// Copyright 2017 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_ #define DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_ #include "dawn_native/BindGroupLayout.h" #include "common/SlabAllocator.h" #include "common/ityp_stack_vec.h" #include "dawn_native/d3d12/d3d12_platform.h" namespace dawn_native { namespace d3d12 { class BindGroup; class CPUDescriptorHeapAllocation; class Device; class StagingDescriptorAllocator; // A purposefully invalid register space. // // We use the bind group index as the register space, but don't know the bind group index until // pipeline layout creation time. This value should be replaced in PipelineLayoutD3D12. static constexpr uint32_t kRegisterSpacePlaceholder = D3D12_DRIVER_RESERVED_REGISTER_SPACE_VALUES_START; class BindGroupLayout final : public BindGroupLayoutBase { public: static Ref Create(Device* device, const BindGroupLayoutDescriptor* descriptor, PipelineCompatibilityToken pipelineCompatibilityToken); ResultOrError> AllocateBindGroup(Device* device, const BindGroupDescriptor* descriptor); void DeallocateBindGroup(BindGroup* bindGroup, CPUDescriptorHeapAllocation* viewAllocation); // The offset (in descriptor count) into the corresponding descriptor heap. Not valid for // dynamic binding indexes. ityp::span GetDescriptorHeapOffsets() const; // The D3D shader register that the Dawn binding index is mapped to by this bind group // layout. uint32_t GetShaderRegister(BindingIndex bindingIndex) const; // Counts of descriptors in the descriptor tables. uint32_t GetCbvUavSrvDescriptorCount() const; uint32_t GetSamplerDescriptorCount() const; const std::vector& GetCbvUavSrvDescriptorRanges() const; const std::vector& GetSamplerDescriptorRanges() const; private: BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor, PipelineCompatibilityToken pipelineCompatibilityToken); ~BindGroupLayout() override = default; // Contains the offset into the descriptor heap for the given resource view. Samplers and // non-samplers are stored in separate descriptor heaps, so the offsets should be unique // within each group and tightly packed. // // Dynamic resources are not used here since their descriptors are placed directly in root // parameters. ityp::stack_vec mDescriptorHeapOffsets; // Contains the shader register this binding is mapped to. ityp::stack_vec mShaderRegisters; uint32_t mCbvUavSrvDescriptorCount; uint32_t mSamplerDescriptorCount; std::vector mCbvUavSrvDescriptorRanges; std::vector mSamplerDescriptorRanges; SlabAllocator mBindGroupAllocator; StagingDescriptorAllocator* mSamplerAllocator = nullptr; StagingDescriptorAllocator* mViewAllocator = nullptr; }; }} // namespace dawn_native::d3d12 #endif // DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_