| // 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/BindGroupLayoutD3D12.h" | |
| #include <utility> | |
| #include "dawn/common/BitSetIterator.h" | |
| #include "dawn/common/MatchVariant.h" | |
| #include "dawn/native/d3d12/DeviceD3D12.h" | |
| #include "dawn/native/d3d12/SamplerD3D12.h" | |
| #include "dawn/native/d3d12/SamplerHeapCacheD3D12.h" | |
| #include "dawn/native/d3d12/StagingDescriptorAllocatorD3D12.h" | |
| #include "dawn/native/d3d12/UtilsD3D12.h" | |
| namespace dawn::native::d3d12 { | |
| namespace { | |
| D3D12_DESCRIPTOR_RANGE_TYPE WGPUBindingInfoToDescriptorRangeType(const BindingInfo& bindingInfo) { | |
| return MatchVariant( | |
| bindingInfo.bindingLayout, | |
| [](const BufferBindingInfo& layout) -> D3D12_DESCRIPTOR_RANGE_TYPE { | |
| switch (layout.type) { | |
| case wgpu::BufferBindingType::Uniform: | |
| return D3D12_DESCRIPTOR_RANGE_TYPE_CBV; | |
| case wgpu::BufferBindingType::Storage: | |
| case kInternalStorageBufferBinding: | |
| return D3D12_DESCRIPTOR_RANGE_TYPE_UAV; | |
| case wgpu::BufferBindingType::ReadOnlyStorage: | |
| return D3D12_DESCRIPTOR_RANGE_TYPE_SRV; | |
| case wgpu::BufferBindingType::Undefined: | |
| DAWN_UNREACHABLE(); | |
| } | |
| }, | |
| [](const StaticSamplerBindingInfo&) -> D3D12_DESCRIPTOR_RANGE_TYPE { | |
| return D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; | |
| }, | |
| [](const SamplerBindingInfo&) -> D3D12_DESCRIPTOR_RANGE_TYPE { | |
| return D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; | |
| }, | |
| [](const TextureBindingInfo&) -> D3D12_DESCRIPTOR_RANGE_TYPE { | |
| return D3D12_DESCRIPTOR_RANGE_TYPE_SRV; | |
| }, | |
| [](const StorageTextureBindingInfo& layout) -> D3D12_DESCRIPTOR_RANGE_TYPE { | |
| switch (layout.access) { | |
| case wgpu::StorageTextureAccess::WriteOnly: | |
| case wgpu::StorageTextureAccess::ReadWrite: | |
| return D3D12_DESCRIPTOR_RANGE_TYPE_UAV; | |
| case wgpu::StorageTextureAccess::ReadOnly: | |
| return D3D12_DESCRIPTOR_RANGE_TYPE_SRV; | |
| case wgpu::StorageTextureAccess::Undefined: | |
| DAWN_UNREACHABLE(); | |
| } | |
| }, | |
| [](const InputAttachmentBindingInfo&) -> D3D12_DESCRIPTOR_RANGE_TYPE { | |
| DAWN_UNREACHABLE(); | |
| return D3D12_DESCRIPTOR_RANGE_TYPE_SRV; | |
| }); | |
| } | |
| } // anonymous namespace | |
| // static | |
| Ref<BindGroupLayout> BindGroupLayout::Create(Device* device, | |
| const BindGroupLayoutDescriptor* descriptor) { | |
| return AcquireRef(new BindGroupLayout(device, descriptor)); | |
| } | |
| BindGroupLayout::BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor) | |
| : BindGroupLayoutInternalBase(device, descriptor), | |
| mDescriptorHeapOffsets(GetBindingCount()), | |
| mShaderRegisters(GetBindingCount()), | |
| mCbvUavSrvDescriptorCount(0), | |
| mSamplerDescriptorCount(0), | |
| mBindGroupAllocator(MakeFrontendBindGroupAllocator<BindGroup>(4096)) { | |
| for (BindingIndex bindingIndex{0}; bindingIndex < GetBindingCount(); ++bindingIndex) { | |
| const BindingInfo& bindingInfo = GetBindingInfo(bindingIndex); | |
| D3D12_DESCRIPTOR_RANGE_TYPE descriptorRangeType = | |
| WGPUBindingInfoToDescriptorRangeType(bindingInfo); | |
| mShaderRegisters[bindingIndex] = uint32_t(bindingInfo.binding); | |
| // Static samplers aren't stored in the descriptor heap. Handle them separately. | |
| if (std::holds_alternative<StaticSamplerBindingInfo>(bindingInfo.bindingLayout)) { | |
| const StaticSamplerBindingInfo& staticSamplerBindingInfo = | |
| std::get<StaticSamplerBindingInfo>(bindingInfo.bindingLayout); | |
| Sampler* sampler = ToBackend(staticSamplerBindingInfo.sampler.Get()); | |
| const D3D12_SAMPLER_DESC desc = sampler->GetSamplerDescriptor(); | |
| D3D12_STATIC_SAMPLER_DESC staticSamplerDesc = {}; | |
