1cb93a386Sopenharmony_ci/*
2cb93a386Sopenharmony_ci * Copyright 2020 Google LLC
3cb93a386Sopenharmony_ci *
4cb93a386Sopenharmony_ci * Use of this source code is governed by a BSD-style license that can be
5cb93a386Sopenharmony_ci * found in the LICENSE file.
6cb93a386Sopenharmony_ci */
7cb93a386Sopenharmony_ci
8cb93a386Sopenharmony_ci#include "src/gpu/d3d/GrD3DRootSignature.h"
9cb93a386Sopenharmony_ci
10cb93a386Sopenharmony_ci#include "src/gpu/GrSPIRVUniformHandler.h"
11cb93a386Sopenharmony_ci#include "src/gpu/d3d/GrD3DGpu.h"
12cb93a386Sopenharmony_ci
13cb93a386Sopenharmony_cisk_sp<GrD3DRootSignature> GrD3DRootSignature::Make(GrD3DGpu* gpu, int numTextureSamplers,
14cb93a386Sopenharmony_ci                                                   int numUAVs) {
15cb93a386Sopenharmony_ci    // Just allocate enough space for 3 in case we need it.
16cb93a386Sopenharmony_ci    D3D12_ROOT_PARAMETER parameters[3];
17cb93a386Sopenharmony_ci
18cb93a386Sopenharmony_ci    // The first will always be our uniforms
19cb93a386Sopenharmony_ci    parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
20cb93a386Sopenharmony_ci    parameters[0].Descriptor.ShaderRegister = 0;
21cb93a386Sopenharmony_ci    parameters[0].Descriptor.RegisterSpace = GrSPIRVUniformHandler::kUniformDescriptorSet;
22cb93a386Sopenharmony_ci    parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
23cb93a386Sopenharmony_ci    int parameterCount = 1;
24cb93a386Sopenharmony_ci
25cb93a386Sopenharmony_ci    int numShaderViews = numTextureSamplers + numUAVs;
26cb93a386Sopenharmony_ci    SkAutoTArray<D3D12_DESCRIPTOR_RANGE> samplerRanges(numTextureSamplers);
27cb93a386Sopenharmony_ci    SkAutoTArray<D3D12_DESCRIPTOR_RANGE> shaderViewRanges(numShaderViews);
28cb93a386Sopenharmony_ci    if (numTextureSamplers) {
29cb93a386Sopenharmony_ci        // Now handle the textures and samplers. We need a range for each sampler because of the
30cb93a386Sopenharmony_ci        // interaction between how we set bindings and spirv-cross. Each binding value is used for
31cb93a386Sopenharmony_ci        // the register value in the HLSL shader. So setting a binding of i for a texture will give
32cb93a386Sopenharmony_ci        // it register t[i] in HLSL. We set the bindings of textures and samplers in pairs with the
33cb93a386Sopenharmony_ci        // sampler at i and the corresponding texture at i+1. Thus no textures or samplers will have
34cb93a386Sopenharmony_ci        // a contiguous range of HLSL registers so we must define a different range for each.
35cb93a386Sopenharmony_ci        for (int i = 0; i < numTextureSamplers; ++i) {
36cb93a386Sopenharmony_ci            samplerRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
37cb93a386Sopenharmony_ci            samplerRanges[i].NumDescriptors = 1;
38cb93a386Sopenharmony_ci            samplerRanges[i].BaseShaderRegister = 2 * i;
39cb93a386Sopenharmony_ci            // Spirv-Cross uses the descriptor set as the space in HLSL
40cb93a386Sopenharmony_ci            samplerRanges[i].RegisterSpace = GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
41cb93a386Sopenharmony_ci            // In the descriptor table the descriptors will all be contiguous.
42cb93a386Sopenharmony_ci            samplerRanges[i].OffsetInDescriptorsFromTableStart =
43cb93a386Sopenharmony_ci                    D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
44cb93a386Sopenharmony_ci
45cb93a386Sopenharmony_ci            shaderViewRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
46cb93a386Sopenharmony_ci            shaderViewRanges[i].NumDescriptors = 1;
47cb93a386Sopenharmony_ci            shaderViewRanges[i].BaseShaderRegister = 2 * i + 1;
48cb93a386Sopenharmony_ci            // Spirv-Cross uses the descriptor set as the space in HLSL
49cb93a386Sopenharmony_ci            shaderViewRanges[i].RegisterSpace = GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
50cb93a386Sopenharmony_ci            // In the descriptor table the descriptors will all be contiguous.
51cb93a386Sopenharmony_ci            shaderViewRanges[i].OffsetInDescriptorsFromTableStart =
52cb93a386Sopenharmony_ci                    D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
53cb93a386Sopenharmony_ci        }
54cb93a386Sopenharmony_ci    }
55cb93a386Sopenharmony_ci    if (numUAVs) {
56cb93a386Sopenharmony_ci        shaderViewRanges[numTextureSamplers].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
57cb93a386Sopenharmony_ci        shaderViewRanges[numTextureSamplers].NumDescriptors = numUAVs;
58cb93a386Sopenharmony_ci        // The assigned register range for the texture SRVs and samplers is from 0 to
59cb93a386Sopenharmony_ci        // 2*(numTextureSamplers-1) + 1, so we start with the next register, 2*numTextureSamplers
60cb93a386Sopenharmony_ci        shaderViewRanges[numTextureSamplers].BaseShaderRegister = 2 * numTextureSamplers;
61cb93a386Sopenharmony_ci        // We share texture descriptor set
62cb93a386Sopenharmony_ci        shaderViewRanges[numTextureSamplers].RegisterSpace =
63cb93a386Sopenharmony_ci                GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
64cb93a386Sopenharmony_ci        // In the descriptor table the descriptors will all be contiguous.
65cb93a386Sopenharmony_ci        shaderViewRanges[numTextureSamplers].OffsetInDescriptorsFromTableStart =
66cb93a386Sopenharmony_ci                D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
67cb93a386Sopenharmony_ci    }
68cb93a386Sopenharmony_ci
69cb93a386Sopenharmony_ci    if (numShaderViews) {
70cb93a386Sopenharmony_ci        unsigned numDescriptorRanges = numUAVs ? numTextureSamplers + 1 : numTextureSamplers;
71cb93a386Sopenharmony_ci        parameters[parameterCount].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
72cb93a386Sopenharmony_ci        parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numDescriptorRanges;
73cb93a386Sopenharmony_ci        parameters[parameterCount].DescriptorTable.pDescriptorRanges = shaderViewRanges.get();
74cb93a386Sopenharmony_ci        parameters[parameterCount].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
75cb93a386Sopenharmony_ci        parameterCount++;
76cb93a386Sopenharmony_ci    }
77cb93a386Sopenharmony_ci
78cb93a386Sopenharmony_ci    if (numTextureSamplers) {
79cb93a386Sopenharmony_ci        parameters[parameterCount].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
80cb93a386Sopenharmony_ci        parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numTextureSamplers;
81cb93a386Sopenharmony_ci        parameters[parameterCount].DescriptorTable.pDescriptorRanges = samplerRanges.get();
82cb93a386Sopenharmony_ci        parameters[parameterCount].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
83cb93a386Sopenharmony_ci        parameterCount++;
84cb93a386Sopenharmony_ci    }
85cb93a386Sopenharmony_ci
86cb93a386Sopenharmony_ci    D3D12_ROOT_SIGNATURE_DESC rootDesc{};
87cb93a386Sopenharmony_ci    rootDesc.NumParameters = parameterCount;
88cb93a386Sopenharmony_ci    rootDesc.pParameters = parameters;
89cb93a386Sopenharmony_ci    rootDesc.NumStaticSamplers = 0;
90cb93a386Sopenharmony_ci    rootDesc.pStaticSamplers = nullptr;
91cb93a386Sopenharmony_ci    rootDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
92cb93a386Sopenharmony_ci
93cb93a386Sopenharmony_ci    gr_cp<ID3DBlob> rootSigBinary;
94cb93a386Sopenharmony_ci    gr_cp<ID3DBlob> error;
95cb93a386Sopenharmony_ci    // TODO: D3D Static Function
96cb93a386Sopenharmony_ci    HRESULT hr = D3D12SerializeRootSignature(&rootDesc, D3D_ROOT_SIGNATURE_VERSION_1_0,
97cb93a386Sopenharmony_ci                                             &rootSigBinary, &error);
98cb93a386Sopenharmony_ci
99cb93a386Sopenharmony_ci    if (!SUCCEEDED(hr)) {
100cb93a386Sopenharmony_ci        SkDebugf("Failed to serialize root signature. Error: %s\n",
101cb93a386Sopenharmony_ci                 reinterpret_cast<char*>(error->GetBufferPointer()));
102cb93a386Sopenharmony_ci        return nullptr;
103cb93a386Sopenharmony_ci    }
104cb93a386Sopenharmony_ci
105cb93a386Sopenharmony_ci    gr_cp<ID3D12RootSignature> rootSig;
106cb93a386Sopenharmony_ci
107cb93a386Sopenharmony_ci    hr = gpu->device()->CreateRootSignature(0, rootSigBinary->GetBufferPointer(),
108cb93a386Sopenharmony_ci                                            rootSigBinary->GetBufferSize(), IID_PPV_ARGS(&rootSig));
109cb93a386Sopenharmony_ci    if (!SUCCEEDED(hr)) {
110cb93a386Sopenharmony_ci        SkDebugf("Failed to create root signature.\n");
111cb93a386Sopenharmony_ci        return nullptr;
112cb93a386Sopenharmony_ci    }
113cb93a386Sopenharmony_ci
114cb93a386Sopenharmony_ci    return sk_sp<GrD3DRootSignature>(new GrD3DRootSignature(std::move(rootSig),
115cb93a386Sopenharmony_ci                                                            numTextureSamplers,
116cb93a386Sopenharmony_ci                                                            numUAVs));
117cb93a386Sopenharmony_ci}
118cb93a386Sopenharmony_ci
119cb93a386Sopenharmony_ciGrD3DRootSignature::GrD3DRootSignature(gr_cp<ID3D12RootSignature> rootSig, int numTextureSamplers,
120cb93a386Sopenharmony_ci                                       int numUAVs)
121cb93a386Sopenharmony_ci        : fRootSignature(std::move(rootSig))
122cb93a386Sopenharmony_ci        , fNumTextureSamplers(numTextureSamplers)
123cb93a386Sopenharmony_ci        , fNumUAVs(numUAVs) {
124cb93a386Sopenharmony_ci}
125cb93a386Sopenharmony_ci
126cb93a386Sopenharmony_cibool GrD3DRootSignature::isCompatible(int numTextureSamplers, int numUAVs) const {
127cb93a386Sopenharmony_ci    return fNumTextureSamplers == numTextureSamplers && fNumUAVs == numUAVs;
128cb93a386Sopenharmony_ci}
129