| // 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/SamplerD3D12.h" |
| #include "dawn_native/d3d12/TextureD3D12.h" |
| |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor) |
| : BindGroupBase(device, descriptor) { |
| } |
| |
| void BindGroup::AllocateDescriptors(const DescriptorHeapHandle& cbvUavSrvHeapStart, |
| uint32_t* cbvUavSrvHeapOffset, |
| const DescriptorHeapHandle& samplerHeapStart, |
| uint32_t* samplerHeapOffset) { |
| const auto* bgl = ToBackend(GetLayout()); |
| const auto& layout = bgl->GetBindingInfo(); |
| |
| // Save the offset to the start of the descriptor table in the heap |
| mCbvUavSrvHeapOffset = *cbvUavSrvHeapOffset; |
| mSamplerHeapOffset = *samplerHeapOffset; |
| |
| const auto& bindingOffsets = bgl->GetBindingOffsets(); |
| |
| auto d3d12Device = ToBackend(GetDevice())->GetD3D12Device(); |
| for (uint32_t bindingIndex : IterateBitSet(layout.mask)) { |
| // It's not necessary to create descriptors in descriptor heap for dynamic resources. |
| // So skip allocating descriptors in descriptor heaps for dynamic buffers. |
| if (layout.hasDynamicOffset[bindingIndex]) { |
| continue; |
| } |
| |
| switch (layout.types[bindingIndex]) { |
| case dawn::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, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + |
| bindingOffsets[bindingIndex])); |
| } break; |
| case dawn::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().Get(), nullptr, &desc, |
| cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + |
| bindingOffsets[bindingIndex])); |
| } break; |
| case dawn::BindingType::SampledTexture: { |
| auto* view = ToBackend(GetBindingAsTextureView(bindingIndex)); |
| auto& srv = view->GetSRVDescriptor(); |
| d3d12Device->CreateShaderResourceView( |
| ToBackend(view->GetTexture())->GetD3D12Resource(), &srv, |
| cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + |
| bindingOffsets[bindingIndex])); |
| } break; |
| case dawn::BindingType::Sampler: { |
| auto* sampler = ToBackend(GetBindingAsSampler(bindingIndex)); |
| auto& samplerDesc = sampler->GetSamplerDescriptor(); |
| d3d12Device->CreateSampler( |
| &samplerDesc, samplerHeapStart.GetCPUHandle(*samplerHeapOffset + |
| bindingOffsets[bindingIndex])); |
| } break; |
| |
| case dawn::BindingType::StorageTexture: |
| case dawn::BindingType::ReadonlyStorageBuffer: |
| UNREACHABLE(); |
| break; |
| |
| // TODO(shaobo.yan@intel.com): Implement dynamic buffer offset. |
| } |
| } |
| |
| // Offset by the number of descriptors created |
| *cbvUavSrvHeapOffset += bgl->GetCbvUavSrvDescriptorCount(); |
| *samplerHeapOffset += bgl->GetSamplerDescriptorCount(); |
| } |
| |
| uint32_t BindGroup::GetCbvUavSrvHeapOffset() const { |
| return mCbvUavSrvHeapOffset; |
| } |
| |
| uint32_t BindGroup::GetSamplerHeapOffset() const { |
| return mSamplerHeapOffset; |
| } |
| |
| bool BindGroup::TestAndSetCounted(uint64_t heapSerial, uint32_t indexInSubmit) { |
| bool isCounted = (mHeapSerial == heapSerial && mIndexInSubmit == indexInSubmit); |
| mHeapSerial = heapSerial; |
| mIndexInSubmit = indexInSubmit; |
| return isCounted; |
| } |
| |
| }} // namespace dawn_native::d3d12 |