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// 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/BufferD3D11.h"
#include <algorithm>
#include <memory>
#include <utility>
#include <vector>
#include "dawn/common/Alloc.h"
#include "dawn/common/Assert.h"
#include "dawn/common/Constants.h"
#include "dawn/common/Math.h"
#include "dawn/native/ChainUtils.h"
#include "dawn/native/CommandBuffer.h"
#include "dawn/native/DynamicUploader.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/QueueD3D11.h"
#include "dawn/native/d3d11/UtilsD3D11.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
namespace dawn::native::d3d11 {
class ScopedCommandRecordingContext;
namespace {
constexpr wgpu::BufferUsage kD3D11AllowedUniformBufferUsages =
wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc;
// Resource usage Default Dynamic Immutable Staging
// ------------------------------------------------------------
// GPU-read Yes Yes Yes Yes[1]
// GPU-write Yes No No Yes[1]
// CPU-read No No No Yes[1]
// CPU-write No Yes No Yes[1]
// ------------------------------------------------------------
// [1] GPU read or write of a resource with the D3D11_USAGE_STAGING usage is restricted to copy
// operations. You use ID3D11DeviceContext::CopySubresourceRegion and
// ID3D11DeviceContext::CopyResource for these copy operations.
bool IsMappable(wgpu::BufferUsage usage) {
return usage & kMappableBufferUsages;
}
bool IsUpload(wgpu::BufferUsage usage) {
return usage == (wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::MapWrite);
}
D3D11_USAGE D3D11BufferUsage(wgpu::BufferUsage usage) {
if (IsMappable(usage)) {
return D3D11_USAGE_STAGING;
} else {
return D3D11_USAGE_DEFAULT;
}
}
UINT D3D11BufferBindFlags(wgpu::BufferUsage usage) {
UINT bindFlags = 0;
if (usage & (wgpu::BufferUsage::Vertex)) {
bindFlags |= D3D11_BIND_VERTEX_BUFFER;
}
if (usage & wgpu::BufferUsage::Index) {
bindFlags |= D3D11_BIND_INDEX_BUFFER;
}
if (usage & (wgpu::BufferUsage::Uniform)) {
bindFlags |= D3D11_BIND_CONSTANT_BUFFER;
}
if (usage & (wgpu::BufferUsage::Storage | kInternalStorageBuffer)) {
bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
if (usage & kReadOnlyStorageBuffer) {
bindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
constexpr wgpu::BufferUsage kCopyUsages =
wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
// If the buffer only has CopySrc and CopyDst usages are used as staging buffers for copy.
// Because D3D11 doesn't allow copying between buffer and texture, we will use compute shader
// to copy data between buffer and texture. So the buffer needs to be bound as unordered access
// view.
if (IsSubset(usage, kCopyUsages)) {
bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
return bindFlags;
}
UINT D3D11CpuAccessFlags(wgpu::BufferUsage usage) {
UINT cpuAccessFlags = 0;
if (IsMappable(usage)) {
// D3D11 doesn't allow copying between buffer and texture.
// - For buffer to texture copy, we need to use a staging(mappable) texture, and memcpy the
// data from the staging buffer to the staging texture first. So D3D11_CPU_ACCESS_READ is
// needed for MapWrite usage.
// - For texture to buffer copy, we may need copy texture to a staging (mappable)
// texture, and then memcpy the data from the staging texture to the staging buffer. So
// D3D11_CPU_ACCESS_WRITE is needed to MapRead usage.
cpuAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
}
return cpuAccessFlags;
}
UINT D3D11BufferMiscFlags(wgpu::BufferUsage usage) {
UINT miscFlags = 0;
if (usage & (wgpu::BufferUsage::Storage | kInternalStorageBuffer)) {
miscFlags |= D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
}
if (usage & wgpu::BufferUsage::Indirect) {
miscFlags |= D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS;
}
return miscFlags;
}
size_t D3D11BufferSizeAlignment(wgpu::BufferUsage usage) {
if (usage & wgpu::BufferUsage::Uniform) {
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11_1/nf-d3d11_1-id3d11devicecontext1-vssetconstantbuffers1
// Each number of constants must be a multiple of 16 shader constants(sizeof(float) * 4 *
// 16).
