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// 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/CommandBufferD3D12.h"
#include "common/Assert.h"
#include "dawn_native/BindGroupAndStorageBarrierTracker.h"
#include "dawn_native/CommandEncoder.h"
#include "dawn_native/Commands.h"
#include "dawn_native/RenderBundle.h"
#include "dawn_native/d3d12/BindGroupD3D12.h"
#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn_native/d3d12/BufferD3D12.h"
#include "dawn_native/d3d12/CommandRecordingContext.h"
#include "dawn_native/d3d12/ComputePipelineD3D12.h"
#include "dawn_native/d3d12/DescriptorHeapAllocator.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
#include "dawn_native/d3d12/PlatformFunctions.h"
#include "dawn_native/d3d12/RenderPassBuilderD3D12.h"
#include "dawn_native/d3d12/RenderPipelineD3D12.h"
#include "dawn_native/d3d12/SamplerD3D12.h"
#include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
#include "dawn_native/d3d12/TextureCopySplitter.h"
#include "dawn_native/d3d12/TextureD3D12.h"
#include "dawn_native/d3d12/UtilsD3D12.h"
#include <deque>
namespace dawn_native { namespace d3d12 {
namespace {
DXGI_FORMAT DXGIIndexFormat(wgpu::IndexFormat format) {
switch (format) {
case wgpu::IndexFormat::Uint16:
return DXGI_FORMAT_R16_UINT;
case wgpu::IndexFormat::Uint32:
return DXGI_FORMAT_R32_UINT;
default:
UNREACHABLE();
}
}
bool CanUseCopyResource(const Texture* src, const Texture* dst, const Extent3D& copySize) {
// Checked by validation
ASSERT(src->GetSampleCount() == dst->GetSampleCount());
ASSERT(src->GetFormat().format == dst->GetFormat().format);
const Extent3D& srcSize = src->GetSize();
const Extent3D& dstSize = dst->GetSize();
auto GetCopyDepth = [](const Texture* texture) {
switch (texture->GetDimension()) {
case wgpu::TextureDimension::e1D:
return 1u;
case wgpu::TextureDimension::e2D:
return texture->GetArrayLayers();
case wgpu::TextureDimension::e3D:
return texture->GetSize().depth;
}
};
// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-copyresource
// In order to use D3D12's copy resource, the textures must be the same dimensions, and
// the copy must be of the entire resource.
// TODO(dawn:129): Support 1D textures.
return src->GetDimension() == dst->GetDimension() && //
dst->GetNumMipLevels() == 1 && //
src->GetNumMipLevels() == 1 && // A copy command is of a single mip, so if a
// resource has more than one, we definitely
// cannot use CopyResource.
copySize.width == dstSize.width && //
copySize.width == srcSize.width && //
copySize.height == dstSize.height && //
copySize.height == srcSize.height && //
copySize.depth == GetCopyDepth(src) && //
copySize.depth == GetCopyDepth(dst);
}
} // anonymous namespace
class BindGroupStateTracker : public BindGroupAndStorageBarrierTrackerBase<false, uint64_t> {
public:
BindGroupStateTracker(Device* device)
: BindGroupAndStorageBarrierTrackerBase(),
mAllocator(device->GetShaderVisibleDescriptorAllocator()) {
}
void SetInComputePass(bool inCompute_) {
mInCompute = inCompute_;
}
MaybeError Apply(CommandRecordingContext* commandContext) {
// Bindgroups are allocated in shader-visible descriptor heaps which are managed by a
// ringbuffer. There can be a single shader-visible descriptor heap of each type bound
// at any given time. This means that when we switch heaps, all other currently bound
// bindgroups must be re-populated. Bindgroups can fail allocation gracefully which is
// the signal to change the bounded heaps.
// Re-populating all bindgroups after the last one fails causes duplicated allocations
// to occur on overflow.
// TODO(bryan.bernhart@intel.com): Consider further optimization.
bool didCreateBindGroups = true;
for (uint32_t index : IterateBitSet(mDirtyBindGroups)) {
DAWN_TRY_ASSIGN(didCreateBindGroups,
ToBackend(mBindGroups[index])->Populate(mAllocator));
if (!didCreateBindGroups) {
break;
}
}
// This will re-create bindgroups for both heaps even if only one overflowed.
// TODO(bryan.bernhart@intel.com): Consider re-allocating heaps independently
// such that overflowing one doesn't re-allocate the another.
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
if (!didCreateBindGroups) {
DAWN_TRY(mAllocator->AllocateAndSwitchShaderVisibleHeaps());
mDirtyBindGroupsObjectChangedOrIsDynamic |= mBindGroupLayoutsMask;
mDirtyBindGroups |= mBindGroupLayoutsMask;
// Must be called before applying the bindgroups.
