mesa/src/gallium/drivers/d3d12/d3d12_draw.cpp

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/*
* Copyright © Microsoft Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "d3d12_cmd_signature.h"
#include "d3d12_compiler.h"
#include "d3d12_compute_transforms.h"
#include "d3d12_context.h"
#include "d3d12_format.h"
#include "d3d12_query.h"
#include "d3d12_resource.h"
#include "d3d12_root_signature.h"
#include "d3d12_screen.h"
#include "d3d12_surface.h"
#include "util/u_debug.h"
#include "util/u_draw.h"
#include "util/u_helpers.h"
#include "util/u_inlines.h"
#include "util/u_prim.h"
#include "util/u_prim_restart.h"
#include "util/u_math.h"
extern "C" {
#include "indices/u_primconvert.h"
}
static const D3D12_RECT MAX_SCISSOR = { D3D12_VIEWPORT_BOUNDS_MIN,
D3D12_VIEWPORT_BOUNDS_MIN,
D3D12_VIEWPORT_BOUNDS_MAX,
D3D12_VIEWPORT_BOUNDS_MAX };
static const D3D12_RECT MAX_SCISSOR_ARRAY[] = {
MAX_SCISSOR, MAX_SCISSOR, MAX_SCISSOR, MAX_SCISSOR,
MAX_SCISSOR, MAX_SCISSOR, MAX_SCISSOR, MAX_SCISSOR,
MAX_SCISSOR, MAX_SCISSOR, MAX_SCISSOR, MAX_SCISSOR,
MAX_SCISSOR, MAX_SCISSOR, MAX_SCISSOR, MAX_SCISSOR
};
static_assert(ARRAY_SIZE(MAX_SCISSOR_ARRAY) == PIPE_MAX_VIEWPORTS, "Wrong scissor count");
static D3D12_GPU_DESCRIPTOR_HANDLE
fill_cbv_descriptors(struct d3d12_context *ctx,
struct d3d12_shader *shader,
int stage)
{
struct d3d12_batch *batch = d3d12_current_batch(ctx);
struct d3d12_descriptor_handle table_start;
d2d12_descriptor_heap_get_next_handle(batch->view_heap, &table_start);
for (unsigned i = 0; i < shader->num_cb_bindings; i++) {
unsigned binding = shader->cb_bindings[i].binding;
struct pipe_constant_buffer *buffer = &ctx->cbufs[stage][binding];
D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
if (buffer && buffer->buffer) {
struct d3d12_resource *res = d3d12_resource(buffer->buffer);
d3d12_transition_resource_state(ctx, res, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, D3D12_BIND_INVALIDATE_NONE);
cbv_desc.BufferLocation = d3d12_resource_gpu_virtual_address(res) + buffer->buffer_offset;
cbv_desc.SizeInBytes = MIN2(D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16,
align(buffer->buffer_size, 256));
d3d12_batch_reference_resource(batch, res, false);
}
struct d3d12_descriptor_handle handle;
d3d12_descriptor_heap_alloc_handle(batch->view_heap, &handle);
d3d12_screen(ctx->base.screen)->dev->CreateConstantBufferView(&cbv_desc, handle.cpu_handle);
}
return table_start.gpu_handle;
}
static D3D12_GPU_DESCRIPTOR_HANDLE
fill_srv_descriptors(struct d3d12_context *ctx,
struct d3d12_shader *shader,
unsigned stage)
{
struct d3d12_batch *batch = d3d12_current_batch(ctx);
struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
D3D12_CPU_DESCRIPTOR_HANDLE descs[PIPE_MAX_SHADER_SAMPLER_VIEWS];
struct d3d12_descriptor_handle table_start;
d2d12_descriptor_heap_get_next_handle(batch->view_heap, &table_start);
for (unsigned i = shader->begin_srv_binding; i < shader->end_srv_binding; i++)
{
struct d3d12_sampler_view *view;
if (i == shader->pstipple_binding) {
view = (struct d3d12_sampler_view*)ctx->pstipple.sampler_view;
} else {
view = (struct d3d12_sampler_view*)ctx->sampler_views[stage][i];
}
unsigned desc_idx = i - shader->begin_srv_binding;
if (view != NULL) {
descs[desc_idx] = view->handle.cpu_handle;
d3d12_batch_reference_sampler_view(batch, view);
struct d3d12_resource *res = d3d12_resource(view->base.texture);
/* If this is a buffer that's been replaced, re-create the descriptor */
if (view->texture_generation_id != res->generation_id) {
d3d12_init_sampler_view_descriptor(view);
view->texture_generation_id = res->generation_id;
}
D3D12_RESOURCE_STATES state = (stage == PIPE_SHADER_FRAGMENT) ?
