1 // Copyright 2017 The Dawn Authors 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 #ifndef DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_ 16 #define DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_ 17 18 #include "dawn_native/BindGroupLayout.h" 19 20 #include "common/SlabAllocator.h" 21 #include "common/ityp_stack_vec.h" 22 #include "dawn_native/d3d12/d3d12_platform.h" 23 24 namespace dawn_native { namespace d3d12 { 25 26 class BindGroup; 27 class CPUDescriptorHeapAllocation; 28 class Device; 29 class StagingDescriptorAllocator; 30 31 // A purposefully invalid register space. 32 // 33 // We use the bind group index as the register space, but don't know the bind group index until 34 // pipeline layout creation time. This value should be replaced in PipelineLayoutD3D12. 35 static constexpr uint32_t kRegisterSpacePlaceholder = 36 D3D12_DRIVER_RESERVED_REGISTER_SPACE_VALUES_START; 37 38 class BindGroupLayout final : public BindGroupLayoutBase { 39 public: 40 static Ref<BindGroupLayout> Create(Device* device, 41 const BindGroupLayoutDescriptor* descriptor, 42 PipelineCompatibilityToken pipelineCompatibilityToken); 43 44 ResultOrError<Ref<BindGroup>> AllocateBindGroup(Device* device, 45 const BindGroupDescriptor* descriptor); 46 void DeallocateBindGroup(BindGroup* bindGroup, CPUDescriptorHeapAllocation* viewAllocation); 47 48 // The offset (in descriptor count) into the corresponding descriptor heap. Not valid for 49 // dynamic binding indexes. 50 ityp::span<BindingIndex, const uint32_t> GetDescriptorHeapOffsets() const; 51 52 // The D3D shader register that the Dawn binding index is mapped to by this bind group 53 // layout. 54 uint32_t GetShaderRegister(BindingIndex bindingIndex) const; 55 56 // Counts of descriptors in the descriptor tables. 57 uint32_t GetCbvUavSrvDescriptorCount() const; 58 uint32_t GetSamplerDescriptorCount() const; 59 60 const std::vector<D3D12_DESCRIPTOR_RANGE>& GetCbvUavSrvDescriptorRanges() const; 61 const std::vector<D3D12_DESCRIPTOR_RANGE>& GetSamplerDescriptorRanges() const; 62 63 private: 64 BindGroupLayout(Device* device, 65 const BindGroupLayoutDescriptor* descriptor, 66 PipelineCompatibilityToken pipelineCompatibilityToken); 67 ~BindGroupLayout() override = default; 68 69 // Contains the offset into the descriptor heap for the given resource view. Samplers and 70 // non-samplers are stored in separate descriptor heaps, so the offsets should be unique 71 // within each group and tightly packed. 72 // 73 // Dynamic resources are not used here since their descriptors are placed directly in root 74 // parameters. 75 ityp::stack_vec<BindingIndex, uint32_t, kMaxOptimalBindingsPerGroup> mDescriptorHeapOffsets; 76 77 // Contains the shader register this binding is mapped to. 78 ityp::stack_vec<BindingIndex, uint32_t, kMaxOptimalBindingsPerGroup> mShaderRegisters; 79 80 uint32_t mCbvUavSrvDescriptorCount; 81 uint32_t mSamplerDescriptorCount; 82 83 std::vector<D3D12_DESCRIPTOR_RANGE> mCbvUavSrvDescriptorRanges; 84 std::vector<D3D12_DESCRIPTOR_RANGE> mSamplerDescriptorRanges; 85 86 SlabAllocator<BindGroup> mBindGroupAllocator; 87 88 StagingDescriptorAllocator* mSamplerAllocator = nullptr; 89 StagingDescriptorAllocator* mViewAllocator = nullptr; 90 }; 91 92 }} // namespace dawn_native::d3d12 93 94 #endif // DAWNNATIVE_D3D12_BINDGROUPLAYOUTD3D12_H_ 95