return sizeof(float) * 4 * 16;
}
if (usage & (wgpu::BufferUsage::Storage | kInternalStorageBuffer)) {
// Unordered access buffers must be 4-byte aligned.
return sizeof(uint32_t);
}
return 1;
}
} // namespace
// For CPU-to-GPU upload buffers(CopySrc|MapWrite), they can be emulated in the system memory, and
// then written into the dest GPU buffer via ID3D11DeviceContext::UpdateSubresource.
class UploadBuffer final : public Buffer {
using Buffer::Buffer;
~UploadBuffer() override;
MaybeError InitializeInternal() override;
MaybeError MapInternal(const ScopedCommandRecordingContext* commandContext) override;
void UnmapInternal(const ScopedCommandRecordingContext* commandContext) override;
MaybeError ClearInternal(const ScopedCommandRecordingContext* commandContext,
uint8_t clearValue,
uint64_t offset = 0,
uint64_t size = 0) override;
uint8_t* GetUploadData() override;
std::unique_ptr<uint8_t[]> mUploadData;
};
// static
ResultOrError<Ref<Buffer>> Buffer::Create(Device* device,
const UnpackedPtr<BufferDescriptor>& descriptor,
const ScopedCommandRecordingContext* commandContext,
bool allowUploadBufferEmulation) {
bool useUploadBuffer = allowUploadBufferEmulation;
useUploadBuffer &= IsUpload(descriptor->usage);
constexpr uint64_t kMaxUploadBufferSize = 4 * 1024 * 1024;
useUploadBuffer &= descriptor->size <= kMaxUploadBufferSize;
Ref<Buffer> buffer;
if (useUploadBuffer) {
buffer = AcquireRef(new UploadBuffer(device, descriptor));
} else {
buffer = AcquireRef(new Buffer(device, descriptor));
}
DAWN_TRY(buffer->Initialize(descriptor->mappedAtCreation, commandContext));
return buffer;
}
MaybeError Buffer::Initialize(bool mappedAtCreation,
const ScopedCommandRecordingContext* commandContext) {
// TODO(dawn:1705): handle mappedAtCreation for NonzeroClearResourcesOnCreationForTesting
// Allocate at least 4 bytes so clamped accesses are always in bounds.
uint64_t size = std::max(GetSize(), uint64_t(4u));
// The validation layer requires:
// ByteWidth must be 12 or larger to be used with D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS.
if (GetUsage() & wgpu::BufferUsage::Indirect) {
size = std::max(size, uint64_t(12u));
}
size_t alignment = D3D11BufferSizeAlignment(GetUsage());
// Check for overflow, bufferDescriptor.ByteWidth is a UINT.
if (size > std::numeric_limits<UINT>::max() - alignment) {
// Alignment would overlow.
return DAWN_OUT_OF_MEMORY_ERROR("Buffer allocation is too large");
}
mAllocatedSize = Align(size, alignment);
DAWN_TRY(InitializeInternal());
SetLabelImpl();
if (!mappedAtCreation) {
if (GetDevice()->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
if (commandContext) {
DAWN_TRY(ClearInternal(commandContext, 1u));
} else {
auto tmpCommandContext =
ToBackend(GetDevice()->GetQueue())
->GetScopedPendingCommandContext(QueueBase::SubmitMode::Normal);
DAWN_TRY(ClearInternal(&tmpCommandContext, 1u));
}
}
// Initialize the padding bytes to zero.
