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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/RenderPipelineD3D12.h"
#include "common/Assert.h"
#include "common/Log.h"
#include "dawn_native/d3d12/D3D12Error.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
#include "dawn_native/d3d12/PlatformFunctions.h"
#include "dawn_native/d3d12/ShaderModuleD3D12.h"
#include "dawn_native/d3d12/TextureD3D12.h"
#include "dawn_native/d3d12/UtilsD3D12.h"
#include <d3dcompiler.h>
namespace dawn_native { namespace d3d12 {
namespace {
DXGI_FORMAT VertexFormatType(wgpu::VertexFormat format) {
switch (format) {
case wgpu::VertexFormat::Uint8x2:
return DXGI_FORMAT_R8G8_UINT;
case wgpu::VertexFormat::Uint8x4:
return DXGI_FORMAT_R8G8B8A8_UINT;
case wgpu::VertexFormat::Sint8x2:
return DXGI_FORMAT_R8G8_SINT;
case wgpu::VertexFormat::Sint8x4:
return DXGI_FORMAT_R8G8B8A8_SINT;
case wgpu::VertexFormat::Unorm8x2:
return DXGI_FORMAT_R8G8_UNORM;
case wgpu::VertexFormat::Unorm8x4:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case wgpu::VertexFormat::Snorm8x2:
return DXGI_FORMAT_R8G8_SNORM;
case wgpu::VertexFormat::Snorm8x4:
return DXGI_FORMAT_R8G8B8A8_SNORM;
case wgpu::VertexFormat::Uint16x2:
return DXGI_FORMAT_R16G16_UINT;
case wgpu::VertexFormat::Uint16x4:
return DXGI_FORMAT_R16G16B16A16_UINT;
case wgpu::VertexFormat::Sint16x2:
return DXGI_FORMAT_R16G16_SINT;
case wgpu::VertexFormat::Sint16x4:
return DXGI_FORMAT_R16G16B16A16_SINT;
case wgpu::VertexFormat::Unorm16x2:
return DXGI_FORMAT_R16G16_UNORM;
case wgpu::VertexFormat::Unorm16x4:
return DXGI_FORMAT_R16G16B16A16_UNORM;
case wgpu::VertexFormat::Snorm16x2:
return DXGI_FORMAT_R16G16_SNORM;
case wgpu::VertexFormat::Snorm16x4:
return DXGI_FORMAT_R16G16B16A16_SNORM;
case wgpu::VertexFormat::Float16x2:
return DXGI_FORMAT_R16G16_FLOAT;
case wgpu::VertexFormat::Float16x4:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case wgpu::VertexFormat::Float32:
return DXGI_FORMAT_R32_FLOAT;
case wgpu::VertexFormat::Float32x2:
return DXGI_FORMAT_R32G32_FLOAT;
case wgpu::VertexFormat::Float32x3:
return DXGI_FORMAT_R32G32B32_FLOAT;
case wgpu::VertexFormat::Float32x4:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case wgpu::VertexFormat::Uint32:
return DXGI_FORMAT_R32_UINT;
case wgpu::VertexFormat::Uint32x2:
return DXGI_FORMAT_R32G32_UINT;
case wgpu::VertexFormat::Uint32x3:
return DXGI_FORMAT_R32G32B32_UINT;
case wgpu::VertexFormat::Uint32x4:
return DXGI_FORMAT_R32G32B32A32_UINT;
case wgpu::VertexFormat::Sint32:
return DXGI_FORMAT_R32_SINT;
case wgpu::VertexFormat::Sint32x2:
return DXGI_FORMAT_R32G32_SINT;
case wgpu::VertexFormat::Sint32x3:
return DXGI_FORMAT_R32G32B32_SINT;
case wgpu::VertexFormat::Sint32x4:
return DXGI_FORMAT_R32G32B32A32_SINT;
default:
UNREACHABLE();
}
}
D3D12_INPUT_CLASSIFICATION InputStepModeFunction(wgpu::InputStepMode mode) {
switch (mode) {
case wgpu::InputStepMode::Vertex:
return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
case wgpu::InputStepMode::Instance:
return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
}
}
D3D12_PRIMITIVE_TOPOLOGY D3D12PrimitiveTopology(wgpu::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case wgpu::PrimitiveTopology::PointList:
