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 case PIPE_SHADER_COMPUTE:
55 return D3D12_SHADER_VISIBILITY_ALL;
56 default:
57 unreachable("unknown shader stage");
58 }
59 }
60
61 static inline void
init_constant_root_param(D3D12_ROOT_PARAMETER1 * param,unsigned reg,unsigned size,D3D12_SHADER_VISIBILITY visibility)62 init_constant_root_param(D3D12_ROOT_PARAMETER1 *param,
63 unsigned reg,
64 unsigned size,
65 D3D12_SHADER_VISIBILITY visibility)
66 {
67 param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
68 param->ShaderVisibility = visibility;
69 param->Constants.RegisterSpace = 0;
70 param->Constants.ShaderRegister = reg;
71 param->Constants.Num32BitValues = size;
72 }
73
74 static inline void
init_range(D3D12_DESCRIPTOR_RANGE1 * range,D3D12_DESCRIPTOR_RANGE_TYPE type,uint32_t num_descs,uint32_t base_shader_register,uint32_t register_space,uint32_t offset_from_start)75 init_range(D3D12_DESCRIPTOR_RANGE1 *range,
76 D3D12_DESCRIPTOR_RANGE_TYPE type,
77 uint32_t num_descs,
78 uint32_t base_shader_register,
79 uint32_t register_space,
80 uint32_t offset_from_start)
81 {
82 range->RangeType = type;
83 range->NumDescriptors = num_descs;
84 range->BaseShaderRegister = base_shader_register;
85 range->RegisterSpace = register_space;
86 if (type == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER ||
87 type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV)
88 range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
89 else
90 range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_STATIC_KEEPING_BUFFER_BOUNDS_CHECKS;
91 range->OffsetInDescriptorsFromTableStart = offset_from_start;
92 }
93
94 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,uint32_t register_space)95 init_range_root_param(D3D12_ROOT_PARAMETER1 *param,
96 D3D12_DESCRIPTOR_RANGE1 *range,
97 D3D12_DESCRIPTOR_RANGE_TYPE type,
98 uint32_t num_descs,
99 D3D12_SHADER_VISIBILITY visibility,
100 uint32_t base_shader_register,
101 uint32_t register_space)
102 {
103 init_range(range, type, num_descs, base_shader_register, register_space, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND);
104 param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
105 param->DescriptorTable.NumDescriptorRanges = 1;
106 param->DescriptorTable.pDescriptorRanges = range;
107 param->ShaderVisibility = visibility;
108 }
109
110 static ID3D12RootSignature *
create_root_signature(struct d3d12_context * ctx,struct d3d12_root_signature_key * key)111 create_root_signature(struct d3d12_context *ctx, struct d3d12_root_signature_key *key)
112 {
113 struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
114 D3D12_ROOT_PARAMETER1 root_params[D3D12_GFX_SHADER_STAGES * D3D12_NUM_BINDING_TYPES];
115 D3D12_DESCRIPTOR_RANGE1 desc_ranges[D3D12_GFX_SHADER_STAGES * (D3D12_NUM_BINDING_TYPES + 1)];
116 unsigned num_params = 0;
117 unsigned num_ranges = 0;
118
119 unsigned count = key->compute ? 1 : D3D12_GFX_SHADER_STAGES;
120 for (unsigned i = 0; i < count; ++i) {
121 unsigned stage = key->compute ? PIPE_SHADER_COMPUTE : i;
122 D3D12_SHADER_VISIBILITY visibility = get_shader_visibility((enum pipe_shader_type)stage);
123
124 if (key->stages[i].num_cb_bindings > 0) {
125 init_range_root_param(&root_params[num_params++],
126 &desc_ranges[num_ranges++],
127 D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
128 key->stages[i].num_cb_bindings,
129 visibility,
130 key->stages[i].has_default_ubo0 ? 0 : 1,
131 0);
132 }
133
134 if (key->stages[i].end_srv_binding > 0) {
135 init_range_root_param(&root_params[num_params++],
136 &desc_ranges[num_ranges++],
137 D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
138 key->stages[i].end_srv_binding - key->stages[i].begin_srv_binding,
139 visibility,
140 key->stages[i].begin_srv_binding,
141 0);
142
143 init_range_root_param(&root_params[num_params++],
144 &desc_ranges[num_ranges++],
145 D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
146 key->stages[i].end_srv_binding - key->stages[i].begin_srv_binding,
147 visibility,
148 key->stages[i].begin_srv_binding,
149 0);
150 }
151
152 if (key->stages[i].num_ssbos > 0) {
153 init_range_root_param(&root_params[num_params],
154 &desc_ranges[num_ranges++],
155 D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
156 key->stages[i].num_ssbos,
157 visibility,
158 0,
159 0);
160
161 /* To work around a WARP bug, bind these descriptors a second time in descriptor
162 * space 2. Space 0 will be used for static indexing, while space 2 will be used
163 * for dynamic indexing. Space 0 will be individual SSBOs in the DXIL shader, while
164 * space 2 will be a single array.
