| // Copyright 2023 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/d3d11/PipelineLayoutD3D11.h" | |
| #include "dawn/common/MatchVariant.h" | |
| #include "dawn/native/BindGroupLayoutInternal.h" | |
| #include "dawn/native/d3d11/DeviceD3D11.h" | |
| namespace dawn::native::d3d11 { | |
| // static | |
| ResultOrError<Ref<PipelineLayout>> PipelineLayout::Create( | |
| Device* device, | |
| const UnpackedPtr<PipelineLayoutDescriptor>& descriptor) { | |
| Ref<PipelineLayout> pipelineLayout = AcquireRef(new PipelineLayout(device, descriptor)); | |
| DAWN_TRY(pipelineLayout->Initialize(device)); | |
| return pipelineLayout; | |
| } | |
| MaybeError PipelineLayout::Initialize(Device* device) { | |
| const PerStage<uint32_t> kInvalidSlots = PerStage<uint32_t>(PipelineLayout::kInvalidSlot); | |
| PerStage<uint32_t> constantBufferCounter(0); | |
| PerStage<uint32_t> samplerCounter(0); | |
| PerStage<uint32_t> shaderResourceViewCounter(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. | |
| const uint32_t kUAVSlotCount = device->GetUAVSlotCount(); | |
| PerStage<uint32_t> uavBindingCounter(kUAVSlotCount); | |
| // Reserve last several UAV slots for Pixel Local Storage attachments. | |
| uavBindingCounter[SingleShaderStage::Fragment] -= | |
| static_cast<uint32_t>(GetStorageAttachmentSlots().size()); | |
| constexpr auto CountIncreasingIndex = [](wgpu::ShaderStage visibility, | |
| PerStage<uint32_t>* counters) { | |
| PerStage<uint32_t> nativeIndex(kInvalidSlot); | |
| for (SingleShaderStage stage : IterateStages(visibility)) { | |
| nativeIndex[stage] = (*counters)[stage]++; | |
| } | |
| return nativeIndex; | |
| }; | |
| constexpr auto CountDecreasingIndex = [](wgpu::ShaderStage visibility, | |
| PerStage<uint32_t>* counters) { | |
| PerStage<uint32_t> nativeIndex(kInvalidSlot); | |
| for (SingleShaderStage stage : IterateStages(visibility)) { | |
| nativeIndex[stage] = --(*counters)[stage]; | |
| } | |
| return nativeIndex; | |
| }; | |
| for (BindGroupIndex group : GetBindGroupLayoutsMask()) { | |
| const BindGroupLayoutInternalBase* bgl = GetBindGroupLayout(group); | |
| mBindingTableIndexMap[group].resize(bgl->GetBindingCount()); | |
| for (BindingIndex bindingIndex{0}; bindingIndex < bgl->GetBindingCount(); ++bindingIndex) { | |
| const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex); | |
| mBindingTableIndexMap[group][bindingIndex] = MatchVariant( | |
| bindingInfo.bindingLayout, | |
| [&](const BufferBindingInfo& layout) -> PerStage<uint32_t> { | |
| switch (layout.type) { | |
| case wgpu::BufferBindingType::Uniform: | |
| return CountIncreasingIndex(bindingInfo.visibility, | |
| &constantBufferCounter); | |
| case wgpu::BufferBindingType::Storage: | |
| case kInternalStorageBufferBinding: | |
| mUAVBindGroups.set(group); | |
| return CountDecreasingIndex(bindingInfo.visibility, &uavBindingCounter); | |
| case wgpu::BufferBindingType::ReadOnlyStorage: | |
| case kInternalReadOnlyStorageBufferBinding: | |
| return CountIncreasingIndex(bindingInfo.visibility, | |
| &shaderResourceViewCounter); | |
| case wgpu::BufferBindingType::BindingNotUsed: | |
| case wgpu::BufferBindingType::Undefined: | |
| DAWN_UNREACHABLE(); | |
| } | |
| return kInvalidSlots; | |
| }, | |
| [&](const SamplerBindingInfo&) -> PerStage<uint32_t> { | |
| return CountIncreasingIndex(bindingInfo.visibility, &samplerCounter); | |
| }, | |
| [&](const StaticSamplerBindingInfo&) -> PerStage<uint32_t> { | |
| // Static samplers are implemented in the frontend on | |
| // D3D11. | |
| DAWN_UNREACHABLE(); | |
| return kInvalidSlots; | |
| }, | |
| [&](const TextureBindingInfo&) -> PerStage<uint32_t> { | |
| return CountIncreasingIndex(bindingInfo.visibility, &shaderResourceViewCounter); | |
| }, | |
| [&](const StorageTextureBindingInfo& layout) -> PerStage<uint32_t> { | |
| switch (layout.access) { | |
| case wgpu::StorageTextureAccess::ReadWrite: | |
| case wgpu::StorageTextureAccess::WriteOnly: | |
| mUAVBindGroups.set(group); | |
| return CountDecreasingIndex(bindingInfo.visibility, &uavBindingCounter); | |
| case wgpu::StorageTextureAccess::ReadOnly: | |
| return CountIncreasingIndex(bindingInfo.visibility, | |
| &shaderResourceViewCounter); | |
| case wgpu::StorageTextureAccess::BindingNotUsed: | |
| case wgpu::StorageTextureAccess::Undefined: | |
| DAWN_UNREACHABLE(); | |
| } | |
| return kInvalidSlots; | |
| }, | |
| [&](const InputAttachmentBindingInfo&) -> PerStage<uint32_t> { | |
| DAWN_UNREACHABLE(); | |
| return kInvalidSlots; | |
| }); | |
| } | |
| } | |
| mUAVStartIndex = uavBindingCounter; | |
| for (SingleShaderStage stage : IterateStages(kAllStages)) { | |
| mUAVCount[stage] = kUAVSlotCount - mUAVStartIndex[stage]; | |
| } | |
| for (SingleShaderStage stage : IterateStages(kAllStages)) { | |
| DAWN_ASSERT(constantBufferCounter[stage] <= kReservedConstantBufferSlot); | |
| } | |
| return {}; | |
| } | |
| const PipelineLayout::BindingTableIndexMap& PipelineLayout::GetBindingTableIndexMap() const { | |
| return mBindingTableIndexMap; | |
| } | |
| const BindGroupMask& PipelineLayout::GetUAVBindGroupLayoutsMask() const { | |
| return mUAVBindGroups; | |
| } | |
| } // namespace dawn::native::d3d11 |