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// Copyright 2023 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.
#ifndef SRC_DAWN_NATIVE_D3D11_PIPELINELAYOUTD3D11_H_
#define SRC_DAWN_NATIVE_D3D11_PIPELINELAYOUTD3D11_H_
#include "dawn/native/PipelineLayout.h"
#include "dawn/common/ityp_array.h"
#include "dawn/common/ityp_vector.h"
#include "dawn/native/BindingInfo.h"
#include "dawn/native/d3d/d3d_platform.h"
namespace dawn::native::d3d11 {
class Device;
// For D3D11, uniform buffers, samplers, sampled textures, and storage buffers are bind to
// different kind of slots. The number of slots for each type is limited by the D3D11 spec.
// So we need to pack the bindings by type into the slots tightly. UAV slots are a little
// different. They are assigned to storage buffers and textures decreasingly from the end,
// as color attachments also use them increasingly from the begin.
// And D3D11 uses SM 5.0 which doesn't support spaces(binding groups). so we need to flatten
// the binding groups into a single array.
class PipelineLayout final : public PipelineLayoutBase {
public:
// constant buffer slot reserved for index offsets and num workgroups.
static constexpr uint32_t kReservedConstantBufferSlot =
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1;
static constexpr uint32_t kFirstIndexOffsetConstantBufferSlot = kReservedConstantBufferSlot;
static constexpr uint32_t kNumWorkgroupsConstantBufferSlot = kReservedConstantBufferSlot;
static ResultOrError<Ref<PipelineLayout>> Create(Device* device,
const PipelineLayoutDescriptor* descriptor);
using BindingIndexInfo =
ityp::array<BindGroupIndex, ityp::vector<BindingIndex, uint32_t>, kMaxBindGroups>;
const BindingIndexInfo& GetBindingIndexInfo() const;
uint32_t GetUnusedUAVBindingCount() const { return mUnusedUAVBindingCount; }
uint32_t GetTotalUAVBindingCount() const { return mTotalUAVBindingCount; }
// Get the bind groups that use one or more UAV slots.
const BindGroupLayoutMask& GetUAVBindGroupLayoutsMask() const;
private:
using PipelineLayoutBase::PipelineLayoutBase;
~PipelineLayout() override = default;
MaybeError Initialize(Device* device);
BindingIndexInfo mIndexInfo;
uint32_t mUnusedUAVBindingCount = 0u;
uint32_t mTotalUAVBindingCount = 0u;
BindGroupLayoutMask mUAVBindGroups = 0;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_PIPELINELAYOUTD3D11_H_