if (GetDevice()->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) {
uint32_t paddingBytes = GetAllocatedSize() - GetSize();
if (paddingBytes > 0) {
uint32_t clearSize = paddingBytes;
uint64_t clearOffset = GetSize();
if (commandContext) {
DAWN_TRY(ClearInternal(commandContext, 0, clearOffset, clearSize));
} else {
auto tmpCommandContext =
ToBackend(GetDevice()->GetQueue())
->GetScopedPendingCommandContext(QueueBase::SubmitMode::Normal);
DAWN_TRY(ClearInternal(&tmpCommandContext, 0, clearOffset, clearSize));
}
}
}
}
return {};
}
MaybeError Buffer::InitializeInternal() {
bool needsConstantBuffer = GetUsage() & wgpu::BufferUsage::Uniform;
bool onlyNeedsConstantBuffer =
needsConstantBuffer && IsSubset(GetUsage(), kD3D11AllowedUniformBufferUsages);
if (!onlyNeedsConstantBuffer) {
// Create mD3d11NonConstantBuffer
wgpu::BufferUsage nonUniformUsage = GetUsage() & ~wgpu::BufferUsage::Uniform;
D3D11_BUFFER_DESC bufferDescriptor;
bufferDescriptor.ByteWidth = mAllocatedSize;
bufferDescriptor.Usage = D3D11BufferUsage(nonUniformUsage);
bufferDescriptor.BindFlags = D3D11BufferBindFlags(nonUniformUsage);
bufferDescriptor.CPUAccessFlags = D3D11CpuAccessFlags(nonUniformUsage);
bufferDescriptor.MiscFlags = D3D11BufferMiscFlags(nonUniformUsage);
bufferDescriptor.StructureByteStride = 0;
DAWN_TRY(CheckOutOfMemoryHRESULT(
ToBackend(GetDevice())
->GetD3D11Device()
->CreateBuffer(&bufferDescriptor, nullptr, &mD3d11NonConstantBuffer),
"ID3D11Device::CreateBuffer"));
}
if (needsConstantBuffer) {
// Create mD3d11ConstantBuffer
D3D11_BUFFER_DESC bufferDescriptor;
bufferDescriptor.ByteWidth = mAllocatedSize;
bufferDescriptor.Usage = D3D11_USAGE_DEFAULT;
bufferDescriptor.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufferDescriptor.CPUAccessFlags = 0;
bufferDescriptor.MiscFlags = 0;
bufferDescriptor.StructureByteStride = 0;
DAWN_TRY(CheckOutOfMemoryHRESULT(
ToBackend(GetDevice())
->GetD3D11Device()
->CreateBuffer(&bufferDescriptor, nullptr, &mD3d11ConstantBuffer),
"ID3D11Device::CreateBuffer"));
}
DAWN_ASSERT(mD3d11NonConstantBuffer || mD3d11ConstantBuffer);
return {};
}
Buffer::~Buffer() = default;
bool Buffer::IsCPUWritableAtCreation() const {
return IsMappable(GetUsage());
}
MaybeError Buffer::MapInternal(const ScopedCommandRecordingContext* commandContext) {
DAWN_ASSERT(IsMappable(GetUsage()));
DAWN_ASSERT(!mMappedData);
// Always map buffer with D3D11_MAP_READ_WRITE even for mapping wgpu::MapMode:Read, because we
// need write permission to initialize the buffer.
// TODO(dawn:1705): investigate the performance impact of mapping with D3D11_MAP_READ_WRITE.