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE :
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
if (view->base.texture->target == PIPE_BUFFER) {
d3d12_transition_resource_state(ctx, d3d12_resource(view->base.texture),
state,
D3D12_BIND_INVALIDATE_NONE);
} else {
d3d12_transition_subresources_state(ctx, d3d12_resource(view->base.texture),
view->base.u.tex.first_level, view->mip_levels,
view->base.u.tex.first_layer, view->array_size,
d3d12_get_format_start_plane(view->base.format),
d3d12_get_format_num_planes(view->base.format),
state,
D3D12_BIND_INVALIDATE_NONE);
}
} else {
descs[desc_idx] = screen->null_srvs[shader->srv_bindings[i].dimension].cpu_handle;
}
}
d3d12_descriptor_heap_append_handles(batch->view_heap, descs, shader->end_srv_binding - shader->begin_srv_binding);
return table_start.gpu_handle;
}
static D3D12_GPU_DESCRIPTOR_HANDLE
fill_ssbo_descriptors(struct d3d12_context *ctx,
const struct d3d12_shader *shader,
int stage)
{
struct d3d12_batch *batch = d3d12_current_batch(ctx);
struct d3d12_descriptor_handle table_start;
d2d12_descriptor_heap_get_next_handle(batch->view_heap, &table_start);
for (unsigned i = 0; i < shader->nir->info.num_ssbos; i++)
{
struct pipe_shader_buffer *view = &ctx->ssbo_views[stage][i];
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
uav_desc.Buffer.StructureByteStride = 0;
uav_desc.Buffer.CounterOffsetInBytes = 0;
ID3D12Resource *d3d12_res = nullptr;
if (view->buffer) {
struct d3d12_resource *res = d3d12_resource(view->buffer);
uint64_t res_offset = 0;
d3d12_res = d3d12_resource_underlying(res, &res_offset);
d3d12_transition_resource_state(ctx, res, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_BIND_INVALIDATE_NONE);
uav_desc.Buffer.FirstElement = (view->buffer_offset + res_offset) / 4;
uav_desc.Buffer.NumElements = DIV_ROUND_UP(view->buffer_size, 4);
d3d12_batch_reference_resource(batch, res, true);
}
struct d3d12_descriptor_handle handle;
d3d12_descriptor_heap_alloc_handle(batch->view_heap, &handle);
d3d12_screen(ctx->base.screen)->dev->CreateUnorderedAccessView(d3d12_res, nullptr, &uav_desc, handle.cpu_handle);
}
return table_start.gpu_handle;
}
static D3D12_GPU_DESCRIPTOR_HANDLE
fill_sampler_descriptors(struct d3d12_context *ctx,
const struct d3d12_shader_selector *shader_sel,
unsigned stage)
{
const struct d3d12_shader *shader = shader_sel->current;
struct d3d12_batch *batch = d3d12_current_batch(ctx);
D3D12_CPU_DESCRIPTOR_HANDLE descs[PIPE_MAX_SHADER_SAMPLER_VIEWS];
struct d3d12_descriptor_handle table_start;
d2d12_descriptor_heap_get_next_handle(batch->sampler_heap, &table_start);
for (unsigned i = shader->begin_srv_binding; i < shader->end_srv_binding; i++)
{
struct d3d12_sampler_state *sampler;
if (i == shader->pstipple_binding) {
sampler = ctx->pstipple.sampler_cso;
} else {
sampler = ctx->samplers[stage][i];
}
unsigned desc_idx = i - shader->begin_srv_binding;
if (sampler != NULL) {
if (sampler->is_shadow_sampler && shader_sel->compare_with_lod_bias_grad)
descs[desc_idx] = sampler->handle_without_shadow.cpu_handle;
else
descs[desc_idx] = sampler->handle.cpu_handle;
} else
descs[desc_idx] = ctx->null_sampler.cpu_handle;
}
d3d12_descriptor_heap_append_handles(batch->sampler_heap, descs, shader->end_srv_binding - shader->begin_srv_binding);
return table_start.gpu_handle;
}
static D3D12_UAV_DIMENSION
image_view_dimension(enum pipe_texture_target target)
{
switch (target) {
case PIPE_BUFFER: return D3D12_UAV_DIMENSION_BUFFER;
case PIPE_TEXTURE_1D: return D3D12_UAV_DIMENSION_TEXTURE1D;
case PIPE_TEXTURE_1D_ARRAY: return D3D12_UAV_DIMENSION_TEXTURE1DARRAY;
case PIPE_TEXTURE_RECT:
case PIPE_TEXTURE_2D:
return D3D12_UAV_DIMENSION_TEXTURE2D;
case PIPE_TEXTURE_2D_ARRAY:
case PIPE_TEXTURE_CUBE:
case PIPE_TEXTURE_CUBE_ARRAY:
return D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
case PIPE_TEXTURE_3D: return D3D12_UAV_DIMENSION_TEXTURE3D;
default:
unreachable("unexpected target");
}
}
static D3D12_GPU_DESCRIPTOR_HANDLE
fill_image_descriptors(struct d3d12_context *ctx,
const struct d3d12_shader *shader,
int stage)
{
struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
struct d3d12_batch *batch = d3d12_current_batch(ctx);
struct d3d12_descriptor_handle table_start;
d2d12_descriptor_heap_get_next_handle(batch->view_heap, &table_start);
for (unsigned i = 0; i < shader->nir->info.num_images; i++)
{
struct pipe_image_view *view = &ctx->image_views[stage][i];
if (view->resource) {
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
struct d3d12_resource *res = d3d12_resource(view->resource);
uint64_t offset = 0;
ID3D12Resource *d3d12_res = d3d12_resource_underlying(res, &offset);
enum pipe_format view_format = ctx->image_view_emulation_formats[stage][i];
if (view_format == PIPE_FORMAT_NONE)
view_format = view->format;
uav_desc.Format = d3d12_get_format(view_format);