| staticSamplerDesc.ShaderRegister = GetShaderRegister(bindingIndex); | |
| staticSamplerDesc.RegisterSpace = kRegisterSpacePlaceholder; | |
| staticSamplerDesc.ShaderVisibility = ShaderVisibilityType(bindingInfo.visibility); | |
| staticSamplerDesc.AddressU = desc.AddressU; | |
| staticSamplerDesc.AddressV = desc.AddressV; | |
| staticSamplerDesc.AddressW = desc.AddressW; | |
| staticSamplerDesc.Filter = desc.Filter; | |
| staticSamplerDesc.MinLOD = desc.MinLOD; | |
| staticSamplerDesc.MaxLOD = desc.MaxLOD; | |
| staticSamplerDesc.MipLODBias = desc.MipLODBias; | |
| staticSamplerDesc.MaxAnisotropy = desc.MaxAnisotropy; | |
| staticSamplerDesc.ComparisonFunc = desc.ComparisonFunc; | |
| mStaticSamplers.push_back(staticSamplerDesc); | |
| continue; | |
| } | |
| // For dynamic resources, Dawn uses root descriptor in D3D12 backend. So there is no | |
| // need to allocate the descriptor from descriptor heap or create descriptor ranges. | |
| if (bindingIndex < GetDynamicBufferCount()) { | |
| continue; | |
| } | |
| DAWN_ASSERT(!std::holds_alternative<BufferBindingInfo>(bindingInfo.bindingLayout) || | |
| !std::get<BufferBindingInfo>(bindingInfo.bindingLayout).hasDynamicOffset); | |
| mDescriptorHeapOffsets[bindingIndex] = | |
| descriptorRangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER | |
| ? mSamplerDescriptorCount++ | |
| : mCbvUavSrvDescriptorCount++; | |
| D3D12_DESCRIPTOR_RANGE1 range; | |
| range.RangeType = descriptorRangeType; | |
| range.NumDescriptors = 1; | |
| range.BaseShaderRegister = GetShaderRegister(bindingIndex); | |
| range.RegisterSpace = kRegisterSpacePlaceholder; | |
| range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; | |
| // In Dawn we always use the descriptors as static ones, which means the descriptors in a | |
| // descriptor heap pointed to by a root descriptor table have been initialized by the time | |
| // the descriptor table is set on a command list (during recording), and the descriptors | |
| // cannot be changed until the command list has finished executing for the last time, so we | |
| // don't need to set DESCRIPTORS_VOLATILE for any binding types. | |
| range.Flags = MatchVariant( | |
| bindingInfo.bindingLayout, | |
| [](const StaticSamplerBindingInfo&) -> D3D12_DESCRIPTOR_RANGE_FLAGS { | |
| // Static samplers should already be handled. This should never be reached. | |
| DAWN_UNREACHABLE(); | |
| return D3D12_DESCRIPTOR_RANGE_FLAG_NONE; | |
| }, | |
| [](const SamplerBindingInfo&) -> D3D12_DESCRIPTOR_RANGE_FLAGS { | |
| // Sampler descriptor ranges don't support DATA_* flags at all since samplers do not | |
| // point to data. | |
| return D3D12_DESCRIPTOR_RANGE_FLAG_NONE; | |
| }, | |
| [&](const BufferBindingInfo&) -> D3D12_DESCRIPTOR_RANGE_FLAGS { | |
| // In Dawn it's allowed to do state transitions on the buffers or textures after | |
| // binding them on the current command list, which indicates a change to its data | |
| // (or possibly resource metadata), so we cannot bind them as DATA_STATIC. We cannot | |
| // bind them as DATA_STATIC_WHILE_SET_AT_EXECUTE either because it is required to be | |
| // rebound to the command list before the next (this) Draw/Dispatch call, while | |
| // currently we may not rebind these resources if the current bind group is not | |
| // changed. | |
| if (GetDevice()->IsRobustnessEnabled()) { | |
| return D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_STATIC_KEEPING_BUFFER_BOUNDS_CHECKS | | |
| D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE; | |
| } | |
| return D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE; | |
| }, | |
| [](const TextureBindingInfo&) -> D3D12_DESCRIPTOR_RANGE_FLAGS { | |
| return D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE; | |
| }, | |
