| // 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. | |
| #include "dawn/native/d3d12/BindGroupD3D12.h" | |
| #include <utility> | |
| #include "dawn/common/BitSetIterator.h" | |
| #include "dawn/common/MatchVariant.h" | |
| #include "dawn/common/Range.h" | |
| #include "dawn/native/ExternalTexture.h" | |
| #include "dawn/native/Queue.h" | |
| #include "dawn/native/d3d12/BindGroupLayoutD3D12.h" | |
| #include "dawn/native/d3d12/BufferD3D12.h" | |
| #include "dawn/native/d3d12/DeviceD3D12.h" | |
| #include "dawn/native/d3d12/SamplerHeapCacheD3D12.h" | |
| #include "dawn/native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h" | |
| #include "dawn/native/d3d12/TextureD3D12.h" | |
| namespace dawn::native::d3d12 { | |
| // static | |
| ResultOrError<Ref<BindGroup>> BindGroup::Create(Device* device, | |
| const BindGroupDescriptor* descriptor) { | |
| return ToBackend(descriptor->layout->GetInternalBindGroupLayout()) | |
| ->AllocateBindGroup(device, descriptor); | |
| } | |
| BindGroup::BindGroup(Device* device, | |
| const BindGroupDescriptor* descriptor, | |
| uint32_t viewSizeIncrement, | |
| const CPUDescriptorHeapAllocation& viewAllocation) | |
| : BindGroupBase(this, device, descriptor) { | |
| BindGroupLayout* bgl = ToBackend(GetLayout()); | |
| mCPUViewAllocation = viewAllocation; | |
| const auto& descriptorHeapOffsets = bgl->GetDescriptorHeapOffsets(); | |
| ID3D12Device* d3d12Device = device->GetD3D12Device(); | |
| // It's not necessary to create descriptors in the descriptor heap for dynamic resources. | |
| // This is because they are created as root descriptors which are never heap allocated. | |
| // Since dynamic buffers are packed in the front, we can skip over these bindings by | |
| // starting from the dynamic buffer count. | |
| for (BindingIndex bindingIndex : Range(bgl->GetDynamicBufferCount(), bgl->GetBindingCount())) { | |
| const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex); | |
| // Increment size does not need to be stored and is only used to get a handle | |
| // local to the allocation with OffsetFrom(). | |
| MatchVariant( | |
| bindingInfo.bindingLayout, | |
| [&](const BufferBindingInfo& layout) { | |
| BufferBinding binding = GetBindingAsBufferBinding(bindingIndex); | |
| ID3D12Resource* resource = ToBackend(binding.buffer)->GetD3D12Resource(); | |
| if (resource == nullptr) { | |
| // The Buffer was destroyed. Skip creating buffer views since there is no | |
| // resource. This bind group won't be used as it is an error to submit a | |
| // command buffer that references destroyed resources. | |
| return; | |
| } | |
| switch (layout.type) { | |
| case wgpu::BufferBindingType::Uniform: { | |
| D3D12_CONSTANT_BUFFER_VIEW_DESC desc; | |
| desc.SizeInBytes = | |
| Align(binding.size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); | |
| desc.BufferLocation = ToBackend(binding.buffer)->GetVA() + binding.offset; | |
| d3d12Device->CreateConstantBufferView( | |
| &desc, viewAllocation.OffsetFrom(viewSizeIncrement, | |
| descriptorHeapOffsets[bindingIndex])); | |
| break; | |
| } | |
| case wgpu::BufferBindingType::Storage: | |
| case kInternalStorageBufferBinding: { | |
| // Since Tint outputs HLSL shaders with RWByteAddressBuffer, | |
| // we must use D3D12_BUFFER_UAV_FLAG_RAW when making the | |
| // UNORDERED_ACCESS_VIEW_DESC. Using D3D12_BUFFER_UAV_FLAG_RAW requires | |
| // that we use DXGI_FORMAT_R32_TYPELESS as the format of the view. | |
| // DXGI_FORMAT_R32_TYPELESS requires that the element size be 4 | |
| // byte aligned. Since binding.size and binding.offset are in bytes, | |