uav_desc.ViewDimension = image_view_dimension(res->base.b.target);
unsigned array_size = view->u.tex.last_layer - view->u.tex.first_layer + 1;
switch (uav_desc.ViewDimension) {
case D3D12_UAV_DIMENSION_TEXTURE1D:
if (view->u.tex.first_layer > 0)
debug_printf("D3D12: can't create 1D UAV from layer %d\n",
view->u.tex.first_layer);
uav_desc.Texture1D.MipSlice = view->u.tex.level;
break;
case D3D12_UAV_DIMENSION_TEXTURE1DARRAY:
uav_desc.Texture1DArray.FirstArraySlice = view->u.tex.first_layer;
uav_desc.Texture1DArray.ArraySize = array_size;
uav_desc.Texture1DArray.MipSlice = view->u.tex.level;
break;
case D3D12_UAV_DIMENSION_TEXTURE2D:
if (view->u.tex.first_layer > 0)
debug_printf("D3D12: can't create 2D UAV from layer %d\n",
view->u.tex.first_layer);
uav_desc.Texture2D.MipSlice = view->u.tex.level;
uav_desc.Texture2D.PlaneSlice = 0;
break;
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
uav_desc.Texture2DArray.FirstArraySlice = view->u.tex.first_layer;
uav_desc.Texture2DArray.ArraySize = array_size;
uav_desc.Texture2DArray.MipSlice = view->u.tex.level;
uav_desc.Texture2DArray.PlaneSlice = 0;
break;
case D3D12_UAV_DIMENSION_TEXTURE3D:
uav_desc.Texture3D.MipSlice = view->u.tex.level;
uav_desc.Texture3D.FirstWSlice = view->u.tex.first_layer;
uav_desc.Texture3D.WSize = array_size;
break;
case D3D12_UAV_DIMENSION_BUFFER: {
uav_desc.Format = d3d12_get_format(shader->uav_bindings[i].format);
uint format_size = util_format_get_blocksize(shader->uav_bindings[i].format);
offset += view->u.buf.offset;
uav_desc.Buffer.CounterOffsetInBytes = 0;
uav_desc.Buffer.FirstElement = offset / format_size;
uav_desc.Buffer.NumElements = view->u.buf.size / format_size;
uav_desc.Buffer.StructureByteStride = 0;
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
break;
}
default:
unreachable("Unexpected image view dimension");
}
if (!batch->pending_memory_barrier) {
if (res->base.b.target == PIPE_BUFFER) {
d3d12_transition_resource_state(ctx, res, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_BIND_INVALIDATE_NONE);
} else {
unsigned transition_first_layer = view->u.tex.first_layer;
unsigned transition_array_size = array_size;
if (res->base.b.target == PIPE_TEXTURE_3D) {
transition_first_layer = 0;
transition_array_size = 0;
}
d3d12_transition_subresources_state(ctx, res,
view->u.tex.level, 1,
transition_first_layer, transition_array_size,
0, 1,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_BIND_INVALIDATE_NONE);
}
}
d3d12_batch_reference_resource(batch, res, true);
struct d3d12_descriptor_handle handle;
d3d12_descriptor_heap_alloc_handle(batch->view_heap, &handle);
d3d12_screen(ctx->base.screen)->dev->CreateUnorderedAccessView(d3d12_res, nullptr, &uav_desc, handle.cpu_handle);
} else {
d3d12_descriptor_heap_append_handles(batch->view_heap, &screen->null_uavs[shader->uav_bindings[i].dimension].cpu_handle, 1);
}
}
return table_start.gpu_handle;
}
static unsigned
fill_graphics_state_vars(struct d3d12_context *ctx,
const struct pipe_draw_info *dinfo,
unsigned drawid,
const struct pipe_draw_start_count_bias *draw,
struct d3d12_shader *shader,
uint32_t *values,
struct d3d12_cmd_signature_key *cmd_sig_key)
{
unsigned size = 0;
for (unsigned j = 0; j < shader->num_state_vars; ++j) {
uint32_t *ptr = values + size;
switch (shader->state_vars[j].var) {
case D3D12_STATE_VAR_Y_FLIP:
ptr[0] = fui(ctx->flip_y);
size += 4;
break;
case D3D12_STATE_VAR_PT_SPRITE:
ptr[0] = fui(1.0 / ctx->viewports[0].Width);
ptr[1] = fui(1.0 / ctx->viewports[0].Height);
ptr[2] = fui(ctx->gfx_pipeline_state.rast->base.point_size);
ptr[3] = fui(D3D12_MAX_POINT_SIZE);
size += 4;
break;
case D3D12_STATE_VAR_DRAW_PARAMS:
ptr[0] = dinfo->index_size ? draw->index_bias : draw->start;
ptr[1] = dinfo->start_instance;
ptr[2] = drawid;
ptr[3] = dinfo->index_size ? -1 : 0;
cmd_sig_key->draw_or_dispatch_params = 1;
cmd_sig_key->root_sig = ctx->gfx_pipeline_state.root_signature;
cmd_sig_key->params_root_const_offset = size;
size += 4;
break;
case D3D12_STATE_VAR_DEPTH_TRANSFORM:
ptr[0] = fui(2.0f * ctx->viewport_states[0].scale[2]);
ptr[1] = fui(ctx->viewport_states[0].translate[2] - ctx->viewport_states[0].scale[2]);
size += 4;
break;
case D3D12_STATE_VAR_DEFAULT_INNER_TESS_LEVEL:
memcpy(ptr, ctx->default_inner_tess_factor, sizeof(ctx->default_inner_tess_factor));
size += 4;
break;
case D3D12_STATE_VAR_DEFAULT_OUTER_TESS_LEVEL:
memcpy(ptr, ctx->default_outer_tess_factor, sizeof(ctx->default_outer_tess_factor));
size += 4;
break;
case D3D12_STATE_VAR_PATCH_VERTICES_IN:
ptr[0] = ctx->patch_vertices;
size += 4;
break;
default:
unreachable("unknown state variable");
}
}
return size;
}
static unsigned
fill_compute_state_vars(struct d3d12_context *ctx,
const struct pipe_grid_info *info,
struct d3d12_shader *shader,
uint32_t *values,
