| // 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/ShaderModuleD3D12.h" |
| |
| #include <string> |
| #include <utility> |
| |
| #include "dawn/common/Assert.h" |
| #include "dawn/common/BitSetIterator.h" |
| #include "dawn/common/Log.h" |
| #include "dawn/native/Pipeline.h" |
| #include "dawn/native/TintUtils.h" |
| #include "dawn/native/d3d/D3DCompilationRequest.h" |
| #include "dawn/native/d3d/D3DError.h" |
| #include "dawn/native/d3d12/BackendD3D12.h" |
| #include "dawn/native/d3d12/BindGroupLayoutD3D12.h" |
| #include "dawn/native/d3d12/DeviceD3D12.h" |
| #include "dawn/native/d3d12/PhysicalDeviceD3D12.h" |
| #include "dawn/native/d3d12/PipelineLayoutD3D12.h" |
| #include "dawn/native/d3d12/PlatformFunctionsD3D12.h" |
| #include "dawn/native/d3d12/UtilsD3D12.h" |
| #include "dawn/platform/DawnPlatform.h" |
| #include "dawn/platform/metrics/HistogramMacros.h" |
| #include "dawn/platform/tracing/TraceEvent.h" |
| |
| #include "tint/tint.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| // static |
| ResultOrError<Ref<ShaderModule>> ShaderModule::Create( |
| Device* device, |
| const ShaderModuleDescriptor* descriptor, |
| ShaderModuleParseResult* parseResult, |
| OwnedCompilationMessages* compilationMessages) { |
| Ref<ShaderModule> module = AcquireRef(new ShaderModule(device, descriptor)); |
| DAWN_TRY(module->Initialize(parseResult, compilationMessages)); |
| return module; |
| } |
| |
| ShaderModule::ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor) |
| : ShaderModuleBase(device, descriptor) {} |
| |
| MaybeError ShaderModule::Initialize(ShaderModuleParseResult* parseResult, |
| OwnedCompilationMessages* compilationMessages) { |
| ScopedTintICEHandler scopedICEHandler(GetDevice()); |
| return InitializeBase(parseResult, compilationMessages); |
| } |
| |
| ResultOrError<d3d::CompiledShader> ShaderModule::Compile( |
| const ProgrammableStage& programmableStage, |
| SingleShaderStage stage, |
| const PipelineLayout* layout, |
| uint32_t compileFlags, |
| const std::bitset<kMaxInterStageShaderVariables>* usedInterstageVariables) { |
| Device* device = ToBackend(GetDevice()); |
| TRACE_EVENT0(device->GetPlatform(), General, "ShaderModuleD3D12::Compile"); |
| ASSERT(!IsError()); |
| |
| ScopedTintICEHandler scopedICEHandler(device); |
| const EntryPointMetadata& entryPoint = GetEntryPoint(programmableStage.entryPoint); |
| |
| d3d::D3DCompilationRequest req = {}; |
| req.tracePlatform = UnsafeUnkeyedValue(device->GetPlatform()); |
| req.hlsl.shaderModel = device->GetDeviceInfo().shaderModel; |
| req.hlsl.disableSymbolRenaming = device->IsToggleEnabled(Toggle::DisableSymbolRenaming); |
| req.hlsl.isRobustnessEnabled = device->IsRobustnessEnabled(); |
| req.hlsl.disableWorkgroupInit = device->IsToggleEnabled(Toggle::DisableWorkgroupInit); |
| req.hlsl.dumpShaders = device->IsToggleEnabled(Toggle::DumpShaders); |
| |
| if (usedInterstageVariables) { |
| req.hlsl.interstageLocations = *usedInterstageVariables; |
| } |
| |
| req.bytecode.hasShaderF16Feature = device->HasFeature(Feature::ShaderF16); |
| req.bytecode.compileFlags = compileFlags; |
| |
| if (device->IsToggleEnabled(Toggle::UseDXC)) { |
| // If UseDXC toggle are not forced to be disable, DXC should have been validated to be |
| // available. |
| ASSERT(ToBackend(device->GetPhysicalDevice())->GetBackend()->IsDXCAvailable()); |
| // We can get the DXC version information since IsDXCAvailable() is true. |
| d3d::DxcVersionInfo dxcVersionInfo = |
| ToBackend(device->GetPhysicalDevice())->GetBackend()->GetDxcVersion(); |
| |
| req.bytecode.compiler = d3d::Compiler::DXC; |
| req.bytecode.dxcLibrary = device->GetDxcLibrary().Get(); |
| req.bytecode.dxcCompiler = device->GetDxcCompiler().Get(); |
| req.bytecode.compilerVersion = dxcVersionInfo.DxcCompilerVersion; |
| req.bytecode.dxcShaderProfile = device->GetDeviceInfo().shaderProfiles[stage]; |
| } else { |
| req.bytecode.compiler = d3d::Compiler::FXC; |
| req.bytecode.d3dCompile = device->GetFunctions()->d3dCompile; |
| req.bytecode.compilerVersion = D3D_COMPILER_VERSION; |
| switch (stage) { |
| case SingleShaderStage::Vertex: |
| req.bytecode.fxcShaderProfile = "vs_5_1"; |
| break; |
| case SingleShaderStage::Fragment: |
| req.bytecode.fxcShaderProfile = "ps_5_1"; |
| break; |
| case SingleShaderStage::Compute: |
| req.bytecode.fxcShaderProfile = "cs_5_1"; |
| break; |
| } |
| } |
| |
| using tint::BindingPoint; |
| |
| tint::BindingRemapperOptions bindingRemapper; |
| // D3D12 registers like `t3` and `c3` have the same bindingOffset number in |
| // the remapping but should not be considered a collision because they have |
| // different types. |
| bindingRemapper.allow_collisions = true; |
| |
| tint::ArrayLengthFromUniformOptions arrayLengthFromUniform; |
| arrayLengthFromUniform.ubo_binding = {layout->GetDynamicStorageBufferLengthsRegisterSpace(), |
| layout->GetDynamicStorageBufferLengthsShaderRegister()}; |
| |
| const BindingInfoArray& moduleBindingInfo = entryPoint.bindings; |
| for (BindGroupIndex group : IterateBitSet(layout->GetBindGroupLayoutsMask())) { |
| const BindGroupLayout* bgl = ToBackend(layout->GetBindGroupLayout(group)); |
| const auto& moduleGroupBindingInfo = moduleBindingInfo[group]; |
| |
| // d3d12::BindGroupLayout packs the bindings per HLSL register-space. We modify |
| // the Tint AST to make the "bindings" decoration match the offset chosen by |
| // d3d12::BindGroupLayout so that Tint produces HLSL with the correct registers |
| // assigned to each interface variable. |
| for (const auto& [binding, bindingInfo] : moduleGroupBindingInfo) { |
| BindingIndex bindingIndex = bgl->GetBindingIndex(binding); |
| BindingPoint srcBindingPoint{static_cast<uint32_t>(group), |
| static_cast<uint32_t>(binding)}; |
| BindingPoint dstBindingPoint{static_cast<uint32_t>(group), |
| bgl->GetShaderRegister(bindingIndex)}; |
| if (srcBindingPoint != dstBindingPoint) { |
| bindingRemapper.binding_points.emplace(srcBindingPoint, dstBindingPoint); |
| } |
| |
| // Declaring a read-only storage buffer in HLSL but specifying a storage |
| // buffer in the BGL produces the wrong output. Force read-only storage |
| // buffer bindings to be treated as UAV instead of SRV. Internal storage |
| // buffer is a storage buffer used in the internal pipeline. |
| const bool forceStorageBufferAsUAV = |
| (bindingInfo.buffer.type == wgpu::BufferBindingType::ReadOnlyStorage && |
| (bgl->GetBindingInfo(bindingIndex).buffer.type == |
| wgpu::BufferBindingType::Storage || |
| bgl->GetBindingInfo(bindingIndex).buffer.type == kInternalStorageBufferBinding)); |
| if (forceStorageBufferAsUAV) { |
| bindingRemapper.access_controls.emplace(srcBindingPoint, |
| tint::core::Access::kReadWrite); |
| } |
| |
| // On D3D12 backend all storage buffers without Dynamic Buffer Offset will always be |
| // bound to root descriptor tables, where D3D12 runtime can guarantee that OOB-read will |
| // always return 0 and OOB-write will always take no action, so we don't need to do |
| // robustness transform on them. Note that we still need to do robustness transform on |
| // uniform buffers because only sized array is allowed in uniform buffers, so FXC will |
| // report compilation error when the indexing to the array in a cBuffer is out of bound |
| // and can be checked at compilation time. Storage buffers are OK because they are |
| // always translated with RWByteAddressBuffers, which has no such sized arrays. |
| // |
| // For example below WGSL shader will cause compilation error when we skip robustness |
| // transform on uniform buffers: |
| // |
| // struct TestData { |
| // data: array<vec4<u32>, 3>, |
| // }; |
| // @group(0) @binding(0) var<uniform> s: TestData; |
| // |
| // fn test() -> u32 { |
| // let index = 1000000u; |
| // if (s.data[index][0] != 0u) { // error X3504: array index out of bounds |
| // return 0x1004u; |
| // } |
| // return 0u; |
| // } |
| if ((bindingInfo.buffer.type == wgpu::BufferBindingType::Storage || |
| bindingInfo.buffer.type == wgpu::BufferBindingType::ReadOnlyStorage) && |
| !bgl->GetBindingInfo(bindingIndex).buffer.hasDynamicOffset) { |
| req.hlsl.bindingPointsIgnoredInRobustnessTransform.emplace_back(srcBindingPoint); |
| } |
| } |
| |
| // Add arrayLengthFromUniform options |
| { |
| for (const auto& bindingAndRegisterOffset : |
| layout->GetDynamicStorageBufferLengthInfo()[group].bindingAndRegisterOffsets) { |
| BindingNumber binding = bindingAndRegisterOffset.binding; |
| uint32_t registerOffset = bindingAndRegisterOffset.registerOffset; |
| |
| BindingPoint bindingPoint{static_cast<uint32_t>(group), |
| static_cast<uint32_t>(binding)}; |
| // Get the renamed binding point if it was remapped. |
| auto it = bindingRemapper.binding_points.find(bindingPoint); |
| if (it != bindingRemapper.binding_points.end()) { |
| bindingPoint = it->second; |
| } |
| |
| arrayLengthFromUniform.bindpoint_to_size_index.emplace(bindingPoint, |
| registerOffset); |
| } |
| } |
| } |
| |
| std::optional<tint::ast::transform::SubstituteOverride::Config> substituteOverrideConfig; |
| if (!programmableStage.metadata->overrides.empty()) { |
| substituteOverrideConfig = BuildSubstituteOverridesTransformConfig(programmableStage); |
| } |
| |
| req.hlsl.inputProgram = GetTintProgram(); |
| req.hlsl.entryPointName = programmableStage.entryPoint.c_str(); |
| req.hlsl.stage = stage; |
| req.hlsl.firstIndexOffsetShaderRegister = layout->GetFirstIndexOffsetShaderRegister(); |
| req.hlsl.firstIndexOffsetRegisterSpace = layout->GetFirstIndexOffsetRegisterSpace(); |
| req.hlsl.usesNumWorkgroups = entryPoint.usesNumWorkgroups; |
| req.hlsl.numWorkgroupsShaderRegister = layout->GetNumWorkgroupsShaderRegister(); |
| req.hlsl.numWorkgroupsRegisterSpace = layout->GetNumWorkgroupsRegisterSpace(); |
| req.hlsl.bindingRemapper = std::move(bindingRemapper); |
| req.hlsl.externalTextureOptions = BuildExternalTextureTransformBindings(layout); |
| req.hlsl.arrayLengthFromUniform = std::move(arrayLengthFromUniform); |
| req.hlsl.substituteOverrideConfig = std::move(substituteOverrideConfig); |
| |
| req.hlsl.polyfillReflectVec2F32 = device->IsToggleEnabled(Toggle::D3D12PolyfillReflectVec2F32); |
| |
| const CombinedLimits& limits = device->GetLimits(); |
| req.hlsl.limits = LimitsForCompilationRequest::Create(limits.v1); |
| |
| CacheResult<d3d::CompiledShader> compiledShader; |
| MaybeError compileError = [&]() -> MaybeError { |
| DAWN_TRY_LOAD_OR_RUN(compiledShader, device, std::move(req), d3d::CompiledShader::FromBlob, |
| d3d::CompileShader, "D3D12.CompileShader"); |
| return {}; |
| }(); |
| |
| if (device->IsToggleEnabled(Toggle::DumpShaders)) { |
| d3d::DumpCompiledShader(device, *compiledShader, compileFlags); |
| } |
| |
| if (compileError.IsError()) { |
| return {compileError.AcquireError()}; |
| } |
| |
| device->GetBlobCache()->EnsureStored(compiledShader); |
| |
| // Clear the hlslSource. It is only used for logging and should not be used |
| // outside of the compilation. |
| d3d::CompiledShader result = compiledShader.Acquire(); |
| result.hlslSource = ""; |
| return result; |
| } |
| |
| } // namespace dawn::native::d3d12 |