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// Copyright 2017 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/d3d12/BindGroupD3D12.h"
#include <utility>
#include "dawn/common/MatchVariant.h"
#include "dawn/common/Range.h"
#include "dawn/native/ExternalTexture.h"
#include "dawn/native/Queue.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::d3d12 {
// static
ResultOrError<Ref<BindGroup>> BindGroup::Create(
Device* device,
const UnpackedPtr<BindGroupDescriptor>& descriptor) {
return ToBackend(descriptor->layout->GetInternalBindGroupLayout())
->AllocateBindGroup(device, descriptor);
}
BindGroup::BindGroup(Device* device,
const UnpackedPtr<BindGroupDescriptor>& descriptor,
const CPUDescriptorHeapAllocation& viewAllocation)
: BindGroupBase(this, device, descriptor), mCPUViewAllocation(viewAllocation) {}
BindGroup::~BindGroup() = default;
MaybeError BindGroup::InitializeImpl() {
BindGroupLayout* bgl = ToBackend(GetLayout());
const auto& descriptorHeapOffsets = bgl->GetDescriptorHeapOffsets();
uint32_t viewSizeIncrement = bgl->GetViewSizeIncrement();
Device* device = ToBackend(GetDevice());
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 : Range(bgl->GetDynamicBufferCount(), bgl->GetBindingCount())) {
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().
MatchVariant(
bindingInfo.bindingLayout,
[&](const BufferBindingInfo& layout) {
BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
ID3D12Resource* resource = ToBackend(binding.buffer)->GetD3D12Resource();
if (resource == nullptr) {
// The Buffer was destroyed. Skip creating buffer views since there is no
// resource. This bind group won't be used as it is an error to submit a
// command buffer that references destroyed resources.
return;
}
switch (layout.type) {
case wgpu::BufferBindingType::Uniform: {
D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
desc.SizeInBytes =
Align(binding.size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
desc.BufferLocation = ToBackend(binding.buffer)->GetVA() + binding.offset;
d3d12Device->CreateConstantBufferView(
&desc, mCPUViewAllocation.OffsetFrom(
viewSizeIncrement, descriptorHeapOffsets[bindingIndex]));
break;
}
case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding: {
// Since Tint 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 = static_cast<uint32_t>(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(
resource, nullptr, &desc,
mCPUViewAllocation.OffsetFrom(viewSizeIncrement,
descriptorHeapOffsets[bindingIndex]));
break;
}
case wgpu::BufferBindingType::ReadOnlyStorage:
case kInternalReadOnlyStorageBufferBinding: {
// Like StorageBuffer, Tint 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 = static_cast<uint32_t>(binding.size / 4);
desc.Buffer.StructureByteStride = 0;
desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
d3d12Device->CreateShaderResourceView(
resource, &desc,
mCPUViewAllocation.OffsetFrom(viewSizeIncrement,
descriptorHeapOffsets[bindingIndex]));
break;
}
case wgpu::BufferBindingType::BindingNotUsed:
case wgpu::BufferBindingType::Undefined:
DAWN_UNREACHABLE();
}
},
[&](const TextureBindingInfo&) {
auto* view = ToBackend(GetBindingAsTextureView(bindingIndex));
auto& srv = view->GetSRVDescriptor();
ID3D12Resource* resource = ToBackend(view->GetTexture())->GetD3D12Resource();
if (resource == nullptr) {
// The Texture was destroyed. Skip creating the SRV since there is no
// resource. This bind group won't be used as it is an error to submit a
// command buffer that references destroyed resources.
return;
}
d3d12Device->CreateShaderResourceView(
resource, &srv,
mCPUViewAllocation.OffsetFrom(viewSizeIncrement,
descriptorHeapOffsets[bindingIndex]));
},
[&](const StorageTextureBindingInfo& layout) {
TextureView* view = ToBackend(GetBindingAsTextureView(bindingIndex));
ID3D12Resource* resource = ToBackend(view->GetTexture())->GetD3D12Resource();
if (resource == nullptr) {
// The Texture was destroyed. Skip creating the SRV/UAV since there is no
// resource. This bind group won't be used as it is an error to submit a
// command buffer that references destroyed resources.