SetID3D12DescriptorHeaps(commandList);
for (uint32_t index : IterateBitSet(mBindGroupLayoutsMask)) {
DAWN_TRY_ASSIGN(didCreateBindGroups,
ToBackend(mBindGroups[index])->Populate(mAllocator));
ASSERT(didCreateBindGroups);
}
}
for (uint32_t index : IterateBitSet(mDirtyBindGroupsObjectChangedOrIsDynamic)) {
BindGroup* group = ToBackend(mBindGroups[index]);
ApplyBindGroup(commandList, ToBackend(mPipelineLayout), index, group,
mDynamicOffsetCounts[index], mDynamicOffsets[index].data());
}
if (mInCompute) {
for (uint32_t index : IterateBitSet(mBindGroupLayoutsMask)) {
for (uint32_t binding : IterateBitSet(mBuffersNeedingBarrier[index])) {
wgpu::BindingType bindingType = mBindingTypes[index][binding];
switch (bindingType) {
case wgpu::BindingType::StorageBuffer:
ToBackend(mBuffers[index][binding])
->TrackUsageAndTransitionNow(commandContext,
wgpu::BufferUsage::Storage);
break;
case wgpu::BindingType::StorageTexture:
case wgpu::BindingType::ReadonlyStorageTexture:
case wgpu::BindingType::WriteonlyStorageTexture:
// Not implemented.
case wgpu::BindingType::UniformBuffer:
case wgpu::BindingType::ReadonlyStorageBuffer:
case wgpu::BindingType::Sampler:
case wgpu::BindingType::SampledTexture:
// Don't require barriers.
default:
UNREACHABLE();
break;
}
}
}
}
DidApply();
return {};
}
void SetID3D12DescriptorHeaps(ID3D12GraphicsCommandList* commandList) {
ASSERT(commandList != nullptr);
std::array<ID3D12DescriptorHeap*, 2> descriptorHeaps =
mAllocator->GetShaderVisibleHeaps();
ASSERT(descriptorHeaps[0] != nullptr);
ASSERT(descriptorHeaps[1] != nullptr);
commandList->SetDescriptorHeaps(2, descriptorHeaps.data());
}
private:
void ApplyBindGroup(ID3D12GraphicsCommandList* commandList,
const PipelineLayout* pipelineLayout,
uint32_t index,
BindGroup* group,
uint32_t dynamicOffsetCount,
const uint64_t* dynamicOffsets) {
ASSERT(dynamicOffsetCount == group->GetLayout()->GetDynamicBufferCount());
// Usually, the application won't set the same offsets many times,
// so always try to apply dynamic offsets even if the offsets stay the same
if (dynamicOffsetCount != 0) {
// Update dynamic offsets.
// Dynamic buffer bindings are packed at the beginning of the layout.
for (BindingIndex bindingIndex = 0; bindingIndex < dynamicOffsetCount;
++bindingIndex) {
uint32_t parameterIndex =
pipelineLayout->GetDynamicRootParameterIndex(index, bindingIndex);
BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex);
// Calculate buffer locations that root descriptors links to. The location
// is (base buffer location + initial offset + dynamic offset)
uint64_t dynamicOffset = dynamicOffsets[bindingIndex];
uint64_t offset = binding.offset + dynamicOffset;
D3D12_GPU_VIRTUAL_ADDRESS bufferLocation =
ToBackend(binding.buffer)->GetVA() + offset;
switch (group->GetLayout()->GetBindingInfo(bindingIndex).type) {
case wgpu::BindingType::UniformBuffer:
if (mInCompute) {
commandList->SetComputeRootConstantBufferView(parameterIndex,
bufferLocation);
} else {
commandList->SetGraphicsRootConstantBufferView(parameterIndex,
bufferLocation);
}
break;
case wgpu::BindingType::StorageBuffer:
if (mInCompute) {
commandList->SetComputeRootUnorderedAccessView(parameterIndex,
bufferLocation);
} else {
commandList->SetGraphicsRootUnorderedAccessView(parameterIndex,
bufferLocation);
}
break;
case wgpu::BindingType::ReadonlyStorageBuffer:
if (mInCompute) {
commandList->SetComputeRootShaderResourceView(parameterIndex,
bufferLocation);
} else {
commandList->SetGraphicsRootShaderResourceView(parameterIndex,
bufferLocation);
}
break;
case wgpu::BindingType::SampledTexture:
case wgpu::BindingType::Sampler:
case wgpu::BindingType::StorageTexture:
case wgpu::BindingType::ReadonlyStorageTexture:
case wgpu::BindingType::WriteonlyStorageTexture:
UNREACHABLE();
break;
}
}
}
// It's not necessary to update descriptor tables if only the dynamic offset changed.
if (!mDirtyBindGroups[index]) {
return;
}
const uint32_t cbvUavSrvCount =
ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
const uint32_t samplerCount =
ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
if (cbvUavSrvCount > 0) {
uint32_t parameterIndex = pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
const D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor =
group->GetBaseCbvUavSrvDescriptor();
if (mInCompute) {
commandList->SetComputeRootDescriptorTable(parameterIndex, baseDescriptor);
} else {
commandList->SetGraphicsRootDescriptorTable(parameterIndex, baseDescriptor);
}
}
if (samplerCount > 0) {
uint32_t parameterIndex = pipelineLayout->GetSamplerRootParameterIndex(index);
const D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor =
group->GetBaseSamplerDescriptor();
if (mInCompute) {
commandList->SetComputeRootDescriptorTable(parameterIndex, baseDescriptor);
} else {
commandList->SetGraphicsRootDescriptorTable(parameterIndex, baseDescriptor);
}
}
}
bool mInCompute = false;
ShaderVisibleDescriptorAllocator* mAllocator;
};
namespace {
// TODO(jiawei.shao@intel.com): use hash map <RenderPass, OMSetRenderTargetArgs> as
// cache to avoid redundant RTV and DSV memory allocations.
