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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/BindGroupD3D12.h"
#include "common/BitSetIterator.h"
#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn_native/d3d12/BufferD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/SamplerD3D12.h"
#include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
#include "dawn_native/d3d12/TextureD3D12.h"
namespace dawn_native { namespace d3d12 {
// static
BindGroup* BindGroup::Create(Device* device, const BindGroupDescriptor* descriptor) {
return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor);
}
BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor)
: BindGroupBase(this, device, descriptor) {
}
BindGroup::~BindGroup() {
ToBackend(GetLayout())->DeallocateBindGroup(this);
}
ResultOrError<bool> BindGroup::Populate(ShaderVisibleDescriptorAllocator* allocator) {
Device* device = ToBackend(GetDevice());
if (allocator->IsAllocationStillValid(mLastUsageSerial, mHeapSerial)) {
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.
const BindGroupLayout* bgl = ToBackend(GetLayout());
const Serial pendingSerial = device->GetPendingCommandSerial();
const uint32_t cbvUavSrvDescriptorCount = bgl->GetCbvUavSrvDescriptorCount();
DescriptorHeapAllocation cbvSrvUavDescriptorHeapAllocation;
if (cbvUavSrvDescriptorCount > 0) {
DAWN_TRY_ASSIGN(
cbvSrvUavDescriptorHeapAllocation,
allocator->AllocateGPUDescriptors(cbvUavSrvDescriptorCount, pendingSerial,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
if (cbvSrvUavDescriptorHeapAllocation.IsInvalid()) {
return false;
}
mBaseCbvSrvUavDescriptor = cbvSrvUavDescriptorHeapAllocation.GetGPUHandle(0);
}
const uint32_t samplerDescriptorCount = bgl->GetSamplerDescriptorCount();
DescriptorHeapAllocation samplerDescriptorHeapAllocation;
if (samplerDescriptorCount > 0) {
DAWN_TRY_ASSIGN(samplerDescriptorHeapAllocation,
allocator->AllocateGPUDescriptors(samplerDescriptorCount, pendingSerial,
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER));
if (samplerDescriptorHeapAllocation.IsInvalid()) {
return false;
}
mBaseSamplerDescriptor = samplerDescriptorHeapAllocation.GetGPUHandle(0);
}
// Record both the device and heap serials to determine later if the allocations are still
// valid.
mLastUsageSerial = pendingSerial;
mHeapSerial = allocator->GetShaderVisibleHeapsSerial();
const auto& bindingOffsets = bgl->GetBindingOffsets();
ID3D12Device* d3d12Device = device->GetD3D12Device().Get();
for (BindingIndex bindingIndex = 0; bindingIndex < bgl->GetBindingCount(); ++bindingIndex) {
const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex);
// It's not necessary to create descriptors in descriptor heap for dynamic
// resources. So skip allocating descriptors in descriptor heaps for dynamic
// buffers.
if (bindingInfo.hasDynamicOffset) {
continue;
}
switch (bindingInfo.type) {
case wgpu::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, cbvSrvUavDescriptorHeapAllocation.GetCPUHandle(
bindingOffsets[bindingIndex]));
break;
}
case wgpu::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,
cbvSrvUavDescriptorHeapAllocation.GetCPUHandle(
bindingOffsets[bindingIndex]));
break;
}
case wgpu::BindingType::ReadonlyStorageBuffer: {
BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
// Like StorageBuffer, SPIRV-Cross 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 = binding.size / 4;
desc.Buffer.StructureByteStride = 0;
desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
d3d12Device->CreateShaderResourceView(
ToBackend(binding.buffer)->GetD3D12Resource().Get(), &desc,
cbvSrvUavDescriptorHeapAllocation.GetCPUHandle(
bindingOffsets[bindingIndex]));
break;
}
case wgpu::BindingType::SampledTexture: {
auto* view = ToBackend(GetBindingAsTextureView(bindingIndex));
auto& srv = view->GetSRVDescriptor();
d3d12Device->CreateShaderResourceView(
ToBackend(view->GetTexture())->GetD3D12Resource(), &srv,
cbvSrvUavDescriptorHeapAllocation.GetCPUHandle(
bindingOffsets[bindingIndex]));
break;
}
case wgpu::BindingType::Sampler: {
auto* sampler = ToBackend(GetBindingAsSampler(bindingIndex));
auto& samplerDesc = sampler->GetSamplerDescriptor();
d3d12Device->CreateSampler(
&samplerDesc,
samplerDescriptorHeapAllocation.GetCPUHandle(bindingOffsets[bindingIndex]));
break;
}
case wgpu::BindingType::StorageTexture:
case wgpu::BindingType::ReadonlyStorageTexture:
case wgpu::BindingType::WriteonlyStorageTexture:
UNREACHABLE();
break;
// TODO(shaobo.yan@intel.com): Implement dynamic buffer offset.
}
}
return true;
}
D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseCbvUavSrvDescriptor() const {
return mBaseCbvSrvUavDescriptor;
}
D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseSamplerDescriptor() const {
return mBaseSamplerDescriptor;
}
}} // namespace dawn_native::d3d12