D3D11_MAPPED_SUBRESOURCE mappedResource;
DAWN_TRY(CheckHRESULT(commandContext->Map(mD3d11NonConstantBuffer.Get(),
/*Subresource=*/0, D3D11_MAP_READ_WRITE,
/*MapFlags=*/0, &mappedResource),
"ID3D11DeviceContext::Map"));
mMappedData = reinterpret_cast<uint8_t*>(mappedResource.pData);
return {};
}
void Buffer::UnmapInternal(const ScopedCommandRecordingContext* commandContext) {
DAWN_ASSERT(mMappedData);
commandContext->Unmap(mD3d11NonConstantBuffer.Get(),
/*Subresource=*/0);
mMappedData = nullptr;
}
MaybeError Buffer::MapAtCreationImpl() {
DAWN_ASSERT(IsMappable(GetUsage()));
auto commandContext = ToBackend(GetDevice()->GetQueue())
->GetScopedPendingCommandContext(QueueBase::SubmitMode::Normal);
return MapInternal(&commandContext);
}
MaybeError Buffer::MapAsyncImpl(wgpu::MapMode mode, size_t offset, size_t size) {
DAWN_ASSERT(mD3d11NonConstantBuffer || GetUploadData());
mMapReadySerial = mLastUsageSerial;
const ExecutionSerial completedSerial = GetDevice()->GetQueue()->GetCompletedCommandSerial();
// We may run into map stall in case that the buffer is still being used by previous submitted
// commands. To avoid that, instead we ask Queue to do the map later when mLastUsageSerial has
// passed.
if (mMapReadySerial > completedSerial) {
ToBackend(GetDevice()->GetQueue())->TrackPendingMapBuffer({this}, mMapReadySerial);
} else {
auto commandContext = ToBackend(GetDevice()->GetQueue())
->GetScopedPendingCommandContext(QueueBase::SubmitMode::Normal);
DAWN_TRY(FinalizeMap(&commandContext, completedSerial));
}
return {};
}
MaybeError Buffer::FinalizeMap(ScopedCommandRecordingContext* commandContext,
ExecutionSerial completedSerial) {
// Needn't map the buffer if this is for a previous mapAsync that was cancelled.
if (completedSerial >= mMapReadySerial) {
// TODO(dawn:1705): make sure the map call is not blocked by the GPU operations.
DAWN_TRY(MapInternal(commandContext));
DAWN_TRY(EnsureDataInitialized(commandContext));
}
return {};
}
void Buffer::UnmapImpl() {
DAWN_ASSERT(mD3d11NonConstantBuffer || GetUploadData());
mMapReadySerial = kMaxExecutionSerial;
if (mMappedData) {
auto commandContext = ToBackend(GetDevice()->GetQueue())
->GetScopedPendingCommandContext(QueueBase::SubmitMode::Normal);
UnmapInternal(&commandContext);
}
}
void* Buffer::GetMappedPointer() {
// The frontend asks that the pointer returned is from the start of the resource
// irrespective of the offset passed in MapAsyncImpl, which is what mMappedData is.
return mMappedData;
}
void Buffer::DestroyImpl() {
// TODO(crbug.com/dawn/831): DestroyImpl is called from two places.
// - It may be called if the buffer is explicitly destroyed with APIDestroy.
// This case is NOT thread-safe and needs proper synchronization with other
// simultaneous uses of the buffer.
// - It may be called when the last ref to the buffer is dropped and the buffer
// is implicitly destroyed. This case is thread-safe because there are no
// other threads using the buffer since there are no other live refs.
