| // Copyright 2018 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/vulkan/BindGroupLayoutVk.h" |
| |
| #include "common/BitSetIterator.h" |
| #include "dawn_native/vulkan/BindGroupVk.h" |
| #include "dawn_native/vulkan/DescriptorSetAllocator.h" |
| #include "dawn_native/vulkan/DeviceVk.h" |
| #include "dawn_native/vulkan/FencedDeleter.h" |
| #include "dawn_native/vulkan/VulkanError.h" |
| |
| #include <map> |
| |
| namespace dawn_native { namespace vulkan { |
| |
| namespace { |
| |
| VkShaderStageFlags VulkanShaderStageFlags(wgpu::ShaderStage stages) { |
| VkShaderStageFlags flags = 0; |
| |
| if (stages & wgpu::ShaderStage::Vertex) { |
| flags |= VK_SHADER_STAGE_VERTEX_BIT; |
| } |
| if (stages & wgpu::ShaderStage::Fragment) { |
| flags |= VK_SHADER_STAGE_FRAGMENT_BIT; |
| } |
| if (stages & wgpu::ShaderStage::Compute) { |
| flags |= VK_SHADER_STAGE_COMPUTE_BIT; |
| } |
| |
| return flags; |
| } |
| |
| } // anonymous namespace |
| |
| VkDescriptorType VulkanDescriptorType(wgpu::BindingType type, bool isDynamic) { |
| switch (type) { |
| case wgpu::BindingType::UniformBuffer: |
| if (isDynamic) { |
| return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; |
| } |
| return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; |
| case wgpu::BindingType::Sampler: |
| case wgpu::BindingType::ComparisonSampler: |
| return VK_DESCRIPTOR_TYPE_SAMPLER; |
| case wgpu::BindingType::SampledTexture: |
| return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; |
| case wgpu::BindingType::StorageBuffer: |
| case wgpu::BindingType::ReadonlyStorageBuffer: |
| if (isDynamic) { |
| return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC; |
| } |
| return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; |
| case wgpu::BindingType::ReadonlyStorageTexture: |
| case wgpu::BindingType::WriteonlyStorageTexture: |
| return VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; |
| case wgpu::BindingType::StorageTexture: |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| // static |
| ResultOrError<BindGroupLayout*> BindGroupLayout::Create( |
| Device* device, |
| const BindGroupLayoutDescriptor* descriptor) { |
| Ref<BindGroupLayout> bgl = AcquireRef(new BindGroupLayout(device, descriptor)); |
| DAWN_TRY(bgl->Initialize()); |
| return bgl.Detach(); |
| } |
| |
| MaybeError BindGroupLayout::Initialize() { |
| // Compute the bindings that will be chained in the DescriptorSetLayout create info. We add |
| // one entry per binding set. This might be optimized by computing continuous ranges of |
| // bindings of the same type. |
| uint32_t numBindings = 0; |
| std::array<VkDescriptorSetLayoutBinding, kMaxBindingsPerGroup> bindings; |
| for (const auto& it : GetBindingMap()) { |
| BindingNumber bindingNumber = it.first; |
| BindingIndex bindingIndex = it.second; |
| const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex); |
| |
| VkDescriptorSetLayoutBinding* vkBinding = &bindings[numBindings]; |
| vkBinding->binding = static_cast<uint32_t>(bindingNumber); |
| vkBinding->descriptorType = |
| VulkanDescriptorType(bindingInfo.type, bindingInfo.hasDynamicOffset); |
| vkBinding->descriptorCount = 1; |
| vkBinding->stageFlags = VulkanShaderStageFlags(bindingInfo.visibility); |
| vkBinding->pImmutableSamplers = nullptr; |
| |
| numBindings++; |
| } |
| |
| VkDescriptorSetLayoutCreateInfo createInfo; |
| createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; |
| createInfo.pNext = nullptr; |
| createInfo.flags = 0; |
| createInfo.bindingCount = numBindings; |
| createInfo.pBindings = bindings.data(); |
| |
| Device* device = ToBackend(GetDevice()); |
| DAWN_TRY(CheckVkSuccess(device->fn.CreateDescriptorSetLayout( |
| device->GetVkDevice(), &createInfo, nullptr, &*mHandle), |
| "CreateDescriptorSetLayout")); |
| |
| // Compute the size of descriptor pools used for this layout. |
| std::map<VkDescriptorType, uint32_t> descriptorCountPerType; |
| |
| for (BindingIndex bindingIndex{0}; bindingIndex < GetBindingCount(); ++bindingIndex) { |
| const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex); |
| VkDescriptorType vulkanType = |
| VulkanDescriptorType(bindingInfo.type, bindingInfo.hasDynamicOffset); |
| |
| // map::operator[] will return 0 if the key doesn't exist. |
| descriptorCountPerType[vulkanType]++; |
| } |
| |
| // TODO(enga): Consider deduping allocators for layouts with the same descriptor type |
| // counts. |
| mDescriptorSetAllocator = |
| std::make_unique<DescriptorSetAllocator>(this, std::move(descriptorCountPerType)); |
| return {}; |
| } |
| |
| BindGroupLayout::BindGroupLayout(DeviceBase* device, |
| const BindGroupLayoutDescriptor* descriptor) |
| : BindGroupLayoutBase(device, descriptor), |
| mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) { |
| } |
| |
| BindGroupLayout::~BindGroupLayout() { |
| Device* device = ToBackend(GetDevice()); |
| |
| // DescriptorSetLayout aren't used by execution on the GPU and can be deleted at any time, |
| // so we can destroy mHandle immediately instead of using the FencedDeleter. |
| // (Swiftshader implements this wrong b/154522740). |
| // In practice, the GPU is done with all descriptor sets because bind group deallocation |
| // refs the bind group layout so that once the bind group is finished being used, we can |
| // recycle its descriptor set. |
| if (mHandle != VK_NULL_HANDLE) { |
| device->fn.DestroyDescriptorSetLayout(device->GetVkDevice(), mHandle, nullptr); |
| mHandle = VK_NULL_HANDLE; |
| } |
| } |
| |
| VkDescriptorSetLayout BindGroupLayout::GetHandle() const { |
| return mHandle; |
| } |
| |
| ResultOrError<BindGroup*> BindGroupLayout::AllocateBindGroup( |
| Device* device, |
| const BindGroupDescriptor* descriptor) { |
| DescriptorSetAllocation descriptorSetAllocation; |
| DAWN_TRY_ASSIGN(descriptorSetAllocation, mDescriptorSetAllocator->Allocate()); |
| |
| return mBindGroupAllocator.Allocate(device, descriptor, descriptorSetAllocation); |
| } |
| |
| void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup, |
| DescriptorSetAllocation* descriptorSetAllocation) { |
| mDescriptorSetAllocator->Deallocate(descriptorSetAllocation); |
| mBindGroupAllocator.Deallocate(bindGroup); |
| } |
| |
| void BindGroupLayout::FinishDeallocation(Serial completedSerial) { |
| mDescriptorSetAllocator->FinishDeallocation(completedSerial); |
| } |
| |
| }} // namespace dawn_native::vulkan |