| // 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/BindGroupLayoutD3D12.h" |
| |
| #include "common/BitSetIterator.h" |
| #include "dawn_native/d3d12/BindGroupD3D12.h" |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| #include "dawn_native/d3d12/StagingDescriptorAllocatorD3D12.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| namespace { |
| BindGroupLayout::DescriptorType WGPUBindingTypeToDescriptorType( |
| wgpu::BindingType bindingType) { |
| switch (bindingType) { |
| case wgpu::BindingType::UniformBuffer: |
| return BindGroupLayout::DescriptorType::CBV; |
| case wgpu::BindingType::StorageBuffer: |
| case wgpu::BindingType::WriteonlyStorageTexture: |
| return BindGroupLayout::DescriptorType::UAV; |
| case wgpu::BindingType::SampledTexture: |
| case wgpu::BindingType::ReadonlyStorageBuffer: |
| case wgpu::BindingType::ReadonlyStorageTexture: |
| return BindGroupLayout::DescriptorType::SRV; |
| case wgpu::BindingType::Sampler: |
| case wgpu::BindingType::ComparisonSampler: |
| return BindGroupLayout::DescriptorType::Sampler; |
| case wgpu::BindingType::StorageTexture: |
| UNREACHABLE(); |
| return BindGroupLayout::DescriptorType::UAV; |
| } |
| } |
| } // anonymous namespace |
| |
| BindGroupLayout::BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor) |
| : BindGroupLayoutBase(device, descriptor), |
| mDescriptorCounts{}, |
| mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) { |
| for (BindingIndex bindingIndex = GetDynamicBufferCount(); bindingIndex < GetBindingCount(); |
| ++bindingIndex) { |
| const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex); |
| |
| // For dynamic resources, Dawn uses root descriptor in D3D12 backend. |
| // So there is no need to allocate the descriptor from descriptor heap. |
| // This loop starts after the dynamic buffer indices to skip counting |
| // dynamic resources in calculating the size of the descriptor heap. |
| ASSERT(!bindingInfo.hasDynamicOffset); |
| |
| DescriptorType descriptorType = WGPUBindingTypeToDescriptorType(bindingInfo.type); |
| mBindingOffsets[bindingIndex] = mDescriptorCounts[descriptorType]++; |
| } |
| |
| auto SetDescriptorRange = [&](uint32_t index, uint32_t count, uint32_t* baseRegister, |
| D3D12_DESCRIPTOR_RANGE_TYPE type) -> bool { |
| if (count == 0) { |
| return false; |
| } |
| |
| auto& range = mRanges[index]; |
| range.RangeType = type; |
| range.NumDescriptors = count; |
| range.RegisterSpace = 0; |
| range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; |
| range.BaseShaderRegister = *baseRegister; |
| *baseRegister += count; |
| // These ranges will be copied and range.BaseShaderRegister will be set in |
| // d3d12::PipelineLayout to account for bind group register offsets |
| return true; |
| }; |
| |
| uint32_t rangeIndex = 0; |
| uint32_t baseRegister = 0; |
| |
| std::array<uint32_t, DescriptorType::Count> descriptorOffsets; |
| // Ranges 0-2 contain the CBV, UAV, and SRV ranges, if they exist, tightly packed |
| // Range 3 contains the Sampler range, if there is one |
| if (SetDescriptorRange(rangeIndex, mDescriptorCounts[CBV], &baseRegister, |
| D3D12_DESCRIPTOR_RANGE_TYPE_CBV)) { |
| descriptorOffsets[CBV] = mRanges[rangeIndex++].BaseShaderRegister; |
| } |
| if (SetDescriptorRange(rangeIndex, mDescriptorCounts[UAV], &baseRegister, |
| D3D12_DESCRIPTOR_RANGE_TYPE_UAV)) { |
| descriptorOffsets[UAV] = mRanges[rangeIndex++].BaseShaderRegister; |
| } |
| if (SetDescriptorRange(rangeIndex, mDescriptorCounts[SRV], &baseRegister, |
| D3D12_DESCRIPTOR_RANGE_TYPE_SRV)) { |
| descriptorOffsets[SRV] = mRanges[rangeIndex++].BaseShaderRegister; |
| } |
| uint32_t zero = 0; |
| SetDescriptorRange(Sampler, mDescriptorCounts[Sampler], &zero, |
| D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER); |