| // we need to divide by 4 to obtain the element size. | |
| D3D12_UNORDERED_ACCESS_VIEW_DESC desc; | |
| desc.Buffer.NumElements = binding.size / 4; | |
| desc.Format = DXGI_FORMAT_R32_TYPELESS; | |
| desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; | |
| desc.Buffer.FirstElement = binding.offset / 4; | |
| desc.Buffer.StructureByteStride = 0; | |
| desc.Buffer.CounterOffsetInBytes = 0; | |
| desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; | |
| d3d12Device->CreateUnorderedAccessView( | |
| resource, nullptr, &desc, | |
| viewAllocation.OffsetFrom(viewSizeIncrement, | |
| descriptorHeapOffsets[bindingIndex])); | |
| break; | |
| } | |
| case wgpu::BufferBindingType::ReadOnlyStorage: { | |
| // Like StorageBuffer, Tint outputs HLSL shaders for readonly | |
| // storage buffer with ByteAddressBuffer. So we must use | |
| // D3D12_BUFFER_SRV_FLAG_RAW when making the SRV descriptor. And it has | |
| // similar requirement for format, element size, etc. | |
| D3D12_SHADER_RESOURCE_VIEW_DESC desc; | |
| desc.Format = DXGI_FORMAT_R32_TYPELESS; | |
| desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; | |
| desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; | |
| desc.Buffer.FirstElement = binding.offset / 4; | |
| desc.Buffer.NumElements = binding.size / 4; | |
| desc.Buffer.StructureByteStride = 0; | |
| desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW; | |
| d3d12Device->CreateShaderResourceView( | |
| resource, &desc, | |
| viewAllocation.OffsetFrom(viewSizeIncrement, | |
| descriptorHeapOffsets[bindingIndex])); | |
| break; | |
| } | |
| case wgpu::BufferBindingType::Undefined: | |
| DAWN_UNREACHABLE(); | |
| } | |
| }, | |
| [&](const TextureBindingInfo&) { | |
| auto* view = ToBackend(GetBindingAsTextureView(bindingIndex)); | |
| auto& srv = view->GetSRVDescriptor(); | |
| ID3D12Resource* resource = ToBackend(view->GetTexture())->GetD3D12Resource(); | |
| if (resource == nullptr) { | |
| // The Texture was destroyed. Skip creating the SRV since there is no | |
| // resource. This bind group won't be used as it is an error to submit a | |
| // command buffer that references destroyed resources. | |
| return; | |
| } | |
| d3d12Device->CreateShaderResourceView( | |
| resource, &srv, | |
| viewAllocation.OffsetFrom(viewSizeIncrement, | |
| descriptorHeapOffsets[bindingIndex])); | |
| }, | |
| [&](const StorageTextureBindingInfo& layout) { | |
| TextureView* view = ToBackend(GetBindingAsTextureView(bindingIndex)); | |
| ID3D12Resource* resource = ToBackend(view->GetTexture())->GetD3D12Resource(); | |
| if (resource == nullptr) { | |
| // The Texture was destroyed. Skip creating the SRV/UAV since there is no | |
| // resource. This bind group won't be used as it is an error to submit a | |
| // command buffer that references destroyed resources. | |
| return; | |
| } | |
| switch (layout.access) { | |
| case wgpu::StorageTextureAccess::WriteOnly: | |
| case wgpu::StorageTextureAccess::ReadWrite: { | |
| D3D12_UNORDERED_ACCESS_VIEW_DESC uav = view->GetUAVDescriptor(); | |
| d3d12Device->CreateUnorderedAccessView( | |
| resource, nullptr, &uav, | |
| viewAllocation.OffsetFrom(viewSizeIncrement, | |
| descriptorHeapOffsets[bindingIndex])); | |
| break; | |
| } | |
| case wgpu::StorageTextureAccess::ReadOnly: { | |
| D3D12_SHADER_RESOURCE_VIEW_DESC srv = view->GetSRVDescriptor(); | |
| d3d12Device->CreateShaderResourceView( | |
| resource, &srv, | |
| viewAllocation.OffsetFrom(viewSizeIncrement, | |
| descriptorHeapOffsets[bindingIndex])); | |
| break; | |
| } | |
| case wgpu::StorageTextureAccess::Undefined: | |
| DAWN_UNREACHABLE(); | |
