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 13sk_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 119GrD3DRootSignature::GrD3DRootSignature(gr_cp<ID3D12RootSignature> rootSig, int numTextureSamplers, 120 int numUAVs) 121 : fRootSignature(std::move(rootSig)) 122 , fNumTextureSamplers(numTextureSamplers) 123 , fNumUAVs(numUAVs) { 124} 125 126bool GrD3DRootSignature::isCompatible(int numTextureSamplers, int numUAVs) const { 127 return fNumTextureSamplers == numTextureSamplers && fNumUAVs == numUAVs; 128} 129