1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2020 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DRootSignature.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSPIRVUniformHandler.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
12*c8dee2aaSAndroid Build Coastguard Worker
13*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
14*c8dee2aaSAndroid Build Coastguard Worker
Make(GrD3DGpu * gpu,int numTextureSamplers,int numUAVs)15*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DRootSignature> GrD3DRootSignature::Make(GrD3DGpu* gpu, int numTextureSamplers,
16*c8dee2aaSAndroid Build Coastguard Worker int numUAVs) {
17*c8dee2aaSAndroid Build Coastguard Worker // Just allocate enough space for 3 in case we need it.
18*c8dee2aaSAndroid Build Coastguard Worker D3D12_ROOT_PARAMETER parameters[3];
19*c8dee2aaSAndroid Build Coastguard Worker
20*c8dee2aaSAndroid Build Coastguard Worker // The first will always be our uniforms
21*c8dee2aaSAndroid Build Coastguard Worker parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
22*c8dee2aaSAndroid Build Coastguard Worker parameters[0].Descriptor.ShaderRegister = 0;
23*c8dee2aaSAndroid Build Coastguard Worker parameters[0].Descriptor.RegisterSpace = GrSPIRVUniformHandler::kUniformDescriptorSet;
24*c8dee2aaSAndroid Build Coastguard Worker parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
25*c8dee2aaSAndroid Build Coastguard Worker int parameterCount = 1;
26*c8dee2aaSAndroid Build Coastguard Worker
27*c8dee2aaSAndroid Build Coastguard Worker int numShaderViews = numTextureSamplers + numUAVs;
28*c8dee2aaSAndroid Build Coastguard Worker AutoTArray<D3D12_DESCRIPTOR_RANGE> samplerRanges(numTextureSamplers);
29*c8dee2aaSAndroid Build Coastguard Worker AutoTArray<D3D12_DESCRIPTOR_RANGE> shaderViewRanges(numShaderViews);
30*c8dee2aaSAndroid Build Coastguard Worker if (numTextureSamplers) {
31*c8dee2aaSAndroid Build Coastguard Worker // Now handle the textures and samplers. We need a range for each sampler because of the
32*c8dee2aaSAndroid Build Coastguard Worker // interaction between how we set bindings and spirv-cross. Each binding value is used for
33*c8dee2aaSAndroid Build Coastguard Worker // the register value in the HLSL shader. So setting a binding of i for a texture will give
34*c8dee2aaSAndroid Build Coastguard Worker // it register t[i] in HLSL. We set the bindings of textures and samplers in pairs with the
35*c8dee2aaSAndroid Build Coastguard Worker // sampler at i and the corresponding texture at i+1. Thus no textures or samplers will have
36*c8dee2aaSAndroid Build Coastguard Worker // a contiguous range of HLSL registers so we must define a different range for each.
37*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < numTextureSamplers; ++i) {
38*c8dee2aaSAndroid Build Coastguard Worker samplerRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
39*c8dee2aaSAndroid Build Coastguard Worker samplerRanges[i].NumDescriptors = 1;
40*c8dee2aaSAndroid Build Coastguard Worker samplerRanges[i].BaseShaderRegister = 2 * i;
41*c8dee2aaSAndroid Build Coastguard Worker // Spirv-Cross uses the descriptor set as the space in HLSL
42*c8dee2aaSAndroid Build Coastguard Worker samplerRanges[i].RegisterSpace = GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
43*c8dee2aaSAndroid Build Coastguard Worker // In the descriptor table the descriptors will all be contiguous.
44*c8dee2aaSAndroid Build Coastguard Worker samplerRanges[i].OffsetInDescriptorsFromTableStart =
45*c8dee2aaSAndroid Build Coastguard Worker D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
46*c8dee2aaSAndroid Build Coastguard Worker
47*c8dee2aaSAndroid Build Coastguard Worker shaderViewRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
48*c8dee2aaSAndroid Build Coastguard Worker shaderViewRanges[i].NumDescriptors = 1;
49*c8dee2aaSAndroid Build Coastguard Worker shaderViewRanges[i].BaseShaderRegister = 2 * i + 1;
50*c8dee2aaSAndroid Build Coastguard Worker // Spirv-Cross uses the descriptor set as the space in HLSL
51*c8dee2aaSAndroid Build Coastguard Worker shaderViewRanges[i].RegisterSpace = GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
52*c8dee2aaSAndroid Build Coastguard Worker // In the descriptor table the descriptors will all be contiguous.