165 */
166 root_params[num_params++].DescriptorTable.NumDescriptorRanges++;
167 init_range(&desc_ranges[num_ranges++],
168 D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
169 key->stages[i].num_ssbos,
170 0,
171 2,
172 0);
173 }
174
175 if (key->stages[i].num_images > 0) {
176 init_range_root_param(&root_params[num_params++],
177 &desc_ranges[num_ranges++],
178 D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
179 key->stages[i].num_images,
180 visibility,
181 0,
182 1);
183 }
184
185 if (key->stages[i].state_vars_size > 0) {
186 init_constant_root_param(&root_params[num_params++],
187 key->stages[i].num_cb_bindings + (key->stages[i].has_default_ubo0 ? 0 : 1),
188 key->stages[i].state_vars_size,
189 visibility);
190 }
191 assert(num_params < PIPE_SHADER_TYPES * D3D12_NUM_BINDING_TYPES);
192 assert(num_ranges < PIPE_SHADER_TYPES * (D3D12_NUM_BINDING_TYPES + 1));
193 }
194
195 D3D12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc;
196 root_sig_desc.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
197 root_sig_desc.Desc_1_1.NumParameters = num_params;
198 root_sig_desc.Desc_1_1.pParameters = (num_params > 0) ? root_params : NULL;
199 root_sig_desc.Desc_1_1.NumStaticSamplers = 0;
200 root_sig_desc.Desc_1_1.pStaticSamplers = NULL;
201 root_sig_desc.Desc_1_1.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
202
203 /* TODO Only enable this flag when needed (optimization) */
204 if (!key->compute)
205 root_sig_desc.Desc_1_1.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
206
207 if (key->has_stream_output)
208 root_sig_desc.Desc_1_1.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT;
209
210 ComPtr<ID3DBlob> sig, error;
211 if (FAILED(ctx->D3D12SerializeVersionedRootSignature(&root_sig_desc,
212 &sig, &error))) {
213 debug_printf("D3D12SerializeRootSignature failed\n");
214 return NULL;
215 }
216
217 ID3D12RootSignature *ret;
218 if (FAILED(screen->dev->CreateRootSignature(0,
219 sig->GetBufferPointer(),
220 sig->GetBufferSize(),
221 IID_PPV_ARGS(&ret)))) {
222 debug_printf("CreateRootSignature failed\n");
223 return NULL;
224 }
225 return ret;
226 }
227
228 static void
fill_key(struct d3d12_context * ctx,struct d3d12_root_signature_key * key,bool compute)229 fill_key(struct d3d12_context *ctx, struct d3d12_root_signature_key *key, bool compute)
230 {
231 memset(key, 0, sizeof(struct d3d12_root_signature_key));
232
233 key->compute = compute;
234 unsigned count = compute ? 1 : D3D12_GFX_SHADER_STAGES;
235 for (unsigned i = 0; i < count; ++i) {
236 struct d3d12_shader *shader = compute ?
237 ctx->compute_pipeline_state.stage :
238 ctx->gfx_pipeline_state.stages[i];
239
240 if (shader) {
241 key->stages[i].num_cb_bindings = shader->num_cb_bindings;
242 key->stages[i].end_srv_binding = shader->end_srv_binding;
243 key->stages[i].begin_srv_binding = shader->begin_srv_binding;
244 key->stages[i].state_vars_size = shader->state_vars_size;
245 key->stages[i].has_default_ubo0 = shader->has_default_ubo0;
246 key->stages[i].num_ssbos = shader->nir->info.num_ssbos;
247 key->stages[i].num_images = shader->nir->info.num_images;
248
249 if (!compute && ctx->gfx_stages[i]->so_info.num_outputs > 0)
250 key->has_stream_output = true;
251 }
252 }
253 }
254
255 ID3D12RootSignature *
d3d12_get_root_signature(struct d3d12_context * ctx,bool compute)256 d3d12_get_root_signature(struct d3d12_context *ctx, bool compute)
257 {
258 struct d3d12_root_signature_key key;
259
260 fill_key(ctx, &key, compute);
261 struct hash_entry *entry = _mesa_hash_table_search(ctx->root_signature_cache, &key);
262 if (!entry) {
263 struct d3d12_root_signature *data =
264 (struct d3d12_root_signature *)MALLOC(sizeof(struct d3d12_root_signature));
265 if (!data)
266 return NULL;
267
268 data->key = key;
269 data->sig = create_root_signature(ctx, &key);
270 if (!data->sig) {
271 FREE(data);
272 return NULL;
273 }
274
275 entry = _mesa_hash_table_insert(ctx->root_signature_cache, &data->key, data);
276 assert(entry);
277 }
278
279 return ((struct d3d12_root_signature *)entry->data)->sig;
280 }
281
282 static uint32_t
hash_root_signature_key(const void * key)283 hash_root_signature_key(const void *key)
284 {
285 return _mesa_hash_data(key, sizeof(struct d3d12_root_signature_key));
286 }
287
288 static bool
equals_root_signature_key(const void * a,const void * b)289 equals_root_signature_key(const void *a, const void *b)
290 {
291 return memcmp(a, b, sizeof(struct d3d12_root_signature_key)) == 0;
292 }
293
294 void
d3d12_root_signature_cache_init(struct d3d12_context * ctx)295 d3d12_root_signature_cache_init(struct d3d12_context *ctx)
296 {
297 ctx->root_signature_cache = _mesa_hash_table_create(NULL,
298 hash_root_signature_key,
299 equals_root_signature_key);
300 }
301
302 static void
delete_entry(struct hash_entry * entry)303 delete_entry(struct hash_entry *entry)
304 {
305 struct d3d12_root_signature *data = (struct d3d12_root_signature *)entry->data;
306 data->sig->Release();
307 FREE(data);
308 }
309
310 void
d3d12_root_signature_cache_destroy(struct d3d12_context * ctx)311 d3d12_root_signature_cache_destroy(struct d3d12_context *ctx)
312 {
313 _mesa_hash_table_destroy(ctx->root_signature_cache, delete_entry);
314 }
315