return D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
case wgpu::PrimitiveTopology::LineList:
return D3D_PRIMITIVE_TOPOLOGY_LINELIST;
case wgpu::PrimitiveTopology::LineStrip:
return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
case wgpu::PrimitiveTopology::TriangleList:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case wgpu::PrimitiveTopology::TriangleStrip:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
}
}
D3D12_PRIMITIVE_TOPOLOGY_TYPE D3D12PrimitiveTopologyType(
wgpu::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case wgpu::PrimitiveTopology::PointList:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
case wgpu::PrimitiveTopology::LineList:
case wgpu::PrimitiveTopology::LineStrip:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
case wgpu::PrimitiveTopology::TriangleList:
case wgpu::PrimitiveTopology::TriangleStrip:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
}
}
D3D12_CULL_MODE D3D12CullMode(wgpu::CullMode mode) {
switch (mode) {
case wgpu::CullMode::None:
return D3D12_CULL_MODE_NONE;
case wgpu::CullMode::Front:
return D3D12_CULL_MODE_FRONT;
case wgpu::CullMode::Back:
return D3D12_CULL_MODE_BACK;
}
}
D3D12_BLEND D3D12Blend(wgpu::BlendFactor factor) {
switch (factor) {
case wgpu::BlendFactor::Zero:
return D3D12_BLEND_ZERO;
case wgpu::BlendFactor::One:
return D3D12_BLEND_ONE;
case wgpu::BlendFactor::Src:
return D3D12_BLEND_SRC_COLOR;
case wgpu::BlendFactor::OneMinusSrc:
return D3D12_BLEND_INV_SRC_COLOR;
case wgpu::BlendFactor::SrcAlpha:
return D3D12_BLEND_SRC_ALPHA;
case wgpu::BlendFactor::OneMinusSrcAlpha:
return D3D12_BLEND_INV_SRC_ALPHA;
case wgpu::BlendFactor::Dst:
return D3D12_BLEND_DEST_COLOR;
case wgpu::BlendFactor::OneMinusDst:
return D3D12_BLEND_INV_DEST_COLOR;
case wgpu::BlendFactor::DstAlpha:
return D3D12_BLEND_DEST_ALPHA;
case wgpu::BlendFactor::OneMinusDstAlpha:
return D3D12_BLEND_INV_DEST_ALPHA;
case wgpu::BlendFactor::SrcAlphaSaturated:
return D3D12_BLEND_SRC_ALPHA_SAT;
case wgpu::BlendFactor::Constant:
return D3D12_BLEND_BLEND_FACTOR;
case wgpu::BlendFactor::OneMinusConstant:
return D3D12_BLEND_INV_BLEND_FACTOR;
// Deprecated blend factors should be normalized prior to this call.
case wgpu::BlendFactor::SrcColor:
case wgpu::BlendFactor::OneMinusSrcColor:
case wgpu::BlendFactor::DstColor:
case wgpu::BlendFactor::OneMinusDstColor:
case wgpu::BlendFactor::BlendColor:
case wgpu::BlendFactor::OneMinusBlendColor:
UNREACHABLE();
}
}
// When a blend factor is defined for the alpha channel, any of the factors that don't
// explicitly state that they apply to alpha should be treated as their explicitly-alpha
// equivalents. See: https://github.com/gpuweb/gpuweb/issues/65
D3D12_BLEND D3D12AlphaBlend(wgpu::BlendFactor factor) {
switch (factor) {
case wgpu::BlendFactor::Src:
return D3D12_BLEND_SRC_ALPHA;
case wgpu::BlendFactor::OneMinusSrc:
return D3D12_BLEND_INV_SRC_ALPHA;
case wgpu::BlendFactor::Dst:
return D3D12_BLEND_DEST_ALPHA;
case wgpu::BlendFactor::OneMinusDst:
return D3D12_BLEND_INV_DEST_ALPHA;
// Other blend factors translate to the same D3D12 enum as the color blend factors.