ResultOrError<OMSetRenderTargetArgs> GetSubpassOMSetRenderTargetArgs(
BeginRenderPassCmd* renderPass,
Device* device) {
OMSetRenderTargetArgs args = {};
uint32_t rtvCount = static_cast<uint32_t>(
renderPass->attachmentState->GetColorAttachmentsMask().count());
DescriptorHeapAllocator* allocator = device->GetDescriptorHeapAllocator();
DescriptorHeapHandle rtvHeap;
DAWN_TRY_ASSIGN(rtvHeap,
allocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, rtvCount));
ASSERT(rtvHeap.Get() != nullptr);
ID3D12Device* d3dDevice = device->GetD3D12Device();
unsigned int rtvIndex = 0;
for (uint32_t i :
IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
ASSERT(rtvIndex < rtvCount);
TextureView* view = ToBackend(renderPass->colorAttachments[i].view).Get();
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(rtvIndex);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = view->GetRTVDescriptor();
d3dDevice->CreateRenderTargetView(ToBackend(view->GetTexture())->GetD3D12Resource(),
&rtvDesc, rtvHandle);
args.RTVs[rtvIndex] = rtvHandle;
++rtvIndex;
}
args.numRTVs = rtvCount;
if (renderPass->attachmentState->HasDepthStencilAttachment()) {
DescriptorHeapHandle dsvHeap;
DAWN_TRY_ASSIGN(dsvHeap,
allocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1));
ASSERT(dsvHeap.Get() != nullptr);
TextureView* view = ToBackend(renderPass->depthStencilAttachment.view).Get();
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = view->GetDSVDescriptor();
d3dDevice->CreateDepthStencilView(ToBackend(view->GetTexture())->GetD3D12Resource(),
&dsvDesc, dsvHandle);
args.dsv = dsvHandle;
}
return args;
}
class VertexBufferTracker {
public:
void OnSetVertexBuffer(uint32_t slot, Buffer* buffer, uint64_t offset) {
mStartSlot = std::min(mStartSlot, slot);
mEndSlot = std::max(mEndSlot, slot + 1);
auto* d3d12BufferView = &mD3D12BufferViews[slot];
d3d12BufferView->BufferLocation = buffer->GetVA() + offset;
d3d12BufferView->SizeInBytes = buffer->GetSize() - offset;
// The bufferView stride is set based on the vertex state before a draw.
}
void Apply(ID3D12GraphicsCommandList* commandList,
const RenderPipeline* renderPipeline) {
ASSERT(renderPipeline != nullptr);
std::bitset<kMaxVertexBuffers> vertexBufferSlotsUsed =
renderPipeline->GetVertexBufferSlotsUsed();
uint32_t startSlot = mStartSlot;
uint32_t endSlot = mEndSlot;
// If the vertex state has changed, we need to update the StrideInBytes
// for the D3D12 buffer views. We also need to extend the dirty range to
// touch all these slots because the stride may have changed.
if (mLastAppliedRenderPipeline != renderPipeline) {
mLastAppliedRenderPipeline = renderPipeline;
for (uint32_t slot : IterateBitSet(vertexBufferSlotsUsed)) {
startSlot = std::min(startSlot, slot);
endSlot = std::max(endSlot, slot + 1);
mD3D12BufferViews[slot].StrideInBytes =
renderPipeline->GetVertexBuffer(slot).arrayStride;
}
}
if (endSlot <= startSlot) {
return;
}
// mD3D12BufferViews is kept up to date with the most recent data passed
// to SetVertexBuffer. This makes it correct to only track the start
// and end of the dirty range. When Apply is called,
// we will at worst set non-dirty vertex buffers in duplicate.
uint32_t count = endSlot - startSlot;
commandList->IASetVertexBuffers(startSlot, count, &mD3D12BufferViews[startSlot]);
mStartSlot = kMaxVertexBuffers;
mEndSlot = 0;
}
private:
// startSlot and endSlot indicate the range of dirty vertex buffers.
// If there are multiple calls to SetVertexBuffer, the start and end
// represent the union of the dirty ranges (the union may have non-dirty
// data in the middle of the range).
const RenderPipeline* mLastAppliedRenderPipeline = nullptr;
uint32_t mStartSlot = kMaxVertexBuffers;
uint32_t mEndSlot = 0;
std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexBuffers> mD3D12BufferViews = {};
};
class IndexBufferTracker {
public:
void OnSetIndexBuffer(Buffer* buffer, uint64_t offset) {
mD3D12BufferView.BufferLocation = buffer->GetVA() + offset;
mD3D12BufferView.SizeInBytes = buffer->GetSize() - offset;
// We don't need to dirty the state unless BufferLocation or SizeInBytes
// change, but most of the time this will always be the case.
mLastAppliedIndexFormat = DXGI_FORMAT_UNKNOWN;
}
void OnSetPipeline(const RenderPipelineBase* pipeline) {
mD3D12BufferView.Format =
DXGIIndexFormat(pipeline->GetVertexStateDescriptor()->indexFormat);
}
void Apply(ID3D12GraphicsCommandList* commandList) {
if (mD3D12BufferView.Format == mLastAppliedIndexFormat) {
return;
}
commandList->IASetIndexBuffer(&mD3D12BufferView);
mLastAppliedIndexFormat = mD3D12BufferView.Format;
}
private:
DXGI_FORMAT mLastAppliedIndexFormat = DXGI_FORMAT_UNKNOWN;
D3D12_INDEX_BUFFER_VIEW mD3D12BufferView = {};
};
void ResolveMultisampledRenderPass(CommandRecordingContext* commandContext,
BeginRenderPassCmd* renderPass) {
ASSERT(renderPass != nullptr);
for (uint32_t i :
IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
TextureViewBase* resolveTarget =
renderPass->colorAttachments[i].resolveTarget.Get();
if (resolveTarget == nullptr) {
continue;
}
Texture* colorTexture =
ToBackend(renderPass->colorAttachments[i].view->GetTexture());
Texture* resolveTexture = ToBackend(resolveTarget->GetTexture());
// Transition the usages of the color attachment and resolve target.
colorTexture->TrackUsageAndTransitionNow(commandContext,
D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
resolveTexture->TrackUsageAndTransitionNow(commandContext,
D3D12_RESOURCE_STATE_RESOLVE_DEST);
// Do MSAA resolve with ResolveSubResource().