struct d3d12_cmd_signature_key *cmd_sig_key)
{
unsigned size = 0;
for (unsigned j = 0; j < shader->num_state_vars; ++j) {
uint32_t *ptr = values + size;
switch (shader->state_vars[j].var) {
case D3D12_STATE_VAR_NUM_WORKGROUPS:
ptr[0] = info->grid[0];
ptr[1] = info->grid[1];
ptr[2] = info->grid[2];
cmd_sig_key->draw_or_dispatch_params = 1;
cmd_sig_key->root_sig = ctx->compute_pipeline_state.root_signature;
cmd_sig_key->params_root_const_offset = size;
size += 4;
break;
case D3D12_STATE_VAR_TRANSFORM_GENERIC0: {
unsigned idx = shader->state_vars[j].var - D3D12_STATE_VAR_TRANSFORM_GENERIC0;
ptr[0] = ctx->transform_state_vars[idx * 4];
ptr[1] = ctx->transform_state_vars[idx * 4 + 1];
ptr[2] = ctx->transform_state_vars[idx * 4 + 2];
ptr[3] = ctx->transform_state_vars[idx * 4 + 3];
size += 4;
break;
}
default:
unreachable("unknown state variable");
}
}
return size;
}
static bool
check_descriptors_left(struct d3d12_context *ctx, bool compute)
{
struct d3d12_batch *batch = d3d12_current_batch(ctx);
unsigned needed_descs = 0;
unsigned count = compute ? 1 : D3D12_GFX_SHADER_STAGES;
for (unsigned i = 0; i < count; ++i) {
struct d3d12_shader_selector *shader = compute ? ctx->compute_state : ctx->gfx_stages[i];
if (!shader)
continue;
needed_descs += shader->current->num_cb_bindings;
needed_descs += shader->current->end_srv_binding - shader->current->begin_srv_binding;
needed_descs += shader->current->nir->info.num_ssbos;
needed_descs += shader->current->nir->info.num_images;
}
if (d3d12_descriptor_heap_get_remaining_handles(batch->view_heap) < needed_descs)
return false;
needed_descs = 0;
for (unsigned i = 0; i < count; ++i) {
struct d3d12_shader_selector *shader = compute ? ctx->compute_state : ctx->gfx_stages[i];
if (!shader)
continue;
needed_descs += shader->current->end_srv_binding - shader->current->begin_srv_binding;
}
if (d3d12_descriptor_heap_get_remaining_handles(batch->sampler_heap) < needed_descs)
return false;
return true;
}
#define MAX_DESCRIPTOR_TABLES (D3D12_GFX_SHADER_STAGES * 4)
static void
update_shader_stage_root_parameters(struct d3d12_context *ctx,
const struct d3d12_shader_selector *shader_sel,
unsigned &num_params,
unsigned &num_root_descriptors,
D3D12_GPU_DESCRIPTOR_HANDLE root_desc_tables[MAX_DESCRIPTOR_TABLES],
int root_desc_indices[MAX_DESCRIPTOR_TABLES])
{
auto stage = shader_sel->stage;
struct d3d12_shader *shader = shader_sel->current;
uint64_t dirty = ctx->shader_dirty[stage];
assert(shader);
if (shader->num_cb_bindings > 0) {
if (dirty & D3D12_SHADER_DIRTY_CONSTBUF) {
assert(num_root_descriptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_descriptors] = fill_cbv_descriptors(ctx, shader, stage);
root_desc_indices[num_root_descriptors++] = num_params;
}
num_params++;
}
if (shader->end_srv_binding > 0) {
if (dirty & D3D12_SHADER_DIRTY_SAMPLER_VIEWS) {
assert(num_root_descriptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_descriptors] = fill_srv_descriptors(ctx, shader, stage);
root_desc_indices[num_root_descriptors++] = num_params;
}
num_params++;
if (dirty & D3D12_SHADER_DIRTY_SAMPLERS) {
assert(num_root_descriptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_descriptors] = fill_sampler_descriptors(ctx, shader_sel, stage);
root_desc_indices[num_root_descriptors++] = num_params;
}
num_params++;
}
if (shader->nir->info.num_ssbos > 0) {
if (dirty & D3D12_SHADER_DIRTY_SSBO) {
assert(num_root_descriptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_descriptors] = fill_ssbo_descriptors(ctx, shader, stage);
root_desc_indices[num_root_descriptors++] = num_params;
}
num_params++;
}
if (shader->nir->info.num_images > 0) {
if (dirty & D3D12_SHADER_DIRTY_IMAGE) {
assert(num_root_descriptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_descriptors] = fill_image_descriptors(ctx, shader, stage);
root_desc_indices[num_root_descriptors++] = num_params;
}
num_params++;
}
}
static unsigned
update_graphics_root_parameters(struct d3d12_context *ctx,
const struct pipe_draw_info *dinfo,
unsigned drawid,
const struct pipe_draw_start_count_bias *draw,
D3D12_GPU_DESCRIPTOR_HANDLE root_desc_tables[MAX_DESCRIPTOR_TABLES],
int root_desc_indices[MAX_DESCRIPTOR_TABLES],
struct d3d12_cmd_signature_key *cmd_sig_key)
{
unsigned num_params = 0;
unsigned num_root_descriptors = 0;
for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i) {
struct d3d12_shader_selector *shader_sel = ctx->gfx_stages[i];
if (!shader_sel)
continue;
update_shader_stage_root_parameters(ctx, shader_sel, num_params, num_root_descriptors, root_desc_tables, root_desc_indices);
/* TODO Don't always update state vars */
if (shader_sel->current->num_state_vars > 0) {
uint32_t constants[D3D12_MAX_GRAPHICS_STATE_VARS * 4];
unsigned size = fill_graphics_state_vars(ctx, dinfo, drawid, draw, shader_sel->current, constants, cmd_sig_key);
if (cmd_sig_key->draw_or_dispatch_params)