BufferBase::DestroyImpl();
if (mMappedData) {
UnmapImpl();
}
mD3d11ConstantBuffer = nullptr;
mD3d11NonConstantBuffer = nullptr;
}
void Buffer::SetLabelImpl() {
SetDebugName(ToBackend(GetDevice()), mD3d11NonConstantBuffer.Get(), "Dawn_Buffer", GetLabel());
SetDebugName(ToBackend(GetDevice()), mD3d11ConstantBuffer.Get(), "Dawn_ConstantBuffer",
GetLabel());
}
MaybeError Buffer::EnsureDataInitialized(const ScopedCommandRecordingContext* commandContext) {
if (!NeedsInitialization()) {
return {};
}
DAWN_TRY(InitializeToZero(commandContext));
return {};
}
MaybeError Buffer::EnsureDataInitializedAsDestination(
const ScopedCommandRecordingContext* commandContext,
uint64_t offset,
uint64_t size) {
if (!NeedsInitialization()) {
return {};
}
if (IsFullBufferRange(offset, size)) {
SetInitialized(true);
return {};
}
DAWN_TRY(InitializeToZero(commandContext));
return {};
}
MaybeError Buffer::EnsureDataInitializedAsDestination(
const ScopedCommandRecordingContext* commandContext,
const CopyTextureToBufferCmd* copy) {
if (!NeedsInitialization()) {
return {};
}
if (IsFullBufferOverwrittenInTextureToBufferCopy(copy)) {
SetInitialized(true);
} else {
DAWN_TRY(InitializeToZero(commandContext));
}
return {};
}
MaybeError Buffer::InitializeToZero(const ScopedCommandRecordingContext* commandContext) {
DAWN_ASSERT(NeedsInitialization());
DAWN_TRY(ClearInternal(commandContext, uint8_t(0u)));
SetInitialized(true);
GetDevice()->IncrementLazyClearCountForTesting();
return {};
}
void Buffer::MarkMutated() {
mConstantBufferIsUpdated = false;
}
void Buffer::EnsureConstantBufferIsUpdated(const ScopedCommandRecordingContext* commandContext) {
if (mConstantBufferIsUpdated) {
return;
}
DAWN_ASSERT(mD3d11NonConstantBuffer);
DAWN_ASSERT(mD3d11ConstantBuffer);
commandContext->CopyResource(mD3d11ConstantBuffer.Get(), mD3d11NonConstantBuffer.Get());
mConstantBufferIsUpdated = true;
}
ResultOrError<ComPtr<ID3D11ShaderResourceView>> Buffer::CreateD3D11ShaderResourceView(
uint64_t offset,
uint64_t size) const {
DAWN_ASSERT(IsAligned(offset, 4u));
DAWN_ASSERT(IsAligned(size, 4u));
UINT firstElement = static_cast<UINT>(offset / 4);
UINT numElements = static_cast<UINT>(size / 4);
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = DXGI_FORMAT_R32_TYPELESS;
desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
desc.BufferEx.FirstElement = firstElement;
desc.BufferEx.NumElements = numElements;
desc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
ComPtr<ID3D11ShaderResourceView> srv;
DAWN_TRY(
CheckHRESULT(ToBackend(GetDevice())
->GetD3D11Device()
->CreateShaderResourceView(mD3d11NonConstantBuffer.Get(), &desc, &srv),
"ShaderResourceView creation"));
return srv;
}
ResultOrError<ComPtr<ID3D11UnorderedAccessView1>> Buffer::CreateD3D11UnorderedAccessView1(
uint64_t offset,
uint64_t size) const {
DAWN_ASSERT(IsAligned(offset, 4u));
DAWN_ASSERT(IsAligned(size, 4u));
UINT firstElement = static_cast<UINT>(offset / 4);
UINT numElements = static_cast<UINT>(size / 4);
D3D11_UNORDERED_ACCESS_VIEW_DESC1 desc;
desc.Format = DXGI_FORMAT_R32_TYPELESS;
desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
desc.Buffer.FirstElement = firstElement;
desc.Buffer.NumElements = numElements;
desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
ComPtr<ID3D11UnorderedAccessView1> uav;
DAWN_TRY(
CheckHRESULT(ToBackend(GetDevice())
->GetD3D11Device5()
->CreateUnorderedAccessView1(mD3d11NonConstantBuffer.Get(), &desc, &uav),
"UnorderedAccessView creation"));
return uav;
}
MaybeError Buffer::Clear(const ScopedCommandRecordingContext* commandContext,
uint8_t clearValue,
uint64_t offset,
uint64_t size) {
DAWN_ASSERT(!mMappedData);
if (size == 0) {
return {};
}
// Map the buffer if it is possible, so EnsureDataInitializedAsDestination() and ClearInternal()
// can write the mapped memory directly.
ScopedMap scopedMap;
DAWN_TRY_ASSIGN(scopedMap, ScopedMap::Create(commandContext, this));
// For non-staging buffers, we can use UpdateSubresource to write the data.