ID3D12Resource* colorTextureHandle = colorTexture->GetD3D12Resource();
ID3D12Resource* resolveTextureHandle = resolveTexture->GetD3D12Resource();
const uint32_t resolveTextureSubresourceIndex = resolveTexture->GetSubresourceIndex(
resolveTarget->GetBaseMipLevel(), resolveTarget->GetBaseArrayLayer());
constexpr uint32_t kColorTextureSubresourceIndex = 0;
commandContext->GetCommandList()->ResolveSubresource(
resolveTextureHandle, resolveTextureSubresourceIndex, colorTextureHandle,
kColorTextureSubresourceIndex, colorTexture->GetD3D12Format());
}
}
} // anonymous namespace
CommandBuffer::CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor)
: CommandBufferBase(encoder, descriptor), mCommands(encoder->AcquireCommands()) {
}
CommandBuffer::~CommandBuffer() {
FreeCommands(&mCommands);
}
MaybeError CommandBuffer::RecordCommands(CommandRecordingContext* commandContext) {
Device* device = ToBackend(GetDevice());
BindGroupStateTracker bindingTracker(device);
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
// Make sure we use the correct descriptors for this command list. Could be done once per
// actual command list but here is ok because there should be few command buffers.
bindingTracker.SetID3D12DescriptorHeaps(commandList);
// Records the necessary barriers for the resource usage pre-computed by the frontend
auto PrepareResourcesForSubmission = [](CommandRecordingContext* commandContext,
const PassResourceUsage& usages) -> bool {
std::vector<D3D12_RESOURCE_BARRIER> barriers;
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
wgpu::BufferUsage bufferUsages = wgpu::BufferUsage::None;
for (size_t i = 0; i < usages.buffers.size(); ++i) {
D3D12_RESOURCE_BARRIER barrier;
if (ToBackend(usages.buffers[i])
->TrackUsageAndGetResourceBarrier(commandContext, &barrier,
usages.bufferUsages[i])) {
barriers.push_back(barrier);
}
bufferUsages |= usages.bufferUsages[i];
}
for (size_t i = 0; i < usages.textures.size(); ++i) {
Texture* texture = ToBackend(usages.textures[i]);
// Clear textures that are not output attachments. Output attachments will be
// cleared during record render pass if the texture subresource has not been
// initialized before the render pass.
if (!(usages.textureUsages[i] & wgpu::TextureUsage::OutputAttachment)) {
texture->EnsureSubresourceContentInitialized(commandContext, 0,
texture->GetNumMipLevels(), 0,
texture->GetArrayLayers());
}
}
wgpu::TextureUsage textureUsages = wgpu::TextureUsage::None;
for (size_t i = 0; i < usages.textures.size(); ++i) {
D3D12_RESOURCE_BARRIER barrier;
if (ToBackend(usages.textures[i])
->TrackUsageAndGetResourceBarrier(commandContext, &barrier,
usages.textureUsages[i])) {
barriers.push_back(barrier);
}
textureUsages |= usages.textureUsages[i];
}
if (barriers.size()) {
commandList->ResourceBarrier(barriers.size(), barriers.data());
}
return (bufferUsages & wgpu::BufferUsage::Storage ||
textureUsages & wgpu::TextureUsage::Storage);
};
const std::vector<PassResourceUsage>& passResourceUsages = GetResourceUsages().perPass;
uint32_t nextPassNumber = 0;
Command type;
while (mCommands.NextCommandId(&type)) {
switch (type) {
case Command::BeginComputePass: {
mCommands.NextCommand<BeginComputePassCmd>();
PrepareResourcesForSubmission(commandContext,
passResourceUsages[nextPassNumber]);
bindingTracker.SetInComputePass(true);
DAWN_TRY(RecordComputePass(commandContext, &bindingTracker));
nextPassNumber++;
break;
}
case Command::BeginRenderPass: {
BeginRenderPassCmd* beginRenderPassCmd =
mCommands.NextCommand<BeginRenderPassCmd>();
const bool passHasUAV = PrepareResourcesForSubmission(
commandContext, passResourceUsages[nextPassNumber]);
bindingTracker.SetInComputePass(false);
LazyClearRenderPassAttachments(beginRenderPassCmd);
DAWN_TRY(RecordRenderPass(commandContext, &bindingTracker, beginRenderPassCmd,
passHasUAV));
nextPassNumber++;
break;
}
case Command::CopyBufferToBuffer: {
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
Buffer* srcBuffer = ToBackend(copy->source.Get());
Buffer* dstBuffer = ToBackend(copy->destination.Get());
srcBuffer->TrackUsageAndTransitionNow(commandContext,
wgpu::BufferUsage::CopySrc);
dstBuffer->TrackUsageAndTransitionNow(commandContext,
wgpu::BufferUsage::CopyDst);
commandList->CopyBufferRegion(
dstBuffer->GetD3D12Resource().Get(), copy->destinationOffset,
srcBuffer->GetD3D12Resource().Get(), copy->sourceOffset, copy->size);
break;
}
case Command::CopyBufferToTexture: {
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
Buffer* buffer = ToBackend(copy->source.buffer.Get());
Texture* texture = ToBackend(copy->destination.texture.Get());
if (IsCompleteSubresourceCopiedTo(texture, copy->copySize,
