1 /*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "d3d12_root_signature.h"
25 #include "d3d12_compiler.h"
26 #include "d3d12_screen.h"
27
28 #include "util/u_memory.h"
29
30 #include <dxguids/dxguids.h>
31
32 #include <wrl/client.h>
33 using Microsoft::WRL::ComPtr;
34
35 struct d3d12_root_signature {
36 struct d3d12_root_signature_key key;
37 ID3D12RootSignature *sig;
38 };
39
40 static D3D12_SHADER_VISIBILITY
get_shader_visibility(enum pipe_shader_type stage)41 get_shader_visibility(enum pipe_shader_type stage)
42 {
43 switch (stage) {
44 case PIPE_SHADER_VERTEX:
45 return D3D12_SHADER_VISIBILITY_VERTEX;
46 case PIPE_SHADER_FRAGMENT:
47 return D3D12_SHADER_VISIBILITY_PIXEL;
48 case PIPE_SHADER_GEOMETRY:
49 return D3D12_SHADER_VISIBILITY_GEOMETRY;
50 case PIPE_SHADER_TESS_CTRL:
51 return D3D12_SHADER_VISIBILITY_HULL;
52 case PIPE_SHADER_TESS_EVAL:
53 return D3D12_SHADER_VISIBILITY_DOMAIN;
54 default:
55 unreachable("unknown shader stage");
56 }
57 }
58
59 static inline void
init_constant_root_param(D3D12_ROOT_PARAMETER1 * param,unsigned reg,unsigned size,D3D12_SHADER_VISIBILITY visibility)60 init_constant_root_param(D3D12_ROOT_PARAMETER1 *param,
61 unsigned reg,
62 unsigned size,
63 D3D12_SHADER_VISIBILITY visibility)
64 {
65 param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
66 param->ShaderVisibility = visibility;
67 param->Constants.RegisterSpace = 0;
68 param->Constants.ShaderRegister = reg;
69 param->Constants.Num32BitValues = size;
70 }
71
72 static inline void
init_range_root_param(D3D12_ROOT_PARAMETER1 * param,D3D12_DESCRIPTOR_RANGE1 * range,D3D12_DESCRIPTOR_RANGE_TYPE type,uint32_t num_descs,D3D12_SHADER_VISIBILITY visibility,uint32_t base_shader_register)73 init_range_root_param(D3D12_ROOT_PARAMETER1 *param,
74 D3D12_DESCRIPTOR_RANGE1 *range,
75 D3D12_DESCRIPTOR_RANGE_TYPE type,
76 uint32_t num_descs,
77 D3D12_SHADER_VISIBILITY visibility,
78 uint32_t base_shader_register)
79 {
80 range->RangeType = type;
81 range->NumDescriptors = num_descs;
82 range->BaseShaderRegister = base_shader_register;
83 range->RegisterSpace = 0;
84 if (type == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER)
85 range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
86 else
87 range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_STATIC_KEEPING_BUFFER_BOUNDS_CHECKS;
88 range->OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
89
90 param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
91 param->DescriptorTable.NumDescriptorRanges = 1;
92 param->DescriptorTable.pDescriptorRanges = range;
93 param->ShaderVisibility = visibility;
94 }
95
96 static ID3D12RootSignature *
create_root_signature(struct d3d12_context * ctx,struct d3d12_root_signature_key * key)97 create_root_signature(struct d3d12_context *ctx, struct d3d12_root_signature_key *key)
98 {
99 struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
100 D3D12_ROOT_PARAMETER1 root_params[D3D12_GFX_SHADER_STAGES * D3D12_NUM_BINDING_TYPES];
101 D3D12_DESCRIPTOR_RANGE1 desc_ranges[D3D12_GFX_SHADER_STAGES * D3D12_NUM_BINDING_TYPES];
102 unsigned num_params = 0;
103
104 for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i) {
105 D3D12_SHADER_VISIBILITY visibility = get_shader_visibility((enum pipe_shader_type)i);
106
107 if (key->stages[i].num_cb_bindings > 0) {
108 assert(num_params < PIPE_SHADER_TYPES * D3D12_NUM_BINDING_TYPES);
109 init_range_root_param(&root_params[num_params],
110 &desc_ranges[num_params],
111 D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
112 key->stages[i].num_cb_bindings,
113 visibility,
114 key->stages[i].has_default_ubo0 ? 0 : 1);
115 num_params++;
116 }
117
118 if (key->stages[i].end_srv_binding > 0) {
119 init_range_root_param(&root_params[num_params],
120 &desc_ranges[num_params],
121 D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
122 key->stages[i].end_srv_binding - key->stages[i].begin_srv_binding,
123 visibility,
124 key->stages[i].begin_srv_binding);
125 num_params++;
126 }
127
128 if (key->stages[i].end_srv_binding > 0) {
129 init_range_root_param(&root_params[num_params],
130 &desc_ranges[num_params],
131 D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
132 key->stages[i].end_srv_binding - key->stages[i].begin_srv_binding,
133 visibility,
134 key->stages[i].begin_srv_binding);