default:
return D3D12Blend(factor);
}
}
D3D12_BLEND_OP D3D12BlendOperation(wgpu::BlendOperation operation) {
switch (operation) {
case wgpu::BlendOperation::Add:
return D3D12_BLEND_OP_ADD;
case wgpu::BlendOperation::Subtract:
return D3D12_BLEND_OP_SUBTRACT;
case wgpu::BlendOperation::ReverseSubtract:
return D3D12_BLEND_OP_REV_SUBTRACT;
case wgpu::BlendOperation::Min:
return D3D12_BLEND_OP_MIN;
case wgpu::BlendOperation::Max:
return D3D12_BLEND_OP_MAX;
}
}
uint8_t D3D12RenderTargetWriteMask(wgpu::ColorWriteMask writeMask) {
static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Red) ==
D3D12_COLOR_WRITE_ENABLE_RED,
"ColorWriteMask values must match");
static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Green) ==
D3D12_COLOR_WRITE_ENABLE_GREEN,
"ColorWriteMask values must match");
static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Blue) ==
D3D12_COLOR_WRITE_ENABLE_BLUE,
"ColorWriteMask values must match");
static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Alpha) ==
D3D12_COLOR_WRITE_ENABLE_ALPHA,
"ColorWriteMask values must match");
return static_cast<uint8_t>(writeMask);
}
D3D12_RENDER_TARGET_BLEND_DESC ComputeColorDesc(const ColorTargetState* state) {
D3D12_RENDER_TARGET_BLEND_DESC blendDesc;
blendDesc.BlendEnable = state->blend != nullptr;
if (blendDesc.BlendEnable) {
blendDesc.SrcBlend = D3D12Blend(state->blend->color.srcFactor);
blendDesc.DestBlend = D3D12Blend(state->blend->color.dstFactor);
blendDesc.BlendOp = D3D12BlendOperation(state->blend->color.operation);
blendDesc.SrcBlendAlpha = D3D12AlphaBlend(state->blend->alpha.srcFactor);
blendDesc.DestBlendAlpha = D3D12AlphaBlend(state->blend->alpha.dstFactor);
blendDesc.BlendOpAlpha = D3D12BlendOperation(state->blend->alpha.operation);
}
blendDesc.RenderTargetWriteMask = D3D12RenderTargetWriteMask(state->writeMask);
blendDesc.LogicOpEnable = false;
blendDesc.LogicOp = D3D12_LOGIC_OP_NOOP;
return blendDesc;
}
D3D12_STENCIL_OP StencilOp(wgpu::StencilOperation op) {
switch (op) {
case wgpu::StencilOperation::Keep:
return D3D12_STENCIL_OP_KEEP;
case wgpu::StencilOperation::Zero:
return D3D12_STENCIL_OP_ZERO;
case wgpu::StencilOperation::Replace:
return D3D12_STENCIL_OP_REPLACE;
case wgpu::StencilOperation::IncrementClamp:
return D3D12_STENCIL_OP_INCR_SAT;
case wgpu::StencilOperation::DecrementClamp:
return D3D12_STENCIL_OP_DECR_SAT;
case wgpu::StencilOperation::Invert:
return D3D12_STENCIL_OP_INVERT;
case wgpu::StencilOperation::IncrementWrap:
return D3D12_STENCIL_OP_INCR;
case wgpu::StencilOperation::DecrementWrap:
return D3D12_STENCIL_OP_DECR;
}
}
D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(const StencilStateFaceDescriptor descriptor) {
D3D12_DEPTH_STENCILOP_DESC desc;
desc.StencilFailOp = StencilOp(descriptor.failOp);
desc.StencilDepthFailOp = StencilOp(descriptor.depthFailOp);
desc.StencilPassOp = StencilOp(descriptor.passOp);
desc.StencilFunc = ToD3D12ComparisonFunc(descriptor.compare);
return desc;
}
D3D12_DEPTH_STENCIL_DESC ComputeDepthStencilDesc(const DepthStencilState* descriptor) {
D3D12_DEPTH_STENCIL_DESC mDepthStencilDescriptor;
mDepthStencilDescriptor.DepthEnable = TRUE;
mDepthStencilDescriptor.DepthWriteMask = descriptor->depthWriteEnabled
? D3D12_DEPTH_WRITE_MASK_ALL
: D3D12_DEPTH_WRITE_MASK_ZERO;
mDepthStencilDescriptor.DepthFunc = ToD3D12ComparisonFunc(descriptor->depthCompare);
mDepthStencilDescriptor.StencilEnable = StencilTestEnabled(descriptor) ? TRUE : FALSE;
mDepthStencilDescriptor.StencilReadMask =
static_cast<UINT8>(descriptor->stencilReadMask);
