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1 /*
2  * Copyright 2020 Google LLC
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "src/gpu/d3d/GrD3DRootSignature.h"
9 
10 #include "src/gpu/GrSPIRVUniformHandler.h"
11 #include "src/gpu/d3d/GrD3DGpu.h"
12 
Make(GrD3DGpu * gpu,int numTextureSamplers,int numUAVs)13 sk_sp<GrD3DRootSignature> GrD3DRootSignature::Make(GrD3DGpu* gpu, int numTextureSamplers,
14                                                    int numUAVs) {
15     // Just allocate enough space for 3 in case we need it.
16     D3D12_ROOT_PARAMETER parameters[3];
17 
18     // The first will always be our uniforms
19     parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
20     parameters[0].Descriptor.ShaderRegister = 0;
21     parameters[0].Descriptor.RegisterSpace = GrSPIRVUniformHandler::kUniformDescriptorSet;
22     parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
23     int parameterCount = 1;
24 
25     int numShaderViews = numTextureSamplers + numUAVs;
26     SkAutoTArray<D3D12_DESCRIPTOR_RANGE> samplerRanges(numTextureSamplers);
27     SkAutoTArray<D3D12_DESCRIPTOR_RANGE> shaderViewRanges(numShaderViews);
28     if (numTextureSamplers) {
29         // Now handle the textures and samplers. We need a range for each sampler because of the
30         // interaction between how we set bindings and spirv-cross. Each binding value is used for
31         // the register value in the HLSL shader. So setting a binding of i for a texture will give
32         // it register t[i] in HLSL. We set the bindings of textures and samplers in pairs with the
33         // sampler at i and the corresponding texture at i+1. Thus no textures or samplers will have
34         // a contiguous range of HLSL registers so we must define a different range for each.
35         for (int i = 0; i < numTextureSamplers; ++i) {
36             samplerRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
37             samplerRanges[i].NumDescriptors = 1;
38             samplerRanges[i].BaseShaderRegister = 2 * i;
39             // Spirv-Cross uses the descriptor set as the space in HLSL
40             samplerRanges[i].RegisterSpace = GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
41             // In the descriptor table the descriptors will all be contiguous.
42             samplerRanges[i].OffsetInDescriptorsFromTableStart =
43                     D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
44 
45             shaderViewRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
46             shaderViewRanges[i].NumDescriptors = 1;
47             shaderViewRanges[i].BaseShaderRegister = 2 * i + 1;
48             // Spirv-Cross uses the descriptor set as the space in HLSL
49             shaderViewRanges[i].RegisterSpace = GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
50             // In the descriptor table the descriptors will all be contiguous.
51             shaderViewRanges[i].OffsetInDescriptorsFromTableStart =
52                     D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
53         }
54     }
55     if (numUAVs) {
56         shaderViewRanges[numTextureSamplers].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
57         shaderViewRanges[numTextureSamplers].NumDescriptors = numUAVs;
58         // The assigned register range for the texture SRVs and samplers is from 0 to
59         // 2*(numTextureSamplers-1) + 1, so we start with the next register, 2*numTextureSamplers
60         shaderViewRanges[numTextureSamplers].BaseShaderRegister = 2 * numTextureSamplers;
61         // We share texture descriptor set
62         shaderViewRanges[numTextureSamplers].RegisterSpace =
63                 GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
64         // In the descriptor table the descriptors will all be contiguous.
65         shaderViewRanges[numTextureSamplers].OffsetInDescriptorsFromTableStart =
66                 D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
67     }
68 
69     if (numShaderViews) {
70         unsigned numDescriptorRanges = numUAVs ? numTextureSamplers + 1 : numTextureSamplers;
71         parameters[parameterCount].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
72         parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numDescriptorRanges;
73         parameters[parameterCount].DescriptorTable.pDescriptorRanges = shaderViewRanges.get();
74         parameters[parameterCount].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
75         parameterCount++;
76     }
77 
78     if (numTextureSamplers) {
79         parameters[parameterCount].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
80         parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numTextureSamplers;
81         parameters[parameterCount].DescriptorTable.pDescriptorRanges = samplerRanges.get();
82         parameters[parameterCount].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
83         parameterCount++;
84     }
85 
86     D3D12_ROOT_SIGNATURE_DESC rootDesc{};
87     rootDesc.NumParameters = parameterCount;
88     rootDesc.pParameters = parameters;
89     rootDesc.NumStaticSamplers = 0;
90     rootDesc.pStaticSamplers = nullptr;
91     rootDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
92 
93     gr_cp<ID3DBlob> rootSigBinary;
94     gr_cp<ID3DBlob> error;
95     // TODO: D3D Static Function
96     HRESULT hr = D3D12SerializeRootSignature(&rootDesc, D3D_ROOT_SIGNATURE_VERSION_1_0,
97                                              &rootSigBinary, &error);
98 
99     if (!SUCCEEDED(hr)) {
100         SkDebugf("Failed to serialize root signature. Error: %s\n",
101                  reinterpret_cast<char*>(error->GetBufferPointer()));
102         return nullptr;
103     }
104 
105     gr_cp<ID3D12RootSignature> rootSig;
106 
107     hr = gpu->device()->CreateRootSignature(0, rootSigBinary->GetBufferPointer(),
108                                             rootSigBinary->GetBufferSize(), IID_PPV_ARGS(&rootSig));
109     if (!SUCCEEDED(hr)) {
110         SkDebugf("Failed to create root signature.\n");
111         return nullptr;
112     }
113 
114     return sk_sp<GrD3DRootSignature>(new GrD3DRootSignature(std::move(rootSig),
115                                                             numTextureSamplers,
116                                                             numUAVs));
117 }
118 
GrD3DRootSignature(gr_cp<ID3D12RootSignature> rootSig,int numTextureSamplers,int numUAVs)119 GrD3DRootSignature::GrD3DRootSignature(gr_cp<ID3D12RootSignature> rootSig, int numTextureSamplers,
120                                        int numUAVs)
121         : fRootSignature(std::move(rootSig))
122         , fNumTextureSamplers(numTextureSamplers)
123         , fNumUAVs(numUAVs) {
124 }
125 
isCompatible(int numTextureSamplers,int numUAVs) const126 bool GrD3DRootSignature::isCompatible(int numTextureSamplers, int numUAVs) const {
127     return fNumTextureSamplers == numTextureSamplers && fNumUAVs == numUAVs;
128 }
129