135 num_params++;
136 }
137
138 if (key->stages[i].state_vars_size > 0) {
139 init_constant_root_param(&root_params[num_params],
140 key->stages[i].num_cb_bindings + (key->stages[i].has_default_ubo0 ? 0 : 1),
141 key->stages[i].state_vars_size,
142 visibility);
143 num_params++;
144 }
145 }
146
147 D3D12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc;
148 root_sig_desc.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
149 root_sig_desc.Desc_1_1.NumParameters = num_params;
150 root_sig_desc.Desc_1_1.pParameters = (num_params > 0) ? root_params : NULL;
151 root_sig_desc.Desc_1_1.NumStaticSamplers = 0;
152 root_sig_desc.Desc_1_1.pStaticSamplers = NULL;
153 root_sig_desc.Desc_1_1.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
154
155 /* TODO Only enable this flag when needed (optimization) */
156 root_sig_desc.Desc_1_1.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
157
158 if (key->has_stream_output)
159 root_sig_desc.Desc_1_1.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT;
160
161 ComPtr<ID3DBlob> sig, error;
162 if (FAILED(ctx->D3D12SerializeVersionedRootSignature(&root_sig_desc,
163 &sig, &error))) {
164 debug_printf("D3D12SerializeRootSignature failed\n");
165 return NULL;
166 }
167
168 ID3D12RootSignature *ret;
169 if (FAILED(screen->dev->CreateRootSignature(0,
170 sig->GetBufferPointer(),
171 sig->GetBufferSize(),
172 IID_PPV_ARGS(&ret)))) {
173 debug_printf("CreateRootSignature failed\n");
174 return NULL;
175 }
176 return ret;
177 }
178
179 static void
fill_key(struct d3d12_context * ctx,struct d3d12_root_signature_key * key)180 fill_key(struct d3d12_context *ctx, struct d3d12_root_signature_key *key)
181 {
182 memset(key, 0, sizeof(struct d3d12_root_signature_key));
183
184 for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i) {
185 struct d3d12_shader *shader = ctx->gfx_pipeline_state.stages[i];
186
187 if (shader) {
188 key->stages[i].num_cb_bindings = shader->num_cb_bindings;
189 key->stages[i].end_srv_binding = shader->end_srv_binding;
190 key->stages[i].begin_srv_binding = shader->begin_srv_binding;
191 key->stages[i].state_vars_size = shader->state_vars_size;
192 key->stages[i].has_default_ubo0 = shader->has_default_ubo0;
193
194 if (ctx->gfx_stages[i]->so_info.num_outputs > 0)
195 key->has_stream_output = true;
196 }
197 }
198 }
199
200 ID3D12RootSignature *
d3d12_get_root_signature(struct d3d12_context * ctx)201 d3d12_get_root_signature(struct d3d12_context *ctx)
202 {
203 struct d3d12_root_signature_key key;
204
205 fill_key(ctx, &key);
206 struct hash_entry *entry = _mesa_hash_table_search(ctx->root_signature_cache, &key);
207 if (!entry) {
208 struct d3d12_root_signature *data =
209 (struct d3d12_root_signature *)MALLOC(sizeof(struct d3d12_root_signature));
210 if (!data)
211 return NULL;
212
213 data->key = key;
214 data->sig = create_root_signature(ctx, &key);
215 if (!data->sig) {
216 FREE(data);
217 return NULL;
218 }
219
220 entry = _mesa_hash_table_insert(ctx->root_signature_cache, &data->key, data);
221 assert(entry);
222 }
223
224 return ((struct d3d12_root_signature *)entry->data)->sig;
225 }
226
227 static uint32_t
hash_root_signature_key(const void * key)228 hash_root_signature_key(const void *key)
229 {
230 return _mesa_hash_data(key, sizeof(struct d3d12_root_signature_key));
231 }
232
233 static bool
equals_root_signature_key(const void * a,const void * b)234 equals_root_signature_key(const void *a, const void *b)
235 {
236 return memcmp(a, b, sizeof(struct d3d12_root_signature_key)) == 0;
237 }
238
239 void
d3d12_root_signature_cache_init(struct d3d12_context * ctx)240 d3d12_root_signature_cache_init(struct d3d12_context *ctx)
241 {
242 ctx->root_signature_cache = _mesa_hash_table_create(NULL,
243 hash_root_signature_key,
244 equals_root_signature_key);
245 }
246
247 static void
delete_entry(struct hash_entry * entry)248 delete_entry(struct hash_entry *entry)
249 {
250 struct d3d12_root_signature *data = (struct d3d12_root_signature *)entry->data;
251 data->sig->Release();
252 FREE(data);
253 }
254
255 void
d3d12_root_signature_cache_destroy(struct d3d12_context * ctx)256 d3d12_root_signature_cache_destroy(struct d3d12_context *ctx)
257 {
258 _mesa_hash_table_destroy(ctx->root_signature_cache, delete_entry);
259 }
260