |
| std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes> inputElementDescriptors; |
| if (GetAttributeLocationsUsed().any()) { |
| descriptorD3D12.InputLayout = ComputeInputLayout(&inputElementDescriptors); |
| } |
| |
| descriptorD3D12.IBStripCutValue = |
| ComputeIndexBufferStripCutValue(GetPrimitiveTopology(), GetStripIndexFormat()); |
| |
| descriptorD3D12.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; |
| descriptorD3D12.RasterizerState.CullMode = D3D12CullMode(GetCullMode()); |
| descriptorD3D12.RasterizerState.FrontCounterClockwise = |
| (GetFrontFace() == wgpu::FrontFace::CCW) ? TRUE : FALSE; |
| descriptorD3D12.RasterizerState.DepthBias = GetDepthBias(); |
| descriptorD3D12.RasterizerState.DepthBiasClamp = GetDepthBiasClamp(); |
| descriptorD3D12.RasterizerState.SlopeScaledDepthBias = GetDepthBiasSlopeScale(); |
| descriptorD3D12.RasterizerState.DepthClipEnable = !HasUnclippedDepth(); |
| descriptorD3D12.RasterizerState.MultisampleEnable = (GetSampleCount() > 1) ? TRUE : FALSE; |
| descriptorD3D12.RasterizerState.AntialiasedLineEnable = FALSE; |
| descriptorD3D12.RasterizerState.ForcedSampleCount = 0; |
| descriptorD3D12.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; |
| |
| if (HasDepthStencilAttachment()) { |
| descriptorD3D12.DSVFormat = d3d::DXGITextureFormat(GetDepthStencilFormat()); |
| } |
| |
| static_assert(kMaxColorAttachments == 8); |
| for (uint8_t i = 0; i < kMaxColorAttachments; i++) { |
| descriptorD3D12.RTVFormats[i] = DXGI_FORMAT_UNKNOWN; |
| descriptorD3D12.BlendState.RenderTarget[i].LogicOp = D3D12_LOGIC_OP_NOOP; |
| } |
| ColorAttachmentIndex highestColorAttachmentIndexPlusOne = |
| GetHighestBitIndexPlusOne(GetColorAttachmentsMask()); |
| for (ColorAttachmentIndex i : IterateBitSet(GetColorAttachmentsMask())) { |
| descriptorD3D12.RTVFormats[static_cast<uint8_t>(i)] = |
| d3d::DXGITextureFormat(GetColorAttachmentFormat(i)); |
| descriptorD3D12.BlendState.RenderTarget[static_cast<uint8_t>(i)] = |
| ComputeColorDesc(device, GetColorTargetState(i)); |
| } |
| ASSERT(highestColorAttachmentIndexPlusOne <= kMaxColorAttachmentsTyped); |
| descriptorD3D12.NumRenderTargets = static_cast<uint8_t>(highestColorAttachmentIndexPlusOne); |
| |
| descriptorD3D12.BlendState.AlphaToCoverageEnable = IsAlphaToCoverageEnabled(); |
| descriptorD3D12.BlendState.IndependentBlendEnable = TRUE; |
| |
| descriptorD3D12.DepthStencilState = ComputeDepthStencilDesc(GetDepthStencilState()); |
| |
| descriptorD3D12.SampleMask = GetSampleMask(); |
| descriptorD3D12.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology()); |
| descriptorD3D12.SampleDesc.Count = GetSampleCount(); |
| descriptorD3D12.SampleDesc.Quality = 0; |
| |
| mD3d12PrimitiveTopology = D3D12PrimitiveTopology(GetPrimitiveTopology()); |
| |
| StreamIn(&mCacheKey, descriptorD3D12, *layout->GetRootSignatureBlob()); |
| |
| // Try to see if we have anything in the blob cache. |
| Blob blob = device->LoadCachedBlob(GetCacheKey()); |
| const bool cacheHit = !blob.Empty(); |
| if (cacheHit) { |
| // Cache hits, attach cached blob to descriptor. |
| descriptorD3D12.CachedPSO.pCachedBlob = blob.Data(); |
| descriptorD3D12.CachedPSO.CachedBlobSizeInBytes = blob.Size(); |
| } |
| |
| DAWN_TRY(CheckHRESULT(device->GetD3D12Device()->CreateGraphicsPipelineState( |
| &descriptorD3D12, IID_PPV_ARGS(&mPipelineState)), |
| "D3D12 create graphics pipeline state")); |
| |
| if (!cacheHit) { |
| // Cache misses, need to get pipeline cached blob and store. |
| ComPtr<ID3DBlob> d3dBlob; |