53*c8dee2aaSAndroid Build Coastguard Worker shaderViewRanges[i].OffsetInDescriptorsFromTableStart =
54*c8dee2aaSAndroid Build Coastguard Worker D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
55*c8dee2aaSAndroid Build Coastguard Worker }
56*c8dee2aaSAndroid Build Coastguard Worker }
57*c8dee2aaSAndroid Build Coastguard Worker if (numUAVs) {
58*c8dee2aaSAndroid Build Coastguard Worker shaderViewRanges[numTextureSamplers].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
59*c8dee2aaSAndroid Build Coastguard Worker shaderViewRanges[numTextureSamplers].NumDescriptors = numUAVs;
60*c8dee2aaSAndroid Build Coastguard Worker // The assigned register range for the texture SRVs and samplers is from 0 to
61*c8dee2aaSAndroid Build Coastguard Worker // 2*(numTextureSamplers-1) + 1, so we start with the next register, 2*numTextureSamplers
62*c8dee2aaSAndroid Build Coastguard Worker shaderViewRanges[numTextureSamplers].BaseShaderRegister = 2 * numTextureSamplers;
63*c8dee2aaSAndroid Build Coastguard Worker // We share texture descriptor set
64*c8dee2aaSAndroid Build Coastguard Worker shaderViewRanges[numTextureSamplers].RegisterSpace =
65*c8dee2aaSAndroid Build Coastguard Worker GrSPIRVUniformHandler::kSamplerTextureDescriptorSet;
66*c8dee2aaSAndroid Build Coastguard Worker // In the descriptor table the descriptors will all be contiguous.
67*c8dee2aaSAndroid Build Coastguard Worker shaderViewRanges[numTextureSamplers].OffsetInDescriptorsFromTableStart =
68*c8dee2aaSAndroid Build Coastguard Worker D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
69*c8dee2aaSAndroid Build Coastguard Worker }
70*c8dee2aaSAndroid Build Coastguard Worker
71*c8dee2aaSAndroid Build Coastguard Worker if (numShaderViews) {
72*c8dee2aaSAndroid Build Coastguard Worker unsigned numDescriptorRanges = numUAVs ? numTextureSamplers + 1 : numTextureSamplers;
73*c8dee2aaSAndroid Build Coastguard Worker parameters[parameterCount].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
74*c8dee2aaSAndroid Build Coastguard Worker parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numDescriptorRanges;
75*c8dee2aaSAndroid Build Coastguard Worker parameters[parameterCount].DescriptorTable.pDescriptorRanges = shaderViewRanges.get();
76*c8dee2aaSAndroid Build Coastguard Worker parameters[parameterCount].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
77*c8dee2aaSAndroid Build Coastguard Worker parameterCount++;
78*c8dee2aaSAndroid Build Coastguard Worker }
79*c8dee2aaSAndroid Build Coastguard Worker
80*c8dee2aaSAndroid Build Coastguard Worker if (numTextureSamplers) {
81*c8dee2aaSAndroid Build Coastguard Worker parameters[parameterCount].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
82*c8dee2aaSAndroid Build Coastguard Worker parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numTextureSamplers;
83*c8dee2aaSAndroid Build Coastguard Worker parameters[parameterCount].DescriptorTable.pDescriptorRanges = samplerRanges.get();
84*c8dee2aaSAndroid Build Coastguard Worker parameters[parameterCount].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
85*c8dee2aaSAndroid Build Coastguard Worker parameterCount++;
86*c8dee2aaSAndroid Build Coastguard Worker }
87*c8dee2aaSAndroid Build Coastguard Worker
88*c8dee2aaSAndroid Build Coastguard Worker D3D12_ROOT_SIGNATURE_DESC rootDesc{};