copy->destination.mipLevel)) {
texture->SetIsSubresourceContentInitialized(
true, copy->destination.mipLevel, 1, copy->destination.arrayLayer, 1);
} else {
texture->EnsureSubresourceContentInitialized(
commandContext, copy->destination.mipLevel, 1,
copy->destination.arrayLayer, 1);
}
buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopySrc);
texture->TrackUsageAndTransitionNow(commandContext,
wgpu::TextureUsage::CopyDst);
auto copySplit = ComputeTextureCopySplit(
copy->destination.origin, copy->copySize, texture->GetFormat(),
copy->source.offset, copy->source.rowPitch, copy->source.imageHeight);
D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(texture, copy->destination.mipLevel,
copy->destination.arrayLayer);
for (uint32_t i = 0; i < copySplit.count; ++i) {
TextureCopySplit::CopyInfo& info = copySplit.copies[i];
D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(
texture, buffer->GetD3D12Resource().Get(), info.bufferSize,
copySplit.offset, copy->source.rowPitch);
D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);
commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x,
info.textureOffset.y, info.textureOffset.z,
&bufferLocation, &sourceRegion);
}
break;
}
case Command::CopyTextureToBuffer: {
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
Texture* texture = ToBackend(copy->source.texture.Get());
Buffer* buffer = ToBackend(copy->destination.buffer.Get());
texture->EnsureSubresourceContentInitialized(
commandContext, copy->source.mipLevel, 1, copy->source.arrayLayer, 1);
texture->TrackUsageAndTransitionNow(commandContext,
wgpu::TextureUsage::CopySrc);
buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
TextureCopySplit copySplit = ComputeTextureCopySplit(
copy->source.origin, copy->copySize, texture->GetFormat(),
copy->destination.offset, copy->destination.rowPitch,
copy->destination.imageHeight);
D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(texture, copy->source.mipLevel,
copy->source.arrayLayer);
for (uint32_t i = 0; i < copySplit.count; ++i) {
TextureCopySplit::CopyInfo& info = copySplit.copies[i];
D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(
texture, buffer->GetD3D12Resource().Get(), info.bufferSize,
copySplit.offset, copy->destination.rowPitch);
D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.textureOffset, info.copySize);
commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x,
info.bufferOffset.y, info.bufferOffset.z,
&textureLocation, &sourceRegion);
}
break;
}
case Command::CopyTextureToTexture: {
CopyTextureToTextureCmd* copy =
mCommands.NextCommand<CopyTextureToTextureCmd>();
Texture* source = ToBackend(copy->source.texture.Get());
Texture* destination = ToBackend(copy->destination.texture.Get());
source->EnsureSubresourceContentInitialized(
commandContext, copy->source.mipLevel, 1, copy->source.arrayLayer, 1);
if (IsCompleteSubresourceCopiedTo(destination, copy->copySize,
copy->destination.mipLevel)) {
destination->SetIsSubresourceContentInitialized(
true, copy->destination.mipLevel, 1, copy->destination.arrayLayer, 1);
} else {
destination->EnsureSubresourceContentInitialized(
commandContext, copy->destination.mipLevel, 1,
copy->destination.arrayLayer, 1);
}
source->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopySrc);
destination->TrackUsageAndTransitionNow(commandContext,
wgpu::TextureUsage::CopyDst);
if (CanUseCopyResource(source, destination, copy->copySize)) {
commandList->CopyResource(destination->GetD3D12Resource(),
source->GetD3D12Resource());
} else {
D3D12_TEXTURE_COPY_LOCATION srcLocation =
ComputeTextureCopyLocationForTexture(source, copy->source.mipLevel,
copy->source.arrayLayer);
D3D12_TEXTURE_COPY_LOCATION dstLocation =
ComputeTextureCopyLocationForTexture(destination,
copy->destination.mipLevel,
copy->destination.arrayLayer);
D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(copy->source.origin, copy->copySize);
commandList->CopyTextureRegion(
&dstLocation, copy->destination.origin.x, copy->destination.origin.y,
copy->destination.origin.z, &srcLocation, &sourceRegion);
}
break;
}
default: {
UNREACHABLE();
break;
}
}
}
return {};
}
MaybeError CommandBuffer::RecordComputePass(CommandRecordingContext* commandContext,
BindGroupStateTracker* bindingTracker) {
PipelineLayout* lastLayout = nullptr;
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
Command type;
while (mCommands.NextCommandId(&type)) {
switch (type) {
case Command::Dispatch: {
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
DAWN_TRY(bindingTracker->Apply(commandContext));
commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z);
break;
}
case Command::DispatchIndirect: {