| DAWN_TRY(CheckHRESULT(GetPipelineState()->GetCachedBlob(&d3dBlob), |
| "D3D12 render pipeline state get cached blob")); |
| device->StoreCachedBlob(GetCacheKey(), CreateBlob(std::move(d3dBlob))); |
| } |
| |
| SetLabelImpl(); |
| |
| return {}; |
| } |
| |
| RenderPipeline::~RenderPipeline() = default; |
| |
| void RenderPipeline::DestroyImpl() { |
| RenderPipelineBase::DestroyImpl(); |
| ToBackend(GetDevice())->ReferenceUntilUnused(mPipelineState); |
| } |
| |
| D3D12_PRIMITIVE_TOPOLOGY RenderPipeline::GetD3D12PrimitiveTopology() const { |
| return mD3d12PrimitiveTopology; |
| } |
| |
| ID3D12PipelineState* RenderPipeline::GetPipelineState() const { |
| return mPipelineState.Get(); |
| } |
| |
| bool RenderPipeline::UsesVertexOrInstanceIndex() const { |
| return mUsesVertexOrInstanceIndex; |
| } |
| |
| void RenderPipeline::SetLabelImpl() { |
| SetDebugName(ToBackend(GetDevice()), GetPipelineState(), "Dawn_RenderPipeline", GetLabel()); |
| } |
| |
| ComPtr<ID3D12CommandSignature> RenderPipeline::GetDrawIndirectCommandSignature() { |
| if (mUsesVertexOrInstanceIndex) { |
| return ToBackend(GetLayout())->GetDrawIndirectCommandSignatureWithInstanceVertexOffsets(); |
| } |
| |
| return ToBackend(GetDevice())->GetDrawIndirectSignature(); |
| } |
| |
| ComPtr<ID3D12CommandSignature> RenderPipeline::GetDrawIndexedIndirectCommandSignature() { |
| if (mUsesVertexOrInstanceIndex) { |
| return ToBackend(GetLayout()) |
| ->GetDrawIndexedIndirectCommandSignatureWithInstanceVertexOffsets(); |
| } |
| |
| return ToBackend(GetDevice())->GetDrawIndexedIndirectSignature(); |
| } |
| |
| D3D12_INPUT_LAYOUT_DESC RenderPipeline::ComputeInputLayout( |
| std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes>* inputElementDescriptors) { |
| unsigned int count = 0; |
| for (VertexAttributeLocation loc : IterateBitSet(GetAttributeLocationsUsed())) { |
| D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = (*inputElementDescriptors)[count++]; |
| |
| const VertexAttributeInfo& attribute = GetAttribute(loc); |
| |
| // If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the |
| // SemanticIndex N |
| inputElementDescriptor.SemanticName = "TEXCOORD"; |
| inputElementDescriptor.SemanticIndex = static_cast<uint8_t>(loc); |
| inputElementDescriptor.Format = VertexFormatType(attribute.format); |
| inputElementDescriptor.InputSlot = static_cast<uint8_t>(attribute.vertexBufferSlot); |
| |
| const VertexBufferInfo& input = GetVertexBuffer(attribute.vertexBufferSlot); |
| |
| inputElementDescriptor.AlignedByteOffset = attribute.offset; |
| inputElementDescriptor.InputSlotClass = VertexStepModeFunction(input.stepMode); |
| if (inputElementDescriptor.InputSlotClass == D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA) { |
| inputElementDescriptor.InstanceDataStepRate = 0; |
| } else { |
| inputElementDescriptor.InstanceDataStepRate = 1; |
| } |
| } |
| |
| D3D12_INPUT_LAYOUT_DESC inputLayoutDescriptor; |
| inputLayoutDescriptor.pInputElementDescs = &(*inputElementDescriptors)[0]; |
| inputLayoutDescriptor.NumElements = count; |
| return inputLayoutDescriptor; |
| } |
| |
| void RenderPipeline::InitializeAsync(Ref<RenderPipelineBase> renderPipeline, |
| WGPUCreateRenderPipelineAsyncCallback callback, |
| void* userdata) { |
| std::unique_ptr<CreateRenderPipelineAsyncTask> asyncTask = |
| std::make_unique<CreateRenderPipelineAsyncTask>(std::move(renderPipeline), callback, |
| userdata); |
| CreateRenderPipelineAsyncTask::RunAsync(std::move(asyncTask)); |
| } |
| |
| } // namespace dawn::native::d3d12 |