| descriptorOffsets[Sampler] = 0; |
| |
| for (BindingIndex bindingIndex = 0; bindingIndex < GetBindingCount(); ++bindingIndex) { |
| const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex); |
| |
| if (bindingInfo.hasDynamicOffset) { |
| // Dawn is using values in mBindingOffsets to decide register number in HLSL. |
| // Root descriptor needs to set this value to set correct register number in |
| // generated HLSL shader. |
| switch (bindingInfo.type) { |
| case wgpu::BindingType::UniformBuffer: |
| case wgpu::BindingType::StorageBuffer: |
| case wgpu::BindingType::ReadonlyStorageBuffer: |
| mBindingOffsets[bindingIndex] = baseRegister++; |
| break; |
| case wgpu::BindingType::SampledTexture: |
| case wgpu::BindingType::Sampler: |
| case wgpu::BindingType::ComparisonSampler: |
| case wgpu::BindingType::StorageTexture: |
| case wgpu::BindingType::ReadonlyStorageTexture: |
| case wgpu::BindingType::WriteonlyStorageTexture: |
| UNREACHABLE(); |
| break; |
| } |
| continue; |
| } |
| |
| // TODO(shaobo.yan@intel.com): Implement dynamic buffer offset. |
| DescriptorType descriptorType = WGPUBindingTypeToDescriptorType(bindingInfo.type); |
| mBindingOffsets[bindingIndex] += descriptorOffsets[descriptorType]; |
| } |
| |
| mViewAllocator = device->GetViewStagingDescriptorAllocator(GetCbvUavSrvDescriptorCount()); |
| mSamplerAllocator = |
| device->GetSamplerStagingDescriptorAllocator(GetSamplerDescriptorCount()); |
| } |
| |
| ResultOrError<BindGroup*> BindGroupLayout::AllocateBindGroup( |
| Device* device, |
| const BindGroupDescriptor* descriptor) { |
| uint32_t viewSizeIncrement = 0; |
| CPUDescriptorHeapAllocation viewAllocation; |
| if (GetCbvUavSrvDescriptorCount() > 0) { |
| DAWN_TRY_ASSIGN(viewAllocation, mViewAllocator->AllocateCPUDescriptors()); |
| viewSizeIncrement = mViewAllocator->GetSizeIncrement(); |
| } |
| |
| uint32_t samplerSizeIncrement = 0; |
| CPUDescriptorHeapAllocation samplerAllocation; |
| if (GetSamplerDescriptorCount() > 0) { |
| DAWN_TRY_ASSIGN(samplerAllocation, mSamplerAllocator->AllocateCPUDescriptors()); |
| samplerSizeIncrement = mSamplerAllocator->GetSizeIncrement(); |
| } |
| |
| return mBindGroupAllocator.Allocate(device, descriptor, viewSizeIncrement, viewAllocation, |
| samplerSizeIncrement, samplerAllocation); |
| } |
| |
| void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup, |
| CPUDescriptorHeapAllocation* viewAllocation, |
| CPUDescriptorHeapAllocation* samplerAllocation) { |
| if (viewAllocation->IsValid()) { |
| mViewAllocator->Deallocate(viewAllocation); |
| } |
| |
| if (samplerAllocation->IsValid()) { |
| mSamplerAllocator->Deallocate(samplerAllocation); |
| } |
| |
| mBindGroupAllocator.Deallocate(bindGroup); |
| } |
| |
| const std::array<uint32_t, kMaxBindingsPerGroup>& BindGroupLayout::GetBindingOffsets() const { |
| return mBindingOffsets; |
| } |
| |
| uint32_t BindGroupLayout::GetCbvUavSrvDescriptorTableSize() const { |
| return (static_cast<uint32_t>(mDescriptorCounts[CBV] > 0) + |
| static_cast<uint32_t>(mDescriptorCounts[UAV] > 0) + |
| static_cast<uint32_t>(mDescriptorCounts[SRV] > 0)); |
| } |
| |
| uint32_t BindGroupLayout::GetSamplerDescriptorTableSize() const { |
| return mDescriptorCounts[Sampler] > 0; |
| } |
| |
| uint32_t BindGroupLayout::GetCbvUavSrvDescriptorCount() const { |
| return mDescriptorCounts[CBV] + mDescriptorCounts[UAV] + mDescriptorCounts[SRV]; |
| } |
| |
| uint32_t BindGroupLayout::GetSamplerDescriptorCount() const { |
| return mDescriptorCounts[Sampler]; |
| } |
| |
| const D3D12_DESCRIPTOR_RANGE* BindGroupLayout::GetCbvUavSrvDescriptorRanges() const { |
| return mRanges; |
| } |
| |
| const D3D12_DESCRIPTOR_RANGE* BindGroupLayout::GetSamplerDescriptorRanges() const { |
| return &mRanges[Sampler]; |
| } |
| |
| }} // namespace dawn_native::d3d12 |