return;
}
switch (layout.access) {
case wgpu::StorageTextureAccess::WriteOnly:
case wgpu::StorageTextureAccess::ReadWrite: {
D3D12_UNORDERED_ACCESS_VIEW_DESC uav = view->GetUAVDescriptor();
d3d12Device->CreateUnorderedAccessView(
resource, nullptr, &uav,
mCPUViewAllocation.OffsetFrom(viewSizeIncrement,
descriptorHeapOffsets[bindingIndex]));
break;
}
case wgpu::StorageTextureAccess::ReadOnly: {
D3D12_SHADER_RESOURCE_VIEW_DESC srv = view->GetSRVDescriptor();
d3d12Device->CreateShaderResourceView(
resource, &srv,
mCPUViewAllocation.OffsetFrom(viewSizeIncrement,
descriptorHeapOffsets[bindingIndex]));
break;
}
case wgpu::StorageTextureAccess::BindingNotUsed:
case wgpu::StorageTextureAccess::Undefined:
DAWN_UNREACHABLE();
}
},
[&](const TexelBufferBindingInfo&) {
// D3D12 does not support texel buffers.
// TODO(crbug/382544164): Prototype texel buffer feature
DAWN_UNREACHABLE();
},
[](const StaticSamplerBindingInfo&) {
// Static samplers are already initialized in the pipeline layout.
},
// No-op as samplers will be later initialized by CreateSamplers().
[](const SamplerBindingInfo&) {},
[](const InputAttachmentBindingInfo&) { DAWN_UNREACHABLE(); },
[](const ExternalTextureBindingInfo&) { DAWN_UNREACHABLE(); });
}
// Loop through the dynamic storage buffers and build a flat map from the index of the
// dynamic storage buffer to its binding size. The index |dynamicStorageBufferIndex|
// means that it is the i'th buffer that is both dynamic and storage, in increasing order
// of BindingNumber.
mDynamicStorageBufferLengths.resize(bgl->GetDynamicStorageBufferCount());
uint32_t dynamicStorageBufferIndex = 0;
for (BindingIndex bindingIndex : bgl->GetDynamicBufferIndices()) {
if (bgl->IsStorageBufferBinding(bindingIndex)) {
mDynamicStorageBufferLengths[dynamicStorageBufferIndex++] =
static_cast<uint32_t>(GetBindingAsBufferBinding(bindingIndex).size);
}
}
return {};
}
void BindGroup::DestroyImpl() {
BindGroupBase::DestroyImpl();
ToBackend(GetLayout())->DeallocateDescriptor(&mCPUViewAllocation);
DAWN_ASSERT(!mCPUViewAllocation.IsValid());
}
void BindGroup::DeleteThis() {
// This function must first run the destructor and then deallocate memory. Take a reference to
// the BindGroupLayout+SlabAllocator before running the destructor so this function can access
// it afterwards and it's not destroyed prematurely.
Ref<BindGroupLayout> layout = ToBackend(GetLayout());
BindGroupBase::DeleteThis();
layout->DeallocateBindGroup(this);
}
bool BindGroup::PopulateViews(MutexProtected<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->GetQueue()->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 {
DAWN_ASSERT(mSamplerAllocationEntry != nullptr);
return mSamplerAllocationEntry->GetBaseDescriptor();
}
bool BindGroup::PopulateSamplers(
MutexProtected<ShaderVisibleDescriptorAllocator>& samplerAllocator) {
if (mSamplerAllocationEntry == nullptr) {
return true;
}
return mSamplerAllocationEntry->Populate(samplerAllocator);
}
void BindGroup::SetSamplerAllocationEntry(Ref<SamplerHeapCacheEntry> entry) {
mSamplerAllocationEntry = std::move(entry);
}
const BindGroup::DynamicStorageBufferLengths& BindGroup::GetDynamicStorageBufferLengths() const {
return mDynamicStorageBufferLengths;
}
} // namespace dawn::native::d3d12