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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.
#include "dawn/native/d3d11/PipelineLayoutD3D11.h"
#include "dawn/common/BitSetIterator.h"
#include "dawn/native/BindGroupLayout.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
namespace dawn::native::d3d11 {
// static
ResultOrError<Ref<PipelineLayout>> PipelineLayout::Create(
Device* device,
const PipelineLayoutDescriptor* descriptor) {
Ref<PipelineLayout> pipelineLayout = AcquireRef(new PipelineLayout(device, descriptor));
DAWN_TRY(pipelineLayout->Initialize(device));
return pipelineLayout;
}
MaybeError PipelineLayout::Initialize(Device* device) {
unsigned int constantBufferIndex = 0;
unsigned int samplerIndex = 0;
unsigned int shaderResourceViewIndex = 0;
// For d3d11 pixel shaders, the render targets and unordered-access views share the same
// resource slots when being written out. So we assign UAV binding index decreasingly here.
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-omsetrendertargetsandunorderedaccessviews
// TODO(dawn:1818): Support testing on both FL11_0 and FL11_1.
uint32_t unorderedAccessViewIndex = device->GetUAVSlotCount();
mTotalUAVBindingCount = unorderedAccessViewIndex;
for (BindGroupIndex group : IterateBitSet(GetBindGroupLayoutsMask())) {
const BindGroupLayoutBase* bgl = GetBindGroupLayout(group);
mIndexInfo[group].resize(bgl->GetBindingCount());
for (BindingIndex bindingIndex{0}; bindingIndex < bgl->GetBindingCount(); ++bindingIndex) {
const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex);
switch (bindingInfo.bindingType) {
case BindingInfoType::Buffer:
switch (bindingInfo.buffer.type) {
case wgpu::BufferBindingType::Uniform:
mIndexInfo[group][bindingIndex] = constantBufferIndex++;
break;
case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding:
mIndexInfo[group][bindingIndex] = --unorderedAccessViewIndex;
mUAVBindGroups.set(group);
break;
case wgpu::BufferBindingType::ReadOnlyStorage:
mIndexInfo[group][bindingIndex] = shaderResourceViewIndex++;
break;
case wgpu::BufferBindingType::Undefined:
UNREACHABLE();
}
break;
case BindingInfoType::Sampler:
mIndexInfo[group][bindingIndex] = samplerIndex++;
break;
case BindingInfoType::Texture:
case BindingInfoType::ExternalTexture:
mIndexInfo[group][bindingIndex] = shaderResourceViewIndex++;
break;
case BindingInfoType::StorageTexture:
mIndexInfo[group][bindingIndex] = --unorderedAccessViewIndex;
mUAVBindGroups.set(group);
break;
}
}
}
mUnusedUAVBindingCount = unorderedAccessViewIndex;
return {};
}
const PipelineLayout::BindingIndexInfo& PipelineLayout::GetBindingIndexInfo() const {
return mIndexInfo;
}
const BindGroupLayoutMask& PipelineLayout::GetUAVBindGroupLayoutsMask() const {
return mUAVBindGroups;
}
} // namespace dawn::native::d3d11