cmd_sig_key->params_root_const_param = num_params;
ctx->cmdlist->SetGraphicsRoot32BitConstants(num_params, size, constants, 0);
num_params++;
}
}
return num_root_descriptors;
}
static unsigned
update_compute_root_parameters(struct d3d12_context *ctx,
const struct pipe_grid_info *info,
D3D12_GPU_DESCRIPTOR_HANDLE root_desc_tables[MAX_DESCRIPTOR_TABLES],
int root_desc_indices[MAX_DESCRIPTOR_TABLES],
struct d3d12_cmd_signature_key *cmd_sig_key)
{
unsigned num_params = 0;
unsigned num_root_descriptors = 0;
struct d3d12_shader_selector *shader_sel = ctx->compute_state;
if (shader_sel) {
update_shader_stage_root_parameters(ctx, shader_sel, num_params, num_root_descriptors, root_desc_tables, root_desc_indices);
/* TODO Don't always update state vars */
if (shader_sel->current->num_state_vars > 0) {
uint32_t constants[D3D12_MAX_COMPUTE_STATE_VARS * 4];
unsigned size = fill_compute_state_vars(ctx, info, shader_sel->current, constants, cmd_sig_key);
if (cmd_sig_key->draw_or_dispatch_params)
cmd_sig_key->params_root_const_param = num_params;
ctx->cmdlist->SetComputeRoot32BitConstants(num_params, size, constants, 0);
num_params++;
}
}
return num_root_descriptors;
}
static bool
validate_stream_output_targets(struct d3d12_context *ctx)
{
unsigned factor = 0;
if (ctx->gfx_pipeline_state.num_so_targets &&
ctx->gfx_pipeline_state.stages[PIPE_SHADER_GEOMETRY])
factor = ctx->gfx_pipeline_state.stages[PIPE_SHADER_GEOMETRY]->key.gs.stream_output_factor;
if (factor > 1)
return d3d12_enable_fake_so_buffers(ctx, factor);
else
return d3d12_disable_fake_so_buffers(ctx);
}
static D3D_PRIMITIVE_TOPOLOGY
topology(enum pipe_prim_type prim_type, uint8_t patch_vertices)
{
switch (prim_type) {
case PIPE_PRIM_POINTS:
return D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
case PIPE_PRIM_LINES:
return D3D_PRIMITIVE_TOPOLOGY_LINELIST;
case PIPE_PRIM_LINE_STRIP:
return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
case PIPE_PRIM_TRIANGLES:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case PIPE_PRIM_TRIANGLE_STRIP:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
case PIPE_PRIM_LINES_ADJACENCY:
return D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
case PIPE_PRIM_LINE_STRIP_ADJACENCY:
return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ;
case PIPE_PRIM_TRIANGLES_ADJACENCY:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ;
case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ;
case PIPE_PRIM_PATCHES:
return (D3D_PRIMITIVE_TOPOLOGY)(D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + patch_vertices - 1);
case PIPE_PRIM_QUADS:
case PIPE_PRIM_QUAD_STRIP:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; /* HACK: this is just wrong! */
default:
debug_printf("pipe_prim_type: %s\n", u_prim_name(prim_type));
unreachable("unexpected enum pipe_prim_type");
}
}
static DXGI_FORMAT
ib_format(unsigned index_size)
{
switch (index_size) {
case 1: return DXGI_FORMAT_R8_UINT;
case 2: return DXGI_FORMAT_R16_UINT;
case 4: return DXGI_FORMAT_R32_UINT;
default:
unreachable("unexpected index-buffer size");
}
}
static void
twoface_emulation(struct d3d12_context *ctx,
struct d3d12_rasterizer_state *rast,
const struct pipe_draw_info *dinfo,
const struct pipe_draw_indirect_info *indirect,
const struct pipe_draw_start_count_bias *draw)
{
/* draw backfaces */
ctx->base.bind_rasterizer_state(&ctx->base, rast->twoface_back);
d3d12_draw_vbo(&ctx->base, dinfo, 0, indirect, draw, 1);
/* restore real state */
ctx->base.bind_rasterizer_state(&ctx->base, rast);
}
static void
transition_surface_subresources_state(struct d3d12_context *ctx,
struct pipe_surface *psurf,
struct pipe_resource *pres,
D3D12_RESOURCE_STATES state)
{
struct d3d12_resource *res = d3d12_resource(pres);
unsigned start_layer, num_layers;
if (!d3d12_subresource_id_uses_layer(res->base.b.target)) {
start_layer = 0;
num_layers = 1;
} else {
start_layer = psurf->u.tex.first_layer;
num_layers = psurf->u.tex.last_layer - psurf->u.tex.first_layer + 1;
}
d3d12_transition_subresources_state(ctx, res,
psurf->u.tex.level, 1,
start_layer, num_layers,
d3d12_get_format_start_plane(psurf->format),
d3d12_get_format_num_planes(psurf->format),
state,
D3D12_BIND_INVALIDATE_FULL);
}
static bool
prim_supported(enum pipe_prim_type prim_type)
{
switch (prim_type) {
case PIPE_PRIM_POINTS:
case PIPE_PRIM_LINES:
case PIPE_PRIM_LINE_STRIP:
case PIPE_PRIM_TRIANGLES:
case PIPE_PRIM_TRIANGLE_STRIP:
case PIPE_PRIM_LINES_ADJACENCY:
case PIPE_PRIM_LINE_STRIP_ADJACENCY:
case PIPE_PRIM_TRIANGLES_ADJACENCY:
case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
case PIPE_PRIM_PATCHES:
return true;
default:
return false;
}
}
static inline struct d3d12_shader_selector *
d3d12_last_vertex_stage(struct d3d12_context *ctx)
{
struct d3d12_shader_selector *sel = ctx->gfx_stages[PIPE_SHADER_GEOMETRY];