89*c8dee2aaSAndroid Build Coastguard Worker rootDesc.NumParameters = parameterCount;
90*c8dee2aaSAndroid Build Coastguard Worker rootDesc.pParameters = parameters;
91*c8dee2aaSAndroid Build Coastguard Worker rootDesc.NumStaticSamplers = 0;
92*c8dee2aaSAndroid Build Coastguard Worker rootDesc.pStaticSamplers = nullptr;
93*c8dee2aaSAndroid Build Coastguard Worker rootDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
94*c8dee2aaSAndroid Build Coastguard Worker
95*c8dee2aaSAndroid Build Coastguard Worker gr_cp<ID3DBlob> rootSigBinary;
96*c8dee2aaSAndroid Build Coastguard Worker gr_cp<ID3DBlob> error;
97*c8dee2aaSAndroid Build Coastguard Worker // TODO: D3D Static Function
98*c8dee2aaSAndroid Build Coastguard Worker HRESULT hr = D3D12SerializeRootSignature(&rootDesc, D3D_ROOT_SIGNATURE_VERSION_1_0,
99*c8dee2aaSAndroid Build Coastguard Worker &rootSigBinary, &error);
100*c8dee2aaSAndroid Build Coastguard Worker
101*c8dee2aaSAndroid Build Coastguard Worker if (!SUCCEEDED(hr)) {
102*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Failed to serialize root signature. Error: %s\n",
103*c8dee2aaSAndroid Build Coastguard Worker reinterpret_cast<char*>(error->GetBufferPointer()));
104*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
105*c8dee2aaSAndroid Build Coastguard Worker }
106*c8dee2aaSAndroid Build Coastguard Worker
107*c8dee2aaSAndroid Build Coastguard Worker gr_cp<ID3D12RootSignature> rootSig;
108*c8dee2aaSAndroid Build Coastguard Worker
109*c8dee2aaSAndroid Build Coastguard Worker hr = gpu->device()->CreateRootSignature(0, rootSigBinary->GetBufferPointer(),
110*c8dee2aaSAndroid Build Coastguard Worker rootSigBinary->GetBufferSize(), IID_PPV_ARGS(&rootSig));
111*c8dee2aaSAndroid Build Coastguard Worker if (!SUCCEEDED(hr)) {
112*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Failed to create root signature.\n");
113*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
114*c8dee2aaSAndroid Build Coastguard Worker }
115*c8dee2aaSAndroid Build Coastguard Worker
116*c8dee2aaSAndroid Build Coastguard Worker return sk_sp<GrD3DRootSignature>(new GrD3DRootSignature(std::move(rootSig),
117*c8dee2aaSAndroid Build Coastguard Worker numTextureSamplers,
118*c8dee2aaSAndroid Build Coastguard Worker numUAVs));
119*c8dee2aaSAndroid Build Coastguard Worker }
120*c8dee2aaSAndroid Build Coastguard Worker
GrD3DRootSignature(gr_cp<ID3D12RootSignature> rootSig,int numTextureSamplers,int numUAVs)121*c8dee2aaSAndroid Build Coastguard Worker GrD3DRootSignature::GrD3DRootSignature(gr_cp<ID3D12RootSignature> rootSig, int numTextureSamplers,
122*c8dee2aaSAndroid Build Coastguard Worker int numUAVs)
123*c8dee2aaSAndroid Build Coastguard Worker : fRootSignature(std::move(rootSig))
124*c8dee2aaSAndroid Build Coastguard Worker , fNumTextureSamplers(numTextureSamplers)
125*c8dee2aaSAndroid Build Coastguard Worker , fNumUAVs(numUAVs) {
126*c8dee2aaSAndroid Build Coastguard Worker }
127*c8dee2aaSAndroid Build Coastguard Worker
isCompatible(int numTextureSamplers,int numUAVs) const128*c8dee2aaSAndroid Build Coastguard Worker bool GrD3DRootSignature::isCompatible(int numTextureSamplers, int numUAVs) const {
129*c8dee2aaSAndroid Build Coastguard Worker return fNumTextureSamplers == numTextureSamplers && fNumUAVs == numUAVs;
130*c8dee2aaSAndroid Build Coastguard Worker }
131