DispatchIndirectCmd* dispatch = mCommands.NextCommand<DispatchIndirectCmd>();
DAWN_TRY(bindingTracker->Apply(commandContext));
Buffer* buffer = ToBackend(dispatch->indirectBuffer.Get());
ComPtr<ID3D12CommandSignature> signature =
ToBackend(GetDevice())->GetDispatchIndirectSignature();
commandList->ExecuteIndirect(signature.Get(), 1,
buffer->GetD3D12Resource().Get(),
dispatch->indirectOffset, nullptr, 0);
break;
}
case Command::EndComputePass: {
mCommands.NextCommand<EndComputePassCmd>();
return {};
}
case Command::SetComputePipeline: {
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
ComputePipeline* pipeline = ToBackend(cmd->pipeline).Get();
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
commandList->SetComputeRootSignature(layout->GetRootSignature().Get());
commandList->SetPipelineState(pipeline->GetPipelineState().Get());
bindingTracker->OnSetPipeline(pipeline);
lastLayout = layout;
break;
}
case Command::SetBindGroup: {
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
BindGroup* group = ToBackend(cmd->group.Get());
uint32_t* dynamicOffsets = nullptr;
if (cmd->dynamicOffsetCount > 0) {
dynamicOffsets = mCommands.NextData<uint32_t>(cmd->dynamicOffsetCount);
}
bindingTracker->OnSetBindGroup(cmd->index, group, cmd->dynamicOffsetCount,
dynamicOffsets);
break;
}
case Command::InsertDebugMarker: {
InsertDebugMarkerCmd* cmd = mCommands.NextCommand<InsertDebugMarkerCmd>();
const char* label = mCommands.NextData<char>(cmd->length + 1);
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
// PIX color is 1 byte per channel in ARGB format
constexpr uint64_t kPIXBlackColor = 0xff000000;
ToBackend(GetDevice())
->GetFunctions()
->pixSetMarkerOnCommandList(commandList, kPIXBlackColor, label);
}
break;
}
case Command::PopDebugGroup: {
mCommands.NextCommand<PopDebugGroupCmd>();
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
ToBackend(GetDevice())
->GetFunctions()
->pixEndEventOnCommandList(commandList);
}
break;
}
case Command::PushDebugGroup: {
PushDebugGroupCmd* cmd = mCommands.NextCommand<PushDebugGroupCmd>();
const char* label = mCommands.NextData<char>(cmd->length + 1);
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
// PIX color is 1 byte per channel in ARGB format
constexpr uint64_t kPIXBlackColor = 0xff000000;
ToBackend(GetDevice())
->GetFunctions()
->pixBeginEventOnCommandList(commandList, kPIXBlackColor, label);
}
break;
}
default: {
UNREACHABLE();
break;
}
}
}
return {};
}
void CommandBuffer::SetupRenderPass(CommandRecordingContext* commandContext,
BeginRenderPassCmd* renderPass,
RenderPassBuilder* renderPassBuilder) {
for (uint32_t i : IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
RenderPassColorAttachmentInfo& attachmentInfo = renderPass->colorAttachments[i];
TextureView* view = ToBackend(attachmentInfo.view.Get());
// Set color load operation.
renderPassBuilder->SetRenderTargetBeginningAccess(
i, attachmentInfo.loadOp, attachmentInfo.clearColor, view->GetD3D12Format());
// Set color store operation.
if (attachmentInfo.resolveTarget.Get() != nullptr) {
TextureView* resolveDestinationView = ToBackend(attachmentInfo.resolveTarget.Get());
Texture* resolveDestinationTexture =
ToBackend(resolveDestinationView->GetTexture());
resolveDestinationTexture->TrackUsageAndTransitionNow(
commandContext, D3D12_RESOURCE_STATE_RESOLVE_DEST);
renderPassBuilder->SetRenderTargetEndingAccessResolve(i, attachmentInfo.storeOp,
view, resolveDestinationView);
} else {
renderPassBuilder->SetRenderTargetEndingAccess(i, attachmentInfo.storeOp);
}
}
if (renderPass->attachmentState->HasDepthStencilAttachment()) {
RenderPassDepthStencilAttachmentInfo& attachmentInfo =
renderPass->depthStencilAttachment;
TextureView* view = ToBackend(renderPass->depthStencilAttachment.view.Get());
const bool hasDepth = view->GetTexture()->GetFormat().HasDepth();
const bool hasStencil = view->GetTexture()->GetFormat().HasStencil();
// Set depth/stencil load operations.
if (hasDepth) {
renderPassBuilder->SetDepthAccess(
attachmentInfo.depthLoadOp, attachmentInfo.depthStoreOp,
attachmentInfo.clearDepth, view->GetD3D12Format());
} else {
renderPassBuilder->SetDepthNoAccess();
}
if (hasStencil) {
renderPassBuilder->SetStencilAccess(
attachmentInfo.stencilLoadOp, attachmentInfo.stencilStoreOp,
attachmentInfo.clearStencil, view->GetD3D12Format());
} else {
renderPassBuilder->SetStencilNoAccess();
}
} else {
renderPassBuilder->SetDepthStencilNoAccess();
}
}
void CommandBuffer::EmulateBeginRenderPass(CommandRecordingContext* commandContext,
const RenderPassBuilder* renderPassBuilder) const {
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
// Clear framebuffer attachments as needed.
