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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/BindGroupLayoutD3D12.h"
#include "common/BitSetIterator.h"
#include "dawn_native/d3d12/BindGroupD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/SamplerHeapCacheD3D12.h"
#include "dawn_native/d3d12/StagingDescriptorAllocatorD3D12.h"
namespace dawn_native { namespace d3d12 {
namespace {
D3D12_DESCRIPTOR_RANGE_TYPE WGPUBindingInfoToDescriptorRangeType(
const BindingInfo& bindingInfo) {
switch (bindingInfo.bindingType) {
case BindingInfoType::Buffer:
switch (bindingInfo.buffer.type) {
case wgpu::BufferBindingType::Uniform:
return D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding:
return D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
case wgpu::BufferBindingType::ReadOnlyStorage:
return D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
case wgpu::BufferBindingType::Undefined:
UNREACHABLE();
}
case BindingInfoType::Sampler:
return D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
case BindingInfoType::Texture:
case BindingInfoType::ExternalTexture:
return D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
case BindingInfoType::StorageTexture:
switch (bindingInfo.storageTexture.access) {
case wgpu::StorageTextureAccess::ReadOnly:
return D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
case wgpu::StorageTextureAccess::WriteOnly:
return D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
case wgpu::StorageTextureAccess::Undefined:
UNREACHABLE();
}
}
}
} // anonymous namespace
// static
Ref<BindGroupLayout> BindGroupLayout::Create(
Device* device,
const BindGroupLayoutDescriptor* descriptor,
PipelineCompatibilityToken pipelineCompatibilityToken) {
return AcquireRef(new BindGroupLayout(device, descriptor, pipelineCompatibilityToken));
}
BindGroupLayout::BindGroupLayout(Device* device,
const BindGroupLayoutDescriptor* descriptor,
PipelineCompatibilityToken pipelineCompatibilityToken)
: BindGroupLayoutBase(device, descriptor, pipelineCompatibilityToken),
mDescriptorHeapOffsets(GetBindingCount()),
mShaderRegisters(GetBindingCount()),
mCbvUavSrvDescriptorCount(0),
mSamplerDescriptorCount(0),
mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) {
for (BindingIndex bindingIndex{0}; bindingIndex < GetBindingCount(); ++bindingIndex) {
const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex);
D3D12_DESCRIPTOR_RANGE_TYPE descriptorRangeType =
WGPUBindingInfoToDescriptorRangeType(bindingInfo);
// TODO(dawn:728) In the future, special handling will be needed for external textures
// here because they encompass multiple views.
mShaderRegisters[bindingIndex] = uint32_t(bindingInfo.binding);
if (bindingIndex < GetDynamicBufferCount()) {
continue;
}
// For dynamic resources, Dawn uses root descriptor in D3D12 backend. So there is no
// need to allocate the descriptor from descriptor heap or create descriptor ranges.
ASSERT(!bindingInfo.buffer.hasDynamicOffset);
// TODO(dawn:728) In the future, special handling will be needed for external textures
// here because they encompass multiple views.
mDescriptorHeapOffsets[bindingIndex] =
descriptorRangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER
? mSamplerDescriptorCount++
: mCbvUavSrvDescriptorCount++;
D3D12_DESCRIPTOR_RANGE range;
range.RangeType = descriptorRangeType;
range.NumDescriptors = 1;
range.BaseShaderRegister = GetShaderRegister(bindingIndex);
range.RegisterSpace = kRegisterSpacePlaceholder;
range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
std::vector<D3D12_DESCRIPTOR_RANGE>& descriptorRanges =
descriptorRangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER
? mSamplerDescriptorRanges
: mCbvUavSrvDescriptorRanges;
// Try to join this range with the previous one, if the current range is a continuation
// of the previous. This is possible because the binding infos in the base type are
// sorted.
if (descriptorRanges.size() >= 2) {
D3D12_DESCRIPTOR_RANGE& previous = descriptorRanges.back();
if (previous.RangeType == range.RangeType &&
previous.BaseShaderRegister + previous.NumDescriptors ==
range.BaseShaderRegister) {
previous.NumDescriptors += range.NumDescriptors;
continue;
}
}
descriptorRanges.push_back(range);
}
mViewAllocator = device->GetViewStagingDescriptorAllocator(GetCbvUavSrvDescriptorCount());
mSamplerAllocator =
device->GetSamplerStagingDescriptorAllocator(GetSamplerDescriptorCount());
}
ResultOrError<Ref<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();
}
Ref<BindGroup> bindGroup = AcquireRef<BindGroup>(
mBindGroupAllocator.Allocate(device, descriptor, viewSizeIncrement, viewAllocation));
if (GetSamplerDescriptorCount() > 0) {
Ref<SamplerHeapCacheEntry> samplerHeapCacheEntry;
DAWN_TRY_ASSIGN(samplerHeapCacheEntry, device->GetSamplerHeapCache()->GetOrCreate(
bindGroup.Get(), mSamplerAllocator));
bindGroup->SetSamplerAllocationEntry(std::move(samplerHeapCacheEntry));
}
return bindGroup;
}
void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup,
CPUDescriptorHeapAllocation* viewAllocation) {
if (viewAllocation->IsValid()) {
mViewAllocator->Deallocate(viewAllocation);
}
mBindGroupAllocator.Deallocate(bindGroup);
}
ityp::span<BindingIndex, const uint32_t> BindGroupLayout::GetDescriptorHeapOffsets() const {
return {mDescriptorHeapOffsets.data(), mDescriptorHeapOffsets.size()};
}
uint32_t BindGroupLayout::GetShaderRegister(BindingIndex bindingIndex) const {
return mShaderRegisters[bindingIndex];
}
uint32_t BindGroupLayout::GetCbvUavSrvDescriptorCount() const {
return mCbvUavSrvDescriptorCount;
}
uint32_t BindGroupLayout::GetSamplerDescriptorCount() const {
return mSamplerDescriptorCount;
}
const std::vector<D3D12_DESCRIPTOR_RANGE>& BindGroupLayout::GetCbvUavSrvDescriptorRanges()
const {
return mCbvUavSrvDescriptorRanges;
}
const std::vector<D3D12_DESCRIPTOR_RANGE>& BindGroupLayout::GetSamplerDescriptorRanges() const {
return mSamplerDescriptorRanges;
}
}} // namespace dawn_native::d3d12