| [](const StorageTextureBindingInfo&) -> D3D12_DESCRIPTOR_RANGE_FLAGS { | |
| return D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE; | |
| }, | |
| [](const InputAttachmentBindingInfo&) -> D3D12_DESCRIPTOR_RANGE_FLAGS { | |
| DAWN_UNREACHABLE(); | |
| return D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE; | |
| }); | |
| std::vector<D3D12_DESCRIPTOR_RANGE1>& descriptorRanges = | |
| descriptorRangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER ? mSamplerDescriptorRanges | |
| : mCbvUavSrvDescriptorRanges; | |
| // Try to join this range with the previous one, if the current range is a continuation | |
| // of the previous. This is possible because the binding infos in the base type are | |
| // sorted. | |
| if (descriptorRanges.size() >= 2) { | |
| D3D12_DESCRIPTOR_RANGE1& previous = descriptorRanges.back(); | |
| if (previous.RangeType == range.RangeType && | |
| previous.BaseShaderRegister + previous.NumDescriptors == range.BaseShaderRegister) { | |
| previous.NumDescriptors += range.NumDescriptors; | |
| continue; | |
| } | |
| } | |
| descriptorRanges.push_back(range); | |
| } | |
| mViewAllocator = device->GetViewStagingDescriptorAllocator(GetCbvUavSrvDescriptorCount()); | |
| mSamplerAllocator = device->GetSamplerStagingDescriptorAllocator(GetSamplerDescriptorCount()); | |
| } | |
| ResultOrError<Ref<BindGroup>> BindGroupLayout::AllocateBindGroup( | |
| Device* device, | |
| const BindGroupDescriptor* descriptor) { | |
| uint32_t viewSizeIncrement = 0; | |
| CPUDescriptorHeapAllocation viewAllocation; | |
| if (GetCbvUavSrvDescriptorCount() > 0) { | |
| DAWN_ASSERT(mViewAllocator != nullptr); | |
| DAWN_TRY((*mViewAllocator).Use([&](auto viewAllocator) -> MaybeError { | |
| DAWN_TRY_ASSIGN(viewAllocation, viewAllocator->AllocateCPUDescriptors()); | |
| viewSizeIncrement = viewAllocator->GetSizeIncrement(); | |
| return {}; | |
| })); | |
| } | |
| Ref<BindGroup> bindGroup = AcquireRef<BindGroup>( | |
| mBindGroupAllocator->Allocate(device, descriptor, viewSizeIncrement, viewAllocation)); | |
| if (GetSamplerDescriptorCount() > 0) { | |
| DAWN_ASSERT(mSamplerAllocator != nullptr); | |
| Ref<SamplerHeapCacheEntry> samplerHeapCacheEntry; | |
| DAWN_TRY_ASSIGN(samplerHeapCacheEntry, device->GetSamplerHeapCache()->GetOrCreate( | |
| bindGroup.Get(), *mSamplerAllocator)); | |
| bindGroup->SetSamplerAllocationEntry(std::move(samplerHeapCacheEntry)); | |
| } | |
| return bindGroup; | |
| } | |
| void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup, | |
| CPUDescriptorHeapAllocation* viewAllocation) { | |
| if (viewAllocation->IsValid()) { | |
| (*mViewAllocator)->Deallocate(viewAllocation); | |
| } | |
| mBindGroupAllocator->Deallocate(bindGroup); | |
| } | |
| ityp::span<BindingIndex, const uint32_t> BindGroupLayout::GetDescriptorHeapOffsets() const { | |
| return {mDescriptorHeapOffsets.data(), mDescriptorHeapOffsets.size()}; | |
| } | |
| uint32_t BindGroupLayout::GetShaderRegister(BindingIndex bindingIndex) const { | |
| return mShaderRegisters[bindingIndex]; | |
| } | |
| uint32_t BindGroupLayout::GetCbvUavSrvDescriptorCount() const { | |
| return mCbvUavSrvDescriptorCount; | |
| } | |
| uint32_t BindGroupLayout::GetSamplerDescriptorCount() const { | |
| return mSamplerDescriptorCount; | |
| } | |
| const std::vector<D3D12_DESCRIPTOR_RANGE1>& BindGroupLayout::GetCbvUavSrvDescriptorRanges() const { | |
| return mCbvUavSrvDescriptorRanges; | |
| } | |
| const std::vector<D3D12_DESCRIPTOR_RANGE1>& BindGroupLayout::GetSamplerDescriptorRanges() const { | |
| return mSamplerDescriptorRanges; | |
| } | |
| const std::vector<D3D12_STATIC_SAMPLER_DESC>& BindGroupLayout::GetStaticSamplers() const { | |
| return mStaticSamplers; | |
| } | |
| } // namespace dawn::native::d3d12 |