if (!sel || sel->is_variant)
sel = ctx->gfx_stages[PIPE_SHADER_TESS_EVAL];
if (!sel)
sel = ctx->gfx_stages[PIPE_SHADER_VERTEX];
return sel;
}
static bool
update_draw_indirect_with_sysvals(struct d3d12_context *ctx,
const struct pipe_draw_info *dinfo,
unsigned drawid,
const struct pipe_draw_indirect_info **indirect_inout,
struct pipe_draw_indirect_info *indirect_out)
{
if (*indirect_inout == nullptr ||
ctx->gfx_stages[PIPE_SHADER_VERTEX] == nullptr)
return false;
unsigned sysvals[] = {
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
SYSTEM_VALUE_BASE_VERTEX,
SYSTEM_VALUE_FIRST_VERTEX,
SYSTEM_VALUE_BASE_INSTANCE,
SYSTEM_VALUE_DRAW_ID,
};
bool any = false;
for (unsigned sysval : sysvals) {
any |= (BITSET_TEST(ctx->gfx_stages[PIPE_SHADER_VERTEX]->initial->info.system_values_read, sysval));
}
if (!any)
return false;
d3d12_compute_transform_save_restore save;
d3d12_save_compute_transform_state(ctx, &save);
auto indirect_in = *indirect_inout;
*indirect_inout = indirect_out;
d3d12_compute_transform_key key;
memset(&key, 0, sizeof(key));
key.type = d3d12_compute_transform_type::base_vertex;
key.base_vertex.indexed = dinfo->index_size > 0;
key.base_vertex.dynamic_count = indirect_in->indirect_draw_count != nullptr;
ctx->base.bind_compute_state(&ctx->base, d3d12_get_compute_transform(ctx, &key));
ctx->transform_state_vars[0] = indirect_in->stride;
ctx->transform_state_vars[1] = indirect_in->offset;
ctx->transform_state_vars[2] = drawid;
if (indirect_in->indirect_draw_count) {
pipe_constant_buffer draw_count_cbuf;
draw_count_cbuf.buffer = indirect_in->indirect_draw_count;
draw_count_cbuf.buffer_offset = indirect_in->indirect_draw_count_offset;
draw_count_cbuf.buffer_size = 4;
draw_count_cbuf.user_buffer = nullptr;
ctx->base.set_constant_buffer(&ctx->base, PIPE_SHADER_COMPUTE, 1, true, &draw_count_cbuf);
}
pipe_shader_buffer new_cs_ssbos[2];
new_cs_ssbos[0].buffer = indirect_in->buffer;
new_cs_ssbos[0].buffer_offset = 0;
new_cs_ssbos[0].buffer_size = indirect_in->buffer->width0;
/* 4 additional uints for base vertex, base instance, draw ID, and a bool for indexed draw */
unsigned out_stride = sizeof(uint32_t) * ((key.base_vertex.indexed ? 5 : 4) + 4);
pipe_resource output_buf_templ = {};
output_buf_templ.target = PIPE_BUFFER;
output_buf_templ.width0 = out_stride * indirect_in->draw_count;
output_buf_templ.height0 = output_buf_templ.depth0 = output_buf_templ.array_size =
output_buf_templ.last_level = 1;
output_buf_templ.usage = PIPE_USAGE_DEFAULT;
new_cs_ssbos[1].buffer = ctx->base.screen->resource_create(ctx->base.screen, &output_buf_templ);
new_cs_ssbos[1].buffer_offset = 0;
new_cs_ssbos[1].buffer_size = output_buf_templ.width0;
ctx->base.set_shader_buffers(&ctx->base, PIPE_SHADER_COMPUTE, 0, 2, new_cs_ssbos, 2);
pipe_grid_info grid = {};
grid.block[0] = grid.block[1] = grid.block[2] = 1;
grid.grid[0] = indirect_in->draw_count;
grid.grid[1] = grid.grid[2] = 1;
ctx->base.launch_grid(&ctx->base, &grid);
d3d12_restore_compute_transform_state(ctx, &save);
*indirect_out = *indirect_in;
indirect_out->buffer = new_cs_ssbos[1].buffer;
indirect_out->offset = 0;
indirect_out->stride = out_stride;
return true;
}
static bool
update_draw_auto(struct d3d12_context *ctx,
const struct pipe_draw_indirect_info **indirect_inout,
struct pipe_draw_indirect_info *indirect_out)
{
if (*indirect_inout == nullptr ||
(*indirect_inout)->count_from_stream_output == nullptr ||
ctx->gfx_stages[PIPE_SHADER_VERTEX] == nullptr)
return false;
d3d12_compute_transform_save_restore save;
d3d12_save_compute_transform_state(ctx, &save);
auto indirect_in = *indirect_inout;
*indirect_inout = indirect_out;
d3d12_compute_transform_key key;
memset(&key, 0, sizeof(key));
key.type = d3d12_compute_transform_type::draw_auto;
ctx->base.bind_compute_state(&ctx->base, d3d12_get_compute_transform(ctx, &key));
auto so_arg = indirect_in->count_from_stream_output;
d3d12_stream_output_target *target = (d3d12_stream_output_target *)so_arg;
ctx->transform_state_vars[0] = ctx->vbs[0].stride;
ctx->transform_state_vars[1] = ctx->vbs[0].buffer_offset - so_arg->buffer_offset;
pipe_shader_buffer new_cs_ssbo;
new_cs_ssbo.buffer = target->fill_buffer;
new_cs_ssbo.buffer_offset = target->fill_buffer_offset;
new_cs_ssbo.buffer_size = target->fill_buffer->width0 - new_cs_ssbo.buffer_offset;
ctx->base.set_shader_buffers(&ctx->base, PIPE_SHADER_COMPUTE, 0, 1, &new_cs_ssbo, 1);
pipe_grid_info grid = {};
grid.block[0] = grid.block[1] = grid.block[2] = 1;
grid.grid[0] = grid.grid[1] = grid.grid[2] = 1;
ctx->base.launch_grid(&ctx->base, &grid);
d3d12_restore_compute_transform_state(ctx, &save);
*indirect_out = *indirect_in;
pipe_resource_reference(&indirect_out->buffer, target->fill_buffer);
indirect_out->offset = target->fill_buffer_offset + 4;
indirect_out->stride = sizeof(D3D12_DRAW_ARGUMENTS);
