| /* | |
| * Copyright 2020 Google LLC | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "src/gpu/d3d/GrD3DRootSignature.h" | |
| #include "src/gpu/GrSPIRVUniformHandler.h" | |
| #include "src/gpu/d3d/GrD3DGpu.h" | |
| sk_sp<GrD3DRootSignature> GrD3DRootSignature::Make(GrD3DGpu* gpu, int numTextureSamplers, | |
| int numUAVs) { | |
| // Just allocate enough space for 3 in case we need it. | |
| D3D12_ROOT_PARAMETER parameters[3]; | |
| // The first will always be our uniforms | |
| parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; | |
| parameters[0].Descriptor.ShaderRegister = 0; | |
| parameters[0].Descriptor.RegisterSpace = GrSPIRVUniformHandler::kUniformDescriptorSet; | |
| parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; | |
| int parameterCount = 1; | |
| int numShaderViews = numTextureSamplers + numUAVs; | |
| SkAutoTArray<D3D12_DESCRIPTOR_RANGE> samplerRanges(numTextureSamplers); | |
| SkAutoTArray<D3D12_DESCRIPTOR_RANGE> shaderViewRanges(numShaderViews); | |
| if (numTextureSamplers) { | |
| // Now handle the textures and samplers. We need a range for each sampler because of the | |
| // interaction between how we set bindings and spirv-cross. Each binding value is used for | |
| // the register value in the HLSL shader. So setting a binding of i for a texture will give | |
| // it register t[i] in HLSL. We set the bindings of textures and samplers in pairs with the | |
| // sampler at i and the corresponding texture at i+1. Thus no textures or samplers will have | |
| // a contiguous range of HLSL registers so we must define a different range for each. | |
| for (int i = 0; i < numTextureSamplers; ++i) { | |
| samplerRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; | |
| samplerRanges[i].NumDescriptors = 1; | |
| samplerRanges[i].BaseShaderRegister = 2 * i; | |
| // Spirv-Cross uses the descriptor set as the space in HLSL | |
| samplerRanges[i].RegisterSpace = GrSPIRVUniformHandler::kSamplerTextureDescriptorSet; | |
| // In the descriptor table the descriptors will all be contiguous. | |
| samplerRanges[i].OffsetInDescriptorsFromTableStart = | |
| D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; | |
| shaderViewRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; | |
| shaderViewRanges[i].NumDescriptors = 1; | |
| shaderViewRanges[i].BaseShaderRegister = 2 * i + 1; | |
| // Spirv-Cross uses the descriptor set as the space in HLSL | |
| shaderViewRanges[i].RegisterSpace = GrSPIRVUniformHandler::kSamplerTextureDescriptorSet; | |
| // In the descriptor table the descriptors will all be contiguous. | |
| shaderViewRanges[i].OffsetInDescriptorsFromTableStart = | |
| D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; | |
| } | |
| } | |
| if (numUAVs) { | |
| shaderViewRanges[numTextureSamplers].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; | |
| shaderViewRanges[numTextureSamplers].NumDescriptors = numUAVs; | |
| // The assigned register range for the texture SRVs and samplers is from 0 to | |
| // 2*(numTextureSamplers-1) + 1, so we start with the next register, 2*numTextureSamplers | |
| shaderViewRanges[numTextureSamplers].BaseShaderRegister = 2 * numTextureSamplers; | |
| // We share texture descriptor set | |
| shaderViewRanges[numTextureSamplers].RegisterSpace = | |
| GrSPIRVUniformHandler::kSamplerTextureDescriptorSet; | |
| // In the descriptor table the descriptors will all be contiguous. | |
| shaderViewRanges[numTextureSamplers].OffsetInDescriptorsFromTableStart = | |
| D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; | |
| } | |
| if (numShaderViews) { | |
| unsigned numDescriptorRanges = numUAVs ? numTextureSamplers + 1 : numTextureSamplers; | |
| parameters[parameterCount].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; | |
| parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numDescriptorRanges; | |
| parameters[parameterCount].DescriptorTable.pDescriptorRanges = shaderViewRanges.get(); | |
| parameters[parameterCount].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; | |
| parameterCount++; | |
| } | |
| if (numTextureSamplers) { | |
| parameters[parameterCount].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; | |
| parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numTextureSamplers; | |
| parameters[parameterCount].DescriptorTable.pDescriptorRanges = samplerRanges.get(); | |
| parameters[parameterCount].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; | |
| parameterCount++; | |
| } | |
| D3D12_ROOT_SIGNATURE_DESC rootDesc{}; | |
| rootDesc.NumParameters = parameterCount; | |
| rootDesc.pParameters = parameters; | |
| rootDesc.NumStaticSamplers = 0; | |
| rootDesc.pStaticSamplers = nullptr; | |
| rootDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; | |
| gr_cp<ID3DBlob> rootSigBinary; | |
| gr_cp<ID3DBlob> error; | |
| // TODO: D3D Static Function | |
| HRESULT hr = D3D12SerializeRootSignature(&rootDesc, D3D_ROOT_SIGNATURE_VERSION_1_0, | |
| &rootSigBinary, &error); | |
| if (!SUCCEEDED(hr)) { | |
| SkDebugf("Failed to serialize root signature. Error: %s\n", | |
| reinterpret_cast<char*>(error->GetBufferPointer())); | |
| return nullptr; | |
| } | |
| gr_cp<ID3D12RootSignature> rootSig; | |
| hr = gpu->device()->CreateRootSignature(0, rootSigBinary->GetBufferPointer(), | |
| rootSigBinary->GetBufferSize(), IID_PPV_ARGS(&rootSig)); | |
| if (!SUCCEEDED(hr)) { | |
| SkDebugf("Failed to create root signature.\n"); | |
| return nullptr; | |
| } | |
| return sk_sp<GrD3DRootSignature>(new GrD3DRootSignature(std::move(rootSig), | |
| numTextureSamplers, | |
| numUAVs)); | |
| } | |
| GrD3DRootSignature::GrD3DRootSignature(gr_cp<ID3D12RootSignature> rootSig, int numTextureSamplers, | |
| int numUAVs) | |
| : fRootSignature(std::move(rootSig)) | |
| , fNumTextureSamplers(numTextureSamplers) | |
| , fNumUAVs(numUAVs) { | |
| } | |
| bool GrD3DRootSignature::isCompatible(int numTextureSamplers, int numUAVs) const { | |
| return fNumTextureSamplers == numTextureSamplers && fNumUAVs == numUAVs; | |
| } |