| } | |
| }, | |
| [](const StaticSamplerBindingInfo&) { | |
| // Static samplers are already initialized in the pipeline layout. | |
| }, | |
| // No-op as samplers will be later initialized by CreateSamplers(). | |
| [](const SamplerBindingInfo&) {}, | |
| [](const InputAttachmentBindingInfo&) { DAWN_UNREACHABLE(); }); | |
| } | |
| // Loop through the dynamic storage buffers and build a flat map from the index of the | |
| // dynamic storage buffer to its binding size. The index |dynamicStorageBufferIndex| | |
| // means that it is the i'th buffer that is both dynamic and storage, in increasing order | |
| // of BindingNumber. | |
| mDynamicStorageBufferLengths.resize(bgl->GetBindingCountInfo().dynamicStorageBufferCount); | |
| uint32_t dynamicStorageBufferIndex = 0; | |
| for (BindingIndex bindingIndex(0); bindingIndex < bgl->GetDynamicBufferCount(); | |
| ++bindingIndex) { | |
| if (bgl->IsStorageBufferBinding(bindingIndex)) { | |
| mDynamicStorageBufferLengths[dynamicStorageBufferIndex++] = | |
| GetBindingAsBufferBinding(bindingIndex).size; | |
| } | |
| } | |
| } | |
| BindGroup::~BindGroup() = default; | |
| void BindGroup::DestroyImpl() { | |
| BindGroupBase::DestroyImpl(); | |
| ToBackend(GetLayout())->DeallocateBindGroup(this, &mCPUViewAllocation); | |
| DAWN_ASSERT(!mCPUViewAllocation.IsValid()); | |
| } | |
| bool BindGroup::PopulateViews(MutexProtected<ShaderVisibleDescriptorAllocator>& viewAllocator) { | |
| const BindGroupLayout* bgl = ToBackend(GetLayout()); | |
| const uint32_t descriptorCount = bgl->GetCbvUavSrvDescriptorCount(); | |
| if (descriptorCount == 0 || viewAllocator->IsAllocationStillValid(mGPUViewAllocation)) { | |
| return true; | |
| } | |
| // Attempt to allocate descriptors for the currently bound shader-visible heaps. | |
| // If either failed, return early to re-allocate and switch the heaps. | |
| Device* device = ToBackend(GetDevice()); | |
| D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptor; | |
| if (!viewAllocator->AllocateGPUDescriptors(descriptorCount, | |
| device->GetQueue()->GetPendingCommandSerial(), | |
| &baseCPUDescriptor, &mGPUViewAllocation)) { | |
| return false; | |
| } | |
| // CPU bindgroups are sparsely allocated across CPU heaps. Instead of doing | |
| // simple copies per bindgroup, a single non-simple copy could be issued. | |
| // TODO(dawn:155): Consider doing this optimization. | |
| device->GetD3D12Device()->CopyDescriptorsSimple(descriptorCount, baseCPUDescriptor, | |
| mCPUViewAllocation.GetBaseDescriptor(), | |
| D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); | |
| return true; | |
| } | |
| D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseViewDescriptor() const { | |
| return mGPUViewAllocation.GetBaseDescriptor(); | |
| } | |
| D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseSamplerDescriptor() const { | |
| DAWN_ASSERT(mSamplerAllocationEntry != nullptr); | |
| return mSamplerAllocationEntry->GetBaseDescriptor(); | |
| } | |
| bool BindGroup::PopulateSamplers( | |
| Device* device, | |
| MutexProtected<ShaderVisibleDescriptorAllocator>& samplerAllocator) { | |
| if (mSamplerAllocationEntry == nullptr) { | |
| return true; | |
| } | |
| return mSamplerAllocationEntry->Populate(device, samplerAllocator); | |
| } | |
| void BindGroup::SetSamplerAllocationEntry(Ref<SamplerHeapCacheEntry> entry) { | |
| mSamplerAllocationEntry = std::move(entry); | |
| } | |
| const BindGroup::DynamicStorageBufferLengths& BindGroup::GetDynamicStorageBufferLengths() const { | |
| return mDynamicStorageBufferLengths; | |
| } | |
| } // namespace dawn::native::d3d12 |