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/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include <wrl/client.h>
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using Microsoft::WRL::ComPtr;
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#include "d3d12_root_signature.h"
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#include "d3d12_compiler.h"
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#include "d3d12_screen.h"
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#include "util/u_memory.h"
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#include <dxguids/dxguids.h>
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struct d3d12_root_signature {
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struct d3d12_root_signature_key key;
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ID3D12RootSignature *sig;
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};
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static D3D12_SHADER_VISIBILITY
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get_shader_visibility(mesa_shader_stage stage)
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{
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switch (stage) {
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case MESA_SHADER_VERTEX:
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return D3D12_SHADER_VISIBILITY_VERTEX;
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case MESA_SHADER_FRAGMENT:
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return D3D12_SHADER_VISIBILITY_PIXEL;
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case MESA_SHADER_GEOMETRY:
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return D3D12_SHADER_VISIBILITY_GEOMETRY;
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case MESA_SHADER_TESS_CTRL:
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return D3D12_SHADER_VISIBILITY_HULL;
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case MESA_SHADER_TESS_EVAL:
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return D3D12_SHADER_VISIBILITY_DOMAIN;
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case MESA_SHADER_COMPUTE:
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return D3D12_SHADER_VISIBILITY_ALL;
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default:
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UNREACHABLE("unknown shader stage");
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}
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}
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static inline void
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init_constant_root_param(D3D12_ROOT_PARAMETER1 *param,
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unsigned reg,
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unsigned size,
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D3D12_SHADER_VISIBILITY visibility)
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{
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param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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param->ShaderVisibility = visibility;
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param->Constants.RegisterSpace = 0;
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param->Constants.ShaderRegister = reg;
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param->Constants.Num32BitValues = size;
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}
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static inline void
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init_range(D3D12_DESCRIPTOR_RANGE1 *range,
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D3D12_DESCRIPTOR_RANGE_TYPE type,
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uint32_t num_descs,
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uint32_t base_shader_register,
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uint32_t register_space,
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uint32_t offset_from_start)
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{
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range->RangeType = type;
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range->NumDescriptors = num_descs;
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range->BaseShaderRegister = base_shader_register;
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range->RegisterSpace = register_space;
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#ifdef _GAMING_XBOX
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range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
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#else
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if (type == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER ||
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type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV)
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range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
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else
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range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_STATIC_KEEPING_BUFFER_BOUNDS_CHECKS;
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#endif
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range->OffsetInDescriptorsFromTableStart = offset_from_start;
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}
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static inline void
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init_range_root_param(D3D12_ROOT_PARAMETER1 *param,
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D3D12_DESCRIPTOR_RANGE1 *range,
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D3D12_DESCRIPTOR_RANGE_TYPE type,
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uint32_t num_descs,
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D3D12_SHADER_VISIBILITY visibility,
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uint32_t base_shader_register,
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uint32_t register_space)
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{
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init_range(range, type, num_descs, base_shader_register, register_space, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND);
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param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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param->DescriptorTable.NumDescriptorRanges = 1;
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param->DescriptorTable.pDescriptorRanges = range;
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param->ShaderVisibility = visibility;
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}
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static ID3D12RootSignature *
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create_root_signature(struct d3d12_context *ctx, struct d3d12_root_signature_key *key)
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{
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struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
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D3D12_ROOT_PARAMETER1 root_params[D3D12_GFX_SHADER_STAGES * D3D12_NUM_BINDING_TYPES];
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D3D12_DESCRIPTOR_RANGE1 desc_ranges[D3D12_GFX_SHADER_STAGES * (D3D12_NUM_BINDING_TYPES + 1)];
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unsigned num_params = 0;
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unsigned num_ranges = 0;
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unsigned count = key->compute ? 1 : D3D12_GFX_SHADER_STAGES;
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for (unsigned i = 0; i < count; ++i) {
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unsigned stage = key->compute ? MESA_SHADER_COMPUTE : i;
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D3D12_SHADER_VISIBILITY visibility = get_shader_visibility((mesa_shader_stage)stage);
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if (key->stages[i].end_cb_bindings - key->stages[i].begin_cb_bindings > 0) {
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init_range_root_param(&root_params[num_params++],
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&desc_ranges[num_ranges++],
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D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
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key->stages[i].end_cb_bindings - key->stages[i].begin_cb_bindings,
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visibility,
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key->stages[i].begin_cb_bindings,
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0);
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}
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if (key->stages[i].end_srv_binding > 0) {
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init_range_root_param(&root_params[num_params++],
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&desc_ranges[num_ranges++],
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
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key->stages[i].end_srv_binding - key->stages[i].begin_srv_binding,
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visibility,
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key->stages[i].begin_srv_binding,
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0);
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init_range_root_param(&root_params[num_params++],
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&desc_ranges[num_ranges++],
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D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
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key->stages[i].end_srv_binding - key->stages[i].begin_srv_binding,
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visibility,
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key->stages[i].begin_srv_binding,
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0);
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}
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if (key->stages[i].num_ssbos > 0) {
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init_range_root_param(&root_params[num_params],
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&desc_ranges[num_ranges++],
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D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
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key->stages[i].num_ssbos,
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visibility,
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0,
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0);
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/* To work around a WARP bug, bind these descriptors a second time in descriptor
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* space 2. Space 0 will be used for static indexing, while space 2 will be used
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* for dynamic indexing. Space 0 will be individual SSBOs in the DXIL shader, while
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* space 2 will be a single array.
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*/
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root_params[num_params++].DescriptorTable.NumDescriptorRanges++;
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init_range(&desc_ranges[num_ranges++],
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D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
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key->stages[i].num_ssbos,
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0,
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2,
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0);
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}
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if (key->stages[i].num_images > 0) {
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init_range_root_param(&root_params[num_params++],
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&desc_ranges[num_ranges++],
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D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
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key->stages[i].num_images,
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visibility,
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0,
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1);
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}
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if (key->stages[i].state_vars_size > 0) {
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init_constant_root_param(&root_params[num_params++],
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key->stages[i].end_cb_bindings,
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key->stages[i].state_vars_size,
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visibility);
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}
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assert(num_params < MESA_SHADER_STAGES * D3D12_NUM_BINDING_TYPES);
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assert(num_ranges < MESA_SHADER_STAGES * (D3D12_NUM_BINDING_TYPES + 1));
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}
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D3D12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc;
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root_sig_desc.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
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root_sig_desc.Desc_1_1.NumParameters = num_params;
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root_sig_desc.Desc_1_1.pParameters = (num_params > 0) ? root_params : NULL;
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root_sig_desc.Desc_1_1.NumStaticSamplers = 0;
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root_sig_desc.Desc_1_1.pStaticSamplers = NULL;
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root_sig_desc.Desc_1_1.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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/* TODO Only enable this flag when needed (optimization) */
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if (!key->compute)
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root_sig_desc.Desc_1_1.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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if (key->has_stream_output)
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root_sig_desc.Desc_1_1.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT;
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ComPtr<ID3DBlob> sig, error;
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#ifndef _GAMING_XBOX
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if (ctx->dev_config) {
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if (FAILED(ctx->dev_config->SerializeVersionedRootSignature(&root_sig_desc,
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&sig, &error))) {
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debug_printf("D3D12SerializeRootSignature failed: %s\n", (char *)error->GetBufferPointer());
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return NULL;
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}
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} else
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#endif
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{
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if (FAILED(ctx->D3D12SerializeVersionedRootSignature(&root_sig_desc,
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&sig, &error))) {
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debug_printf("D3D12SerializeRootSignature failed: %s\n", (char *)error->GetBufferPointer());
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return NULL;
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}
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}
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ID3D12RootSignature *ret;
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if (FAILED(screen->dev->CreateRootSignature(0,
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sig->GetBufferPointer(),
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sig->GetBufferSize(),
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IID_PPV_ARGS(&ret)))) {
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debug_printf("CreateRootSignature failed\n");
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return NULL;
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}
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return ret;
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}
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static void
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fill_key(struct d3d12_context *ctx, struct d3d12_root_signature_key *key, bool compute)
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{
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memset(key, 0, sizeof(struct d3d12_root_signature_key));
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key->compute = compute;
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unsigned count = compute ? 1 : D3D12_GFX_SHADER_STAGES;
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for (unsigned i = 0; i < count; ++i) {
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struct d3d12_shader *shader = compute ?
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ctx->compute_pipeline_state.stage :
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ctx->gfx_pipeline_state.stages[i];
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if (shader) {
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key->stages[i].begin_cb_bindings = shader->begin_ubo_binding;
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key->stages[i].end_cb_bindings = shader->end_ubo_binding;
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key->stages[i].end_srv_binding = shader->end_srv_binding;
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key->stages[i].begin_srv_binding = shader->begin_srv_binding;
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key->stages[i].state_vars_size = static_cast<unsigned int>(shader->state_vars_size);
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key->stages[i].num_ssbos = shader->nir->info.num_ssbos;
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key->stages[i].num_images = shader->nir->info.num_images;
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if (!compute && ctx->gfx_stages[i]->so_info.num_outputs > 0)
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key->has_stream_output = true;
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}
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}
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}
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ID3D12RootSignature *
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d3d12_get_root_signature(struct d3d12_context *ctx, bool compute)
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{
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struct d3d12_root_signature_key key;
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fill_key(ctx, &key, compute);
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struct hash_entry *entry = _mesa_hash_table_search(ctx->root_signature_cache, &key);
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if (!entry) {
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struct d3d12_root_signature *data =
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(struct d3d12_root_signature *)MALLOC(sizeof(struct d3d12_root_signature));
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if (!data)
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return NULL;
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data->key = key;
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data->sig = create_root_signature(ctx, &key);
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if (!data->sig) {
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FREE(data);
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return NULL;
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}
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entry = _mesa_hash_table_insert(ctx->root_signature_cache, &data->key, data);
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assert(entry);
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}
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return ((struct d3d12_root_signature *)entry->data)->sig;
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}
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static uint32_t
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hash_root_signature_key(const void *key)
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{
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return _mesa_hash_data(key, sizeof(struct d3d12_root_signature_key));
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}
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static bool
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equals_root_signature_key(const void *a, const void *b)
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{
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return memcmp(a, b, sizeof(struct d3d12_root_signature_key)) == 0;
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}
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void
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d3d12_root_signature_cache_init(struct d3d12_context *ctx)
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{
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ctx->root_signature_cache = _mesa_hash_table_create(NULL,
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hash_root_signature_key,
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equals_root_signature_key);
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}
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static void
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delete_entry(struct hash_entry *entry)
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{
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struct d3d12_root_signature *data = (struct d3d12_root_signature *)entry->data;
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data->sig->Release();
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FREE(data);
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}
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void
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d3d12_root_signature_cache_destroy(struct d3d12_context *ctx)
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{
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_mesa_hash_table_destroy(ctx->root_signature_cache, delete_entry);
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}
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