xref: /aosp_15_r20/external/skia/src/gpu/ganesh/d3d/GrD3DRootSignature.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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/ganesh/d3d/GrD3DRootSignature.h"
9 
10 #include "src/gpu/ganesh/GrSPIRVUniformHandler.h"
11 #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
12 
13 using namespace skia_private;
14 
Make(GrD3DGpu * gpu,int numTextureSamplers,int numUAVs)15 sk_sp<GrD3DRootSignature> GrD3DRootSignature::Make(GrD3DGpu* gpu, int numTextureSamplers,
16                                                    int numUAVs) {
17     // Just allocate enough space for 3 in case we need it.
18     D3D12_ROOT_PARAMETER parameters[3];
19 
20     // The first will always be our uniforms
21     parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
22     parameters[0].Descriptor.ShaderRegister = 0;
23     parameters[0].Descriptor.RegisterSpace = GrSPIRVUniformHandler::kUniformDescriptorSet;
24     parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
25     int parameterCount = 1;
26 
27     int numShaderViews = numTextureSamplers + numUAVs;
28     AutoTArray<D3D12_DESCRIPTOR_RANGE> samplerRanges(numTextureSamplers);
29     AutoTArray<D3D12_DESCRIPTOR_RANGE> shaderViewRanges(numShaderViews);
30     if (numTextureSamplers) {
31         // Now handle the textures and samplers. We need a range for each sampler because of the
32         // interaction between how we set bindings and spirv-cross. Each binding value is used for
33         // the register value in the HLSL shader. So setting a binding of i for a texture will give
34         // it register t[i] in HLSL. We set the bindings of textures and samplers in pairs with the
35         // sampler at i and the corresponding texture at i+1. Thus no textures or samplers will have
36         // a contiguous range of HLSL registers so we must define a different range for each.
37         for (int i = 0; i < numTextureSamplers; ++i) {
38             samplerRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
39             samplerRanges[i].NumDescriptors = 1;
40             samplerRanges[i].BaseShaderRegister = 2 * i;
41             // Spirv-Cross uses the descriptor set as the space in HLSL
42             samplerRanges[i].RegisterSpace = GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
43             // In the descriptor table the descriptors will all be contiguous.
44             samplerRanges[i].OffsetInDescriptorsFromTableStart =
45                     D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
46 
47             shaderViewRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
48             shaderViewRanges[i].NumDescriptors = 1;
49             shaderViewRanges[i].BaseShaderRegister = 2 * i + 1;
50             // Spirv-Cross uses the descriptor set as the space in HLSL
51             shaderViewRanges[i].RegisterSpace = GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
52             // In the descriptor table the descriptors will all be contiguous.
53             shaderViewRanges[i].OffsetInDescriptorsFromTableStart =
54                     D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
55         }
56     }
57     if (numUAVs) {
58         shaderViewRanges[numTextureSamplers].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
59         shaderViewRanges[numTextureSamplers].NumDescriptors = numUAVs;
60         // The assigned register range for the texture SRVs and samplers is from 0 to
61         // 2*(numTextureSamplers-1) + 1, so we start with the next register, 2*numTextureSamplers
62         shaderViewRanges[numTextureSamplers].BaseShaderRegister = 2 * numTextureSamplers;
63         // We share texture descriptor set
64         shaderViewRanges[numTextureSamplers].RegisterSpace =
65                 GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
66         // In the descriptor table the descriptors will all be contiguous.
67         shaderViewRanges[numTextureSamplers].OffsetInDescriptorsFromTableStart =
68                 D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
69     }
70 
71     if (numShaderViews) {
72         unsigned numDescriptorRanges = numUAVs ? numTextureSamplers + 1 : numTextureSamplers;
73         parameters[parameterCount].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
74         parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numDescriptorRanges;
75         parameters[parameterCount].DescriptorTable.pDescriptorRanges = shaderViewRanges.get();
76         parameters[parameterCount].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
77         parameterCount++;
78     }
79 
80     if (numTextureSamplers) {
81         parameters[parameterCount].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
82         parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numTextureSamplers;
83         parameters[parameterCount].DescriptorTable.pDescriptorRanges = samplerRanges.get();
84         parameters[parameterCount].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
85         parameterCount++;
86     }
87 
88     D3D12_ROOT_SIGNATURE_DESC rootDesc{};
89     rootDesc.NumParameters = parameterCount;
90     rootDesc.pParameters = parameters;
91     rootDesc.NumStaticSamplers = 0;
92     rootDesc.pStaticSamplers = nullptr;
93     rootDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
94 
95     gr_cp<ID3DBlob> rootSigBinary;
96     gr_cp<ID3DBlob> error;
97     // TODO: D3D Static Function
98     HRESULT hr = D3D12SerializeRootSignature(&rootDesc, D3D_ROOT_SIGNATURE_VERSION_1_0,
99                                              &rootSigBinary, &error);
100 
101     if (!SUCCEEDED(hr)) {
102         SkDebugf("Failed to serialize root signature. Error: %s\n",
103                  reinterpret_cast<char*>(error->GetBufferPointer()));
104         return nullptr;
105     }
106 
107     gr_cp<ID3D12RootSignature> rootSig;
108 
109     hr = gpu->device()->CreateRootSignature(0, rootSigBinary->GetBufferPointer(),
110                                             rootSigBinary->GetBufferSize(), IID_PPV_ARGS(&rootSig));
111     if (!SUCCEEDED(hr)) {
112         SkDebugf("Failed to create root signature.\n");
113         return nullptr;
114     }
115 
116     return sk_sp<GrD3DRootSignature>(new GrD3DRootSignature(std::move(rootSig),
117                                                             numTextureSamplers,
118                                                             numUAVs));
119 }
120 
GrD3DRootSignature(gr_cp<ID3D12RootSignature> rootSig,int numTextureSamplers,int numUAVs)121 GrD3DRootSignature::GrD3DRootSignature(gr_cp<ID3D12RootSignature> rootSig, int numTextureSamplers,
122                                        int numUAVs)
123         : fRootSignature(std::move(rootSig))
124         , fNumTextureSamplers(numTextureSamplers)
125         , fNumUAVs(numUAVs) {
126 }
127 
isCompatible(int numTextureSamplers,int numUAVs) const128 bool GrD3DRootSignature::isCompatible(int numTextureSamplers, int numUAVs) const {
129     return fNumTextureSamplers == numTextureSamplers && fNumUAVs == numUAVs;
130 }
131