DAWN_TRY(EnsureDataInitializedAsDestination(commandContext, offset, size));
return ClearInternal(commandContext, clearValue, offset, size);
}
MaybeError Buffer::ClearInternal(const ScopedCommandRecordingContext* commandContext,
uint8_t clearValue,
uint64_t offset,
uint64_t size) {
if (size <= 0) {
DAWN_ASSERT(offset == 0);
size = GetAllocatedSize();
}
if (mMappedData) {
memset(mMappedData.get() + offset, clearValue, size);
// The WebGPU uniform buffer is not mappable.
DAWN_ASSERT(!mD3d11ConstantBuffer);
return {};
}
// TODO(dawn:1705): use a reusable zero staging buffer to clear the buffer to avoid this CPU to
// GPU copy.
std::vector<uint8_t> clearData(size, clearValue);
return WriteInternal(commandContext, offset, clearData.data(), size);
}
MaybeError Buffer::Write(const ScopedCommandRecordingContext* commandContext,
uint64_t offset,
const void* data,
size_t size) {
DAWN_ASSERT(size != 0);
MarkUsedInPendingCommands();
// Map the buffer if it is possible, so EnsureDataInitializedAsDestination() and WriteInternal()
// can write the mapped memory directly.
ScopedMap scopedMap;
DAWN_TRY_ASSIGN(scopedMap, ScopedMap::Create(commandContext, this));
// For non-staging buffers, we can use UpdateSubresource to write the data.
DAWN_TRY(EnsureDataInitializedAsDestination(commandContext, offset, size));
return WriteInternal(commandContext, offset, data, size);
}
MaybeError Buffer::WriteInternal(const ScopedCommandRecordingContext* commandContext,
uint64_t offset,
const void* data,
size_t size) {
if (size == 0) {
return {};
}
// Map the buffer if it is possible, so WriteInternal() can write the mapped memory directly.
ScopedMap scopedMap;
DAWN_TRY_ASSIGN(scopedMap, ScopedMap::Create(commandContext, this));
if (scopedMap.GetMappedData()) {
memcpy(scopedMap.GetMappedData() + offset, data, size);
// The WebGPU uniform buffer is not mappable.
DAWN_ASSERT(!mD3d11ConstantBuffer);
return {};
}
// UpdateSubresource can only be used to update non-mappable buffers.
DAWN_ASSERT(!IsMappable(GetUsage()));
if (mD3d11NonConstantBuffer) {
D3D11_BOX box;
box.left = static_cast<UINT>(offset);
box.top = 0;
box.front = 0;
box.right = static_cast<UINT>(offset + size);
box.bottom = 1;
box.back = 1;
commandContext->UpdateSubresource1(mD3d11NonConstantBuffer.Get(), /*DstSubresource=*/0,
/*pDstBox=*/&box, data,
/*SrcRowPitch=*/0,
/*SrcDepthPitch=*/0,
/*CopyFlags=*/0);
if (!mD3d11ConstantBuffer) {
return {};
}
// if mConstantBufferIsUpdated is false, the content of mD3d11ConstantBuffer will be
// updated by EnsureConstantBufferIsUpdated() when the constant buffer is about to be used.
if (!mConstantBufferIsUpdated) {
return {};
}
// Copy the modified part of the mD3d11NonConstantBuffer to mD3d11ConstantBuffer.
commandContext->CopySubresourceRegion(
mD3d11ConstantBuffer.Get(), /*DstSubresource=*/0, /*DstX=*/offset,
/*DstY=*/0,
/*DstZ=*/0, mD3d11NonConstantBuffer.Get(), /*SrcSubresource=*/0, /*pSrcBux=*/&box);
return {};
}
DAWN_ASSERT(mD3d11ConstantBuffer);
// For a full size write, UpdateSubresource1(D3D11_COPY_DISCARD) can be used to update
// mD3d11ConstantBuffer.