mDepthStencilDescriptor.StencilWriteMask =
static_cast<UINT8>(descriptor->stencilWriteMask);
mDepthStencilDescriptor.FrontFace = StencilOpDesc(descriptor->stencilFront);
mDepthStencilDescriptor.BackFace = StencilOpDesc(descriptor->stencilBack);
return mDepthStencilDescriptor;
}
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE ComputeIndexBufferStripCutValue(
wgpu::PrimitiveTopology primitiveTopology,
wgpu::IndexFormat indexFormat) {
if (primitiveTopology != wgpu::PrimitiveTopology::TriangleStrip &&
primitiveTopology != wgpu::PrimitiveTopology::LineStrip) {
return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
}
switch (indexFormat) {
case wgpu::IndexFormat::Uint16:
return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
case wgpu::IndexFormat::Uint32:
return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF;
case wgpu::IndexFormat::Undefined:
return D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
}
}
} // anonymous namespace
ResultOrError<Ref<RenderPipeline>> RenderPipeline::Create(
Device* device,
const RenderPipelineDescriptor* descriptor) {
Ref<RenderPipeline> pipeline = AcquireRef(new RenderPipeline(device, descriptor));
DAWN_TRY(pipeline->Initialize(descriptor));
return pipeline;
}
MaybeError RenderPipeline::Initialize(const RenderPipelineDescriptor* descriptor) {
Device* device = ToBackend(GetDevice());
uint32_t compileFlags = 0;
if (device->IsToggleEnabled(Toggle::EmitHLSLDebugSymbols)) {
compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
}
// SPRIV-cross does matrix multiplication expecting row major matrices
compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
D3D12_GRAPHICS_PIPELINE_STATE_DESC descriptorD3D12 = {};
PerStage<const char*> entryPoints;
entryPoints[SingleShaderStage::Vertex] = descriptor->vertex.entryPoint;
entryPoints[SingleShaderStage::Fragment] = descriptor->fragment->entryPoint;
PerStage<ShaderModule*> modules;
modules[SingleShaderStage::Vertex] = ToBackend(descriptor->vertex.module);
modules[SingleShaderStage::Fragment] = ToBackend(descriptor->fragment->module);
PerStage<D3D12_SHADER_BYTECODE*> shaders;
shaders[SingleShaderStage::Vertex] = &descriptorD3D12.VS;
shaders[SingleShaderStage::Fragment] = &descriptorD3D12.PS;
PerStage<CompiledShader> compiledShader;
wgpu::ShaderStage renderStages = wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment;
for (auto stage : IterateStages(renderStages)) {
DAWN_TRY_ASSIGN(compiledShader[stage],
modules[stage]->Compile(entryPoints[stage], stage,
ToBackend(GetLayout()), compileFlags));
*shaders[stage] = compiledShader[stage].GetD3D12ShaderBytecode();
}
mFirstOffsetInfo = compiledShader[SingleShaderStage::Vertex].firstOffsetInfo;
PipelineLayout* layout = ToBackend(GetLayout());
descriptorD3D12.pRootSignature = layout->GetRootSignature();
// D3D12 logs warnings if any empty input state is used
std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes> inputElementDescriptors;
if (GetAttributeLocationsUsed().any()) {
descriptorD3D12.InputLayout = ComputeInputLayout(&inputElementDescriptors);
}
descriptorD3D12.IBStripCutValue =
ComputeIndexBufferStripCutValue(GetPrimitiveTopology(), GetStripIndexFormat());
descriptorD3D12.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
descriptorD3D12.RasterizerState.CullMode = D3D12CullMode(GetCullMode());
descriptorD3D12.RasterizerState.FrontCounterClockwise =
(GetFrontFace() == wgpu::FrontFace::CCW) ? TRUE : FALSE;
descriptorD3D12.RasterizerState.DepthBias = GetDepthBias();
descriptorD3D12.RasterizerState.DepthBiasClamp = GetDepthBiasClamp();
descriptorD3D12.RasterizerState.SlopeScaledDepthBias = GetDepthBiasSlopeScale();
descriptorD3D12.RasterizerState.DepthClipEnable = TRUE;
descriptorD3D12.RasterizerState.MultisampleEnable = (GetSampleCount() > 1) ? TRUE : FALSE;
descriptorD3D12.RasterizerState.AntialiasedLineEnable = FALSE;
descriptorD3D12.RasterizerState.ForcedSampleCount = 0;
descriptorD3D12.RasterizerState.ConservativeRaster =
D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
if (HasDepthStencilAttachment()) {
descriptorD3D12.DSVFormat = D3D12TextureFormat(GetDepthStencilFormat());
}
for (ColorAttachmentIndex i : IterateBitSet(GetColorAttachmentsMask())) {
descriptorD3D12.RTVFormats[static_cast<uint8_t>(i)] =
D3D12TextureFormat(GetColorAttachmentFormat(i));
descriptorD3D12.BlendState.RenderTarget[static_cast<uint8_t>(i)] =
ComputeColorDesc(GetColorTargetState(i));
}
descriptorD3D12.NumRenderTargets = static_cast<uint32_t>(GetColorAttachmentsMask().count());
descriptorD3D12.BlendState.AlphaToCoverageEnable = IsAlphaToCoverageEnabled();
descriptorD3D12.BlendState.IndependentBlendEnable = TRUE;
descriptorD3D12.DepthStencilState = ComputeDepthStencilDesc(GetDepthStencilState());
descriptorD3D12.SampleMask = GetSampleMask();
descriptorD3D12.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());
descriptorD3D12.SampleDesc.Count = GetSampleCount();
descriptorD3D12.SampleDesc.Quality = 0;
mD3d12PrimitiveTopology = D3D12PrimitiveTopology(GetPrimitiveTopology());
DAWN_TRY(CheckHRESULT(device->GetD3D12Device()->CreateGraphicsPipelineState(
&descriptorD3D12, IID_PPV_ARGS(&mPipelineState)),
"D3D12 create graphics pipeline state"));
return {};
}
RenderPipeline::~RenderPipeline() {
ToBackend(GetDevice())->ReferenceUntilUnused(mPipelineState);
}
D3D12_PRIMITIVE_TOPOLOGY RenderPipeline::GetD3D12PrimitiveTopology() const {
return mD3d12PrimitiveTopology;
}
ID3D12PipelineState* RenderPipeline::GetPipelineState() const {
return mPipelineState.Get();
}
const FirstOffsetInfo& RenderPipeline::GetFirstOffsetInfo() const {
return mFirstOffsetInfo;
}
D3D12_INPUT_LAYOUT_DESC RenderPipeline::ComputeInputLayout(
std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes>* inputElementDescriptors) {
unsigned int count = 0;
for (VertexAttributeLocation loc : IterateBitSet(GetAttributeLocationsUsed())) {
D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = (*inputElementDescriptors)[count++];
const VertexAttributeInfo& attribute = GetAttribute(loc);
// If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the
// SemanticIndex N
inputElementDescriptor.SemanticName = "TEXCOORD";
inputElementDescriptor.SemanticIndex = static_cast<uint8_t>(loc);
inputElementDescriptor.Format = VertexFormatType(attribute.format);
inputElementDescriptor.InputSlot = static_cast<uint8_t>(attribute.vertexBufferSlot);
const VertexBufferInfo& input = GetVertexBuffer(attribute.vertexBufferSlot);
inputElementDescriptor.AlignedByteOffset = attribute.offset;
inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode);
if (inputElementDescriptor.InputSlotClass ==
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA) {
inputElementDescriptor.InstanceDataStepRate = 0;
} else {
inputElementDescriptor.InstanceDataStepRate = 1;
}
}
D3D12_INPUT_LAYOUT_DESC inputLayoutDescriptor;
inputLayoutDescriptor.pInputElementDescs = &(*inputElementDescriptors)[0];
inputLayoutDescriptor.NumElements = count;
return inputLayoutDescriptor;
}
}} // namespace dawn_native::d3d12