| // 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 |