{
for (uint32_t i = 0; i < renderPassBuilder->GetColorAttachmentCount(); i++) {
// Load op - color
if (renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i]
.BeginningAccess.Type == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) {
commandList->ClearRenderTargetView(
renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i].cpuDescriptor,
renderPassBuilder->GetRenderPassRenderTargetDescriptors()[i]
.BeginningAccess.Clear.ClearValue.Color,
0, nullptr);
}
}
if (renderPassBuilder->HasDepth()) {
D3D12_CLEAR_FLAGS clearFlags = {};
float depthClear = 0.0f;
uint8_t stencilClear = 0u;
if (renderPassBuilder->GetRenderPassDepthStencilDescriptor()
->DepthBeginningAccess.Type ==
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) {
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
depthClear = renderPassBuilder->GetRenderPassDepthStencilDescriptor()
->DepthBeginningAccess.Clear.ClearValue.DepthStencil.Depth;
}
if (renderPassBuilder->GetRenderPassDepthStencilDescriptor()
->StencilBeginningAccess.Type ==
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR) {
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
stencilClear =
renderPassBuilder->GetRenderPassDepthStencilDescriptor()
->StencilBeginningAccess.Clear.ClearValue.DepthStencil.Stencil;
}
// TODO(kainino@chromium.org): investigate: should the Dawn clear
// stencil type be uint8_t?
if (clearFlags) {
commandList->ClearDepthStencilView(
renderPassBuilder->GetRenderPassDepthStencilDescriptor()->cpuDescriptor,
clearFlags, depthClear, stencilClear, 0, nullptr);
}
}
}
commandList->OMSetRenderTargets(
renderPassBuilder->GetColorAttachmentCount(), renderPassBuilder->GetRenderTargetViews(),
FALSE,
renderPassBuilder->HasDepth()
? &renderPassBuilder->GetRenderPassDepthStencilDescriptor()->cpuDescriptor
: nullptr);
}
MaybeError CommandBuffer::RecordRenderPass(CommandRecordingContext* commandContext,
BindGroupStateTracker* bindingTracker,
BeginRenderPassCmd* renderPass,
const bool passHasUAV) {
Device* device = ToBackend(GetDevice());
OMSetRenderTargetArgs args;
DAWN_TRY_ASSIGN(args, GetSubpassOMSetRenderTargetArgs(renderPass, device));
const bool useRenderPass = device->IsToggleEnabled(Toggle::UseD3D12RenderPass);
// renderPassBuilder must be scoped to RecordRenderPass because any underlying
// D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS structs must remain
// valid until after EndRenderPass() has been called.
RenderPassBuilder renderPassBuilder(args, passHasUAV);
SetupRenderPass(commandContext, renderPass, &renderPassBuilder);
// Use D3D12's native render pass API if it's available, otherwise emulate the
// beginning and ending access operations.
if (useRenderPass) {
commandContext->GetCommandList4()->BeginRenderPass(
renderPassBuilder.GetColorAttachmentCount(),
renderPassBuilder.GetRenderPassRenderTargetDescriptors(),
renderPassBuilder.HasDepth()
? renderPassBuilder.GetRenderPassDepthStencilDescriptor()
: nullptr,
renderPassBuilder.GetRenderPassFlags());
} else {
EmulateBeginRenderPass(commandContext, &renderPassBuilder);
}
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
// Set up default dynamic state
{
uint32_t width = renderPass->width;
uint32_t height = renderPass->height;
D3D12_VIEWPORT viewport = {
0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f};
D3D12_RECT scissorRect = {0, 0, static_cast<long>(width), static_cast<long>(height)};
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
static constexpr std::array<float, 4> defaultBlendFactor = {0, 0, 0, 0};
commandList->OMSetBlendFactor(&defaultBlendFactor[0]);
}
RenderPipeline* lastPipeline = nullptr;
PipelineLayout* lastLayout = nullptr;
VertexBufferTracker vertexBufferTracker = {};
IndexBufferTracker indexBufferTracker = {};
auto EncodeRenderBundleCommand = [&](CommandIterator* iter, Command type) -> MaybeError {
switch (type) {
case Command::Draw: {
DrawCmd* draw = iter->NextCommand<DrawCmd>();
DAWN_TRY(bindingTracker->Apply(commandContext));
vertexBufferTracker.Apply(commandList, lastPipeline);
commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
draw->firstVertex, draw->firstInstance);
break;
}
case Command::DrawIndexed: {
DrawIndexedCmd* draw = iter->NextCommand<DrawIndexedCmd>();
DAWN_TRY(bindingTracker->Apply(commandContext));
indexBufferTracker.Apply(commandList);
vertexBufferTracker.Apply(commandList, lastPipeline);
commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
draw->firstIndex, draw->baseVertex,
draw->firstInstance);
break;
}
case Command::DrawIndirect: {
DrawIndirectCmd* draw = iter->NextCommand<DrawIndirectCmd>();
DAWN_TRY(bindingTracker->Apply(commandContext));
vertexBufferTracker.Apply(commandList, lastPipeline);
Buffer* buffer = ToBackend(draw->indirectBuffer.Get());
ComPtr<ID3D12CommandSignature> signature =
ToBackend(GetDevice())->GetDrawIndirectSignature();
commandList->ExecuteIndirect(signature.Get(), 1,
buffer->GetD3D12Resource().Get(),
draw->indirectOffset, nullptr, 0);
break;
}
case Command::DrawIndexedIndirect: {
DrawIndexedIndirectCmd* draw = iter->NextCommand<DrawIndexedIndirectCmd>();
DAWN_TRY(bindingTracker->Apply(commandContext));
indexBufferTracker.Apply(commandList);
vertexBufferTracker.Apply(commandList, lastPipeline);
Buffer* buffer = ToBackend(draw->indirectBuffer.Get());
ComPtr<ID3D12CommandSignature> signature =
ToBackend(GetDevice())->GetDrawIndexedIndirectSignature();
commandList->ExecuteIndirect(signature.Get(), 1,
buffer->GetD3D12Resource().Get(),
draw->indirectOffset, nullptr, 0);
break;
}
case Command::InsertDebugMarker: {
InsertDebugMarkerCmd* cmd = iter->NextCommand<InsertDebugMarkerCmd>();
const char* label = iter->NextData<char>(cmd->length + 1);
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
// PIX color is 1 byte per channel in ARGB format
constexpr uint64_t kPIXBlackColor = 0xff000000;
ToBackend(GetDevice())
->GetFunctions()
->pixSetMarkerOnCommandList(commandList, kPIXBlackColor, label);
}
break;
}
case Command::PopDebugGroup: {
iter->NextCommand<PopDebugGroupCmd>();
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
ToBackend(GetDevice())
->GetFunctions()
->pixEndEventOnCommandList(commandList);
}
break;
}
case Command::PushDebugGroup: {
PushDebugGroupCmd* cmd = iter->NextCommand<PushDebugGroupCmd>();
const char* label = iter->NextData<char>(cmd->length + 1);
if (ToBackend(GetDevice())->GetFunctions()->IsPIXEventRuntimeLoaded()) {
// PIX color is 1 byte per channel in ARGB format
constexpr uint64_t kPIXBlackColor = 0xff000000;
ToBackend(GetDevice())
->GetFunctions()
->pixBeginEventOnCommandList(commandList, kPIXBlackColor, label);
}
break;
}
case Command::SetRenderPipeline: {
SetRenderPipelineCmd* cmd = iter->NextCommand<SetRenderPipelineCmd>();
RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
commandList->SetGraphicsRootSignature(layout->GetRootSignature().Get());
commandList->SetPipelineState(pipeline->GetPipelineState().Get());
commandList->IASetPrimitiveTopology(pipeline->GetD3D12PrimitiveTopology());
bindingTracker->OnSetPipeline(pipeline);
indexBufferTracker.OnSetPipeline(pipeline);
lastPipeline = pipeline;
lastLayout = layout;
break;
}
case Command::SetBindGroup: {
SetBindGroupCmd* cmd = iter->NextCommand<SetBindGroupCmd>();
BindGroup* group = ToBackend(cmd->group.Get());
uint32_t* dynamicOffsets = nullptr;
if (cmd->dynamicOffsetCount > 0) {
dynamicOffsets = iter->NextData<uint32_t>(cmd->dynamicOffsetCount);
}
bindingTracker->OnSetBindGroup(cmd->index, group, cmd->dynamicOffsetCount,
dynamicOffsets);
break;
}
case Command::SetIndexBuffer: {
SetIndexBufferCmd* cmd = iter->NextCommand<SetIndexBufferCmd>();
indexBufferTracker.OnSetIndexBuffer(ToBackend(cmd->buffer.Get()), cmd->offset);
break;
}
case Command::SetVertexBuffer: {
SetVertexBufferCmd* cmd = iter->NextCommand<SetVertexBufferCmd>();
vertexBufferTracker.OnSetVertexBuffer(cmd->slot, ToBackend(cmd->buffer.Get()),
cmd->offset);
break;
}
default:
UNREACHABLE();
break;
}
return {};
};
Command type;
while (mCommands.NextCommandId(&type)) {
switch (type) {
case Command::EndRenderPass: {
mCommands.NextCommand<EndRenderPassCmd>();
if (useRenderPass) {
commandContext->GetCommandList4()->EndRenderPass();
} else if (renderPass->attachmentState->GetSampleCount() > 1) {
ResolveMultisampledRenderPass(commandContext, renderPass);
}
return {};
}
case Command::SetStencilReference: {
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
commandList->OMSetStencilRef(cmd->reference);
break;
}
case Command::SetViewport: {
SetViewportCmd* cmd = mCommands.NextCommand<SetViewportCmd>();
D3D12_VIEWPORT viewport;
viewport.TopLeftX = cmd->x;
viewport.TopLeftY = cmd->y;
viewport.Width = cmd->width;
viewport.Height = cmd->height;
viewport.MinDepth = cmd->minDepth;
viewport.MaxDepth = cmd->maxDepth;
commandList->RSSetViewports(1, &viewport);
break;
}
case Command::SetScissorRect: {
SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>();
D3D12_RECT rect;
rect.left = cmd->x;
rect.top = cmd->y;
rect.right = cmd->x + cmd->width;
rect.bottom = cmd->y + cmd->height;
commandList->RSSetScissorRects(1, &rect);
break;
}
case Command::SetBlendColor: {
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
commandList->OMSetBlendFactor(static_cast<const FLOAT*>(&cmd->color.r));
break;
}
case Command::ExecuteBundles: {
ExecuteBundlesCmd* cmd = mCommands.NextCommand<ExecuteBundlesCmd>();
auto bundles = mCommands.NextData<Ref<RenderBundleBase>>(cmd->count);
for (uint32_t i = 0; i < cmd->count; ++i) {
CommandIterator* iter = bundles[i]->GetCommands();
iter->Reset();
while (iter->NextCommandId(&type)) {
DAWN_TRY(EncodeRenderBundleCommand(iter, type));
}
}
break;
}
default: {
DAWN_TRY(EncodeRenderBundleCommand(&mCommands, type));
break;
}
}
}
return {};
}
}} // namespace dawn_native::d3d12