// WriteInternal() can be called with GetAllocatedSize(). We treat it as a full buffer write as
// well.
if (size >= GetSize() && offset == 0) {
// Offset and size must be aligned with 16 for using UpdateSubresource1() on constant
// buffer.
constexpr size_t kConstantBufferUpdateAlignment = 16;
size_t alignedSize = Align(size, kConstantBufferUpdateAlignment);
DAWN_ASSERT(alignedSize <= GetAllocatedSize());
std::unique_ptr<uint8_t[]> alignedBuffer;
if (size != alignedSize) {
alignedBuffer.reset(new uint8_t[alignedSize]);
std::memcpy(alignedBuffer.get(), data, size);
data = alignedBuffer.get();
}
D3D11_BOX dstBox;
dstBox.left = 0;
dstBox.top = 0;
dstBox.front = 0;
dstBox.right = static_cast<UINT>(alignedSize);
dstBox.bottom = 1;
dstBox.back = 1;
// For full buffer write, D3D11_COPY_DISCARD is used to avoid GPU CPU synchronization.
commandContext->UpdateSubresource1(mD3d11ConstantBuffer.Get(), /*DstSubresource=*/0,
&dstBox, data,
/*SrcRowPitch=*/0,
/*SrcDepthPitch=*/0,
/*CopyFlags=*/D3D11_COPY_DISCARD);
return {};
}
// If the mD3d11NonConstantBuffer is null and copy offset and size are not 16 bytes
// aligned, we have to create a staging buffer for transfer the data to
// mD3d11ConstantBuffer.
Ref<BufferBase> stagingBuffer;
DAWN_TRY_ASSIGN(stagingBuffer, ToBackend(GetDevice())->GetStagingBuffer(commandContext, size));
stagingBuffer->MarkUsedInPendingCommands();
DAWN_TRY(ToBackend(stagingBuffer)->WriteInternal(commandContext, 0, data, size));
DAWN_TRY(Buffer::CopyInternal(commandContext, ToBackend(stagingBuffer.Get()),
/*sourceOffset=*/0,
/*size=*/size, this, offset));
ToBackend(GetDevice())->ReturnStagingBuffer(std::move(stagingBuffer));
return {};
}
// static
MaybeError Buffer::Copy(const ScopedCommandRecordingContext* commandContext,
Buffer* source,
uint64_t sourceOffset,
size_t size,
Buffer* destination,
uint64_t destinationOffset) {
DAWN_ASSERT(size != 0);
DAWN_TRY(source->EnsureDataInitialized(commandContext));
DAWN_TRY(
destination->EnsureDataInitializedAsDestination(commandContext, destinationOffset, size));
return CopyInternal(commandContext, source, sourceOffset, size, destination, destinationOffset);
}
// static
MaybeError Buffer::CopyInternal(const ScopedCommandRecordingContext* commandContext,
Buffer* source,
uint64_t sourceOffset,
size_t size,
Buffer* destination,
uint64_t destinationOffset) {
// Upload buffers shouldn't be copied to.
DAWN_ASSERT(!destination->GetUploadData());
// Use UpdateSubresource1() if the source is an upload buffer.
if (source->GetUploadData()) {
DAWN_TRY(destination->WriteInternal(commandContext, destinationOffset,
source->GetUploadData() + sourceOffset, size));
return {};
}
D3D11_BOX srcBox;
srcBox.left = static_cast<UINT>(sourceOffset);
srcBox.top = 0;
srcBox.front = 0;
srcBox.right = static_cast<UINT>(sourceOffset + size);
srcBox.bottom = 1;
srcBox.back = 1;
ID3D11Buffer* d3d11SourceBuffer = source->mD3d11NonConstantBuffer
? source->mD3d11NonConstantBuffer.Get()
: source->mD3d11ConstantBuffer.Get();
DAWN_ASSERT(d3d11SourceBuffer);
if (destination->mD3d11NonConstantBuffer) {
commandContext->CopySubresourceRegion(
destination->mD3d11NonConstantBuffer.Get(), /*DstSubresource=*/0,
/*DstX=*/destinationOffset,
/*DstY=*/0,
/*DstZ=*/0, d3d11SourceBuffer, /*SrcSubresource=*/0, &srcBox);
}
// if mConstantBufferIsUpdated is false, the content of mD3d11ConstantBuffer will be
// updated by EnsureConstantBufferIsUpdated() when the constant buffer is about to be used.
if (!destination->mConstantBufferIsUpdated) {
return {};
}
if (destination->mD3d11ConstantBuffer) {
commandContext->CopySubresourceRegion(
destination->mD3d11ConstantBuffer.Get(), /*DstSubresource=*/0,
/*DstX=*/destinationOffset,
/*DstY=*/0,
/*DstZ=*/0, d3d11SourceBuffer, /*SrcSubresource=*/0, &srcBox);
}
return {};
}
uint8_t* Buffer::GetUploadData() {
return nullptr;
}
ResultOrError<Buffer::ScopedMap> Buffer::ScopedMap::Create(
const ScopedCommandRecordingContext* commandContext,
Buffer* buffer) {
if (!IsMappable(buffer->GetUsage())) {
return ScopedMap();
}
if (buffer->mMappedData) {
return ScopedMap(commandContext, buffer, /*needsUnmap=*/false);
}
DAWN_TRY(buffer->MapInternal(commandContext));
return ScopedMap(commandContext, buffer, /*needsUnmap=*/true);
}
Buffer::ScopedMap::ScopedMap() = default;
Buffer::ScopedMap::ScopedMap(const ScopedCommandRecordingContext* commandContext,
Buffer* buffer,
bool needsUnmap)
: mCommandContext(commandContext), mBuffer(buffer), mNeedsUnmap(needsUnmap) {}
Buffer::ScopedMap::~ScopedMap() {
Reset();
}
Buffer::ScopedMap::ScopedMap(Buffer::ScopedMap&& other) {
this->operator=(std::move(other));
}
Buffer::ScopedMap& Buffer::ScopedMap::operator=(Buffer::ScopedMap&& other) {
Reset();
mCommandContext = other.mCommandContext;
mBuffer = other.mBuffer;
mNeedsUnmap = other.mNeedsUnmap;
other.mBuffer = nullptr;
other.mNeedsUnmap = false;
return *this;
}
void Buffer::ScopedMap::Reset() {
if (mNeedsUnmap) {
mBuffer->UnmapInternal(mCommandContext);
}
mCommandContext = nullptr;
mBuffer = nullptr;
mNeedsUnmap = false;
}
uint8_t* Buffer::ScopedMap::GetMappedData() const {
return mBuffer ? mBuffer->mMappedData.get() : nullptr;
}
UploadBuffer::~UploadBuffer() = default;
MaybeError UploadBuffer::InitializeInternal() {
mUploadData = std::unique_ptr<uint8_t[]>(AllocNoThrow<uint8_t>(GetAllocatedSize()));
if (mUploadData == nullptr) {
return DAWN_OUT_OF_MEMORY_ERROR("Failed to allocate memory for buffer uploading.");
}
return {};
}
uint8_t* UploadBuffer::GetUploadData() {
return mUploadData.get();
}
MaybeError UploadBuffer::MapInternal(const ScopedCommandRecordingContext* commandContext) {
mMappedData = mUploadData.get();
return {};
}
void UploadBuffer::UnmapInternal(const ScopedCommandRecordingContext* commandContext) {
mMappedData = nullptr;
}
MaybeError UploadBuffer::ClearInternal(const ScopedCommandRecordingContext* commandContext,
uint8_t clearValue,
uint64_t offset,
uint64_t size) {
if (size == 0) {
DAWN_ASSERT(offset == 0);
size = GetAllocatedSize();
}
memset(mUploadData.get() + offset, clearValue, size);
return {};
}
} // namespace dawn::native::d3d11