indirect_out->count_from_stream_output = nullptr;
return true;
}
void
d3d12_draw_vbo(struct pipe_context *pctx,
const struct pipe_draw_info *dinfo,
unsigned drawid_offset,
const struct pipe_draw_indirect_info *indirect,
const struct pipe_draw_start_count_bias *draws,
unsigned num_draws)
{
if (num_draws > 1) {
util_draw_multi(pctx, dinfo, drawid_offset, indirect, draws, num_draws);
return;
}
if (!indirect && (!draws[0].count || !dinfo->instance_count))
return;
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_screen *screen = d3d12_screen(pctx->screen);
struct d3d12_batch *batch;
struct pipe_resource *index_buffer = NULL;
unsigned index_offset = 0;
enum d3d12_surface_conversion_mode conversion_modes[PIPE_MAX_COLOR_BUFS] = {};
struct pipe_draw_indirect_info patched_indirect = {};
if (!prim_supported((enum pipe_prim_type)dinfo->mode) ||
dinfo->index_size == 1 ||
(dinfo->primitive_restart && dinfo->restart_index != 0xffff &&
dinfo->restart_index != 0xffffffff)) {
if (!dinfo->primitive_restart &&
!indirect &&
!u_trim_pipe_prim((enum pipe_prim_type)dinfo->mode, (unsigned *)&draws[0].count))
return;
ctx->initial_api_prim = (enum pipe_prim_type)dinfo->mode;
util_primconvert_save_rasterizer_state(ctx->primconvert, &ctx->gfx_pipeline_state.rast->base);
util_primconvert_draw_vbo(ctx->primconvert, dinfo, drawid_offset, indirect, draws, num_draws);
return;
}
bool draw_auto = update_draw_auto(ctx, &indirect, &patched_indirect);
bool indirect_with_sysvals = !draw_auto && update_draw_indirect_with_sysvals(ctx, dinfo, drawid_offset, &indirect, &patched_indirect);
struct d3d12_cmd_signature_key cmd_sig_key;
memset(&cmd_sig_key, 0, sizeof(cmd_sig_key));
if (indirect) {
cmd_sig_key.compute = false;
cmd_sig_key.indexed = dinfo->index_size > 0;
if (indirect->draw_count > 1 ||
indirect->indirect_draw_count ||
indirect_with_sysvals)
cmd_sig_key.multi_draw_stride = indirect->stride;
else if (cmd_sig_key.indexed)
cmd_sig_key.multi_draw_stride = sizeof(D3D12_DRAW_INDEXED_ARGUMENTS);
else
cmd_sig_key.multi_draw_stride = sizeof(D3D12_DRAW_ARGUMENTS);
}
for (int i = 0; i < ctx->fb.nr_cbufs; ++i) {
if (ctx->fb.cbufs[i]) {
struct d3d12_surface *surface = d3d12_surface(ctx->fb.cbufs[i]);
conversion_modes[i] = d3d12_surface_update_pre_draw(pctx, surface, d3d12_rtv_format(ctx, i));
if (conversion_modes[i] != D3D12_SURFACE_CONVERSION_NONE)
ctx->cmdlist_dirty |= D3D12_DIRTY_FRAMEBUFFER;
}
}
struct d3d12_rasterizer_state *rast = ctx->gfx_pipeline_state.rast;
if (rast->twoface_back) {
enum pipe_prim_type saved_mode = ctx->initial_api_prim;
twoface_emulation(ctx, rast, dinfo, indirect, &draws[0]);
ctx->initial_api_prim = saved_mode;
}
if (ctx->pstipple.enabled && ctx->gfx_pipeline_state.rast->base.poly_stipple_enable)
ctx->shader_dirty[PIPE_SHADER_FRAGMENT] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS |
D3D12_SHADER_DIRTY_SAMPLERS;
/* this should *really* be fixed at a higher level than here! */
enum pipe_prim_type reduced_prim = u_reduced_prim((enum pipe_prim_type)dinfo->mode);
if (reduced_prim == PIPE_PRIM_TRIANGLES &&
ctx->gfx_pipeline_state.rast->base.cull_face == PIPE_FACE_FRONT_AND_BACK)
return;
if (ctx->gfx_pipeline_state.prim_type != dinfo->mode) {
ctx->gfx_pipeline_state.prim_type = (enum pipe_prim_type)dinfo->mode;
ctx->state_dirty |= D3D12_DIRTY_PRIM_MODE;
}
d3d12_select_shader_variants(ctx, dinfo);
d3d12_validate_queries(ctx);
for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i) {
struct d3d12_shader *shader = ctx->gfx_stages[i] ? ctx->gfx_stages[i]->current : NULL;
if (ctx->gfx_pipeline_state.stages[i] != shader) {
ctx->gfx_pipeline_state.stages[i] = shader;
ctx->state_dirty |= D3D12_DIRTY_SHADER;
}
}
/* Reset to an invalid value after it's been used */
ctx->initial_api_prim = PIPE_PRIM_MAX;
/* Copy the stream output info from the current vertex/geometry shader */
if (ctx->state_dirty & D3D12_DIRTY_SHADER) {
struct d3d12_shader_selector *sel = d3d12_last_vertex_stage(ctx);
if (sel) {
ctx->gfx_pipeline_state.so_info = sel->so_info;
} else {
memset(&ctx->gfx_pipeline_state.so_info, 0, sizeof(sel->so_info));
}
}
if (!validate_stream_output_targets(ctx)) {
debug_printf("validate_stream_output_targets() failed\n");
return;
}
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE ib_strip_cut_value =
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
if (dinfo->index_size > 0) {
assert(dinfo->index_size != 1);
if (dinfo->has_user_indices) {
if (!util_upload_index_buffer(pctx, dinfo, &draws[0], &index_buffer,
&index_offset, 4)) {
debug_printf("util_upload_index_buffer() failed\n");
return;
}
} else {
index_buffer = dinfo->index.resource;
}
if (dinfo->primitive_restart) {
assert(dinfo->restart_index == 0xffff ||
dinfo->restart_index == 0xffffffff);
ib_strip_cut_value = dinfo->restart_index == 0xffff ?
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF :
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF;
}
}
if (ctx->gfx_pipeline_state.ib_strip_cut_value != ib_strip_cut_value) {
ctx->gfx_pipeline_state.ib_strip_cut_value = ib_strip_cut_value;
ctx->state_dirty |= D3D12_DIRTY_STRIP_CUT_VALUE;
}
if (!ctx->gfx_pipeline_state.root_signature || ctx->state_dirty & D3D12_DIRTY_SHADER) {
ID3D12RootSignature *root_signature = d3d12_get_root_signature(ctx, false);
if (ctx->gfx_pipeline_state.root_signature != root_signature) {
ctx->gfx_pipeline_state.root_signature = root_signature;
ctx->state_dirty |= D3D12_DIRTY_ROOT_SIGNATURE;
for (int i = 0; i < D3D12_GFX_SHADER_STAGES; ++i)
ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_ALL;
}
}
if (!ctx->current_gfx_pso || ctx->state_dirty & D3D12_DIRTY_GFX_PSO) {
ctx->current_gfx_pso = d3d12_get_gfx_pipeline_state(ctx);
assert(ctx->current_gfx_pso);
}
ctx->cmdlist_dirty |= ctx->state_dirty;
if (!check_descriptors_left(ctx, false))
d3d12_flush_cmdlist(ctx);
batch = d3d12_current_batch(ctx);
if (ctx->cmdlist_dirty & D3D12_DIRTY_ROOT_SIGNATURE) {
d3d12_batch_reference_object(batch, ctx->gfx_pipeline_state.root_signature);
ctx->cmdlist->SetGraphicsRootSignature(ctx->gfx_pipeline_state.root_signature);
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_GFX_PSO) {
assert(ctx->current_gfx_pso);
d3d12_batch_reference_object(batch, ctx->current_gfx_pso);
ctx->cmdlist->SetPipelineState(ctx->current_gfx_pso);
}
D3D12_GPU_DESCRIPTOR_HANDLE root_desc_tables[MAX_DESCRIPTOR_TABLES];
int root_desc_indices[MAX_DESCRIPTOR_TABLES];
unsigned num_root_descriptors = update_graphics_root_parameters(ctx, dinfo, drawid_offset, &draws[0],
root_desc_tables, root_desc_indices, &cmd_sig_key);
bool need_zero_one_depth_range = d3d12_need_zero_one_depth_range(ctx);
if (need_zero_one_depth_range != ctx->need_zero_one_depth_range) {
ctx->cmdlist_dirty |= D3D12_DIRTY_VIEWPORT;
ctx->need_zero_one_depth_range = need_zero_one_depth_range;
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_VIEWPORT) {
D3D12_VIEWPORT viewports[PIPE_MAX_VIEWPORTS];
for (unsigned i = 0; i < ctx->num_viewports; ++i) {
viewports[i] = ctx->viewports[i];
if (ctx->need_zero_one_depth_range) {
viewports[i].MinDepth = 0.0f;
viewports[i].MaxDepth = 1.0f;
}
if (ctx->fb.nr_cbufs == 0 && !ctx->fb.zsbuf) {
viewports[i].TopLeftX = MAX2(0.0f, viewports[i].TopLeftX);
viewports[i].TopLeftY = MAX2(0.0f, viewports[i].TopLeftY);
viewports[i].Width = MIN2(ctx->fb.width, viewports[i].Width);
viewports[i].Height = MIN2(ctx->fb.height, viewports[i].Height);
}
}
ctx->cmdlist->RSSetViewports(ctx->num_viewports, viewports);
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_SCISSOR) {
if (ctx->gfx_pipeline_state.rast->base.scissor && ctx->num_viewports > 0)
ctx->cmdlist->RSSetScissorRects(ctx->num_viewports, ctx->scissors);
else
ctx->cmdlist->RSSetScissorRects(PIPE_MAX_VIEWPORTS, MAX_SCISSOR_ARRAY);
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_BLEND_COLOR) {
unsigned blend_factor_flags = ctx->gfx_pipeline_state.blend->blend_factor_flags;
if (blend_factor_flags & (D3D12_BLEND_FACTOR_COLOR | D3D12_BLEND_FACTOR_ANY)) {
ctx->cmdlist->OMSetBlendFactor(ctx->blend_factor);
} else if (blend_factor_flags & D3D12_BLEND_FACTOR_ALPHA) {
float alpha_const[4] = { ctx->blend_factor[3