| // Copyright 2017 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #ifndef SRC_DAWN_NATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_ |
| #define SRC_DAWN_NATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_ |
| |
| #include <vector> |
| |
| #include "dawn/common/MutexProtected.h" |
| #include "dawn/common/SlabAllocator.h" |
| #include "dawn/common/ityp_stack_vec.h" |
| #include "dawn/native/BindGroupLayoutInternal.h" |
| #include "dawn/native/d3d12/BindGroupD3D12.h" |
| #include "dawn/native/d3d12/d3d12_platform.h" |
| #include "partition_alloc/pointers/raw_ptr_exclusion.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| class CPUDescriptorHeapAllocation; |
| class Device; |
| class StagingDescriptorAllocator; |
| |
| // A purposefully invalid register space. |
| // |
| // We use the bind group index as the register space, but don't know the bind group index until |
| // pipeline layout creation time. This value should be replaced in PipelineLayoutD3D12. |
| static constexpr uint32_t kRegisterSpacePlaceholder = |
| D3D12_DRIVER_RESERVED_REGISTER_SPACE_VALUES_START; |
| |
| class BindGroupLayout final : public BindGroupLayoutInternalBase { |
| public: |
| static Ref<BindGroupLayout> Create(Device* device, const BindGroupLayoutDescriptor* descriptor); |
| |
| ResultOrError<Ref<BindGroup>> AllocateBindGroup(Device* device, |
| const BindGroupDescriptor* descriptor); |
| void DeallocateBindGroup(BindGroup* bindGroup, CPUDescriptorHeapAllocation* viewAllocation); |
| |
| // The offset (in descriptor count) into the corresponding descriptor heap. Not valid for |
| // dynamic binding indexes. |
| ityp::span<BindingIndex, const uint32_t> GetDescriptorHeapOffsets() const; |
| |
| // The D3D shader register that the Dawn binding index is mapped to by this bind group |
| // layout. |
| uint32_t GetShaderRegister(BindingIndex bindingIndex) const; |
| |
| // Counts of descriptors in the descriptor tables. |
| uint32_t GetCbvUavSrvDescriptorCount() const; |
| uint32_t GetSamplerDescriptorCount() const; |
| |
| const std::vector<D3D12_DESCRIPTOR_RANGE1>& GetCbvUavSrvDescriptorRanges() const; |
| const std::vector<D3D12_DESCRIPTOR_RANGE1>& GetSamplerDescriptorRanges() const; |
| const std::vector<D3D12_STATIC_SAMPLER_DESC>& GetStaticSamplers() const; |
| |
| private: |
| BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor); |
| ~BindGroupLayout() override = default; |
| |
| // Contains the offset into the descriptor heap for the given resource view. Samplers and |
| // non-samplers are stored in separate descriptor heaps, so the offsets should be unique |
| // within each group and tightly packed. |
| // |
| // Dynamic resources are not used here since their descriptors are placed directly in root |
| // parameters. |
| ityp::stack_vec<BindingIndex, uint32_t, kMaxOptimalBindingsPerGroup> mDescriptorHeapOffsets; |
| |
| // Contains the shader register this binding is mapped to. |
| ityp::stack_vec<BindingIndex, uint32_t, kMaxOptimalBindingsPerGroup> mShaderRegisters; |
| |
| uint32_t mCbvUavSrvDescriptorCount; |
| uint32_t mSamplerDescriptorCount; |
| |
| std::vector<D3D12_DESCRIPTOR_RANGE1> mCbvUavSrvDescriptorRanges; |
| std::vector<D3D12_DESCRIPTOR_RANGE1> mSamplerDescriptorRanges; |
| |
| std::vector<D3D12_STATIC_SAMPLER_DESC> mStaticSamplers; |
| |
| MutexProtected<SlabAllocator<BindGroup>> mBindGroupAllocator; |
| |
| // TODO(https://crbug.com/dawn/2361): Rewrite those members with raw_ptr<T>. |
| // This is currently failing with MSVC cl.exe compiler. |
| RAW_PTR_EXCLUSION MutexProtected<StagingDescriptorAllocator>* mSamplerAllocator = nullptr; |
| RAW_PTR_EXCLUSION MutexProtected<StagingDescriptorAllocator>* mViewAllocator = nullptr; |
| }; |
| |
| } // namespace dawn::native::d3d12 |
| |
| #endif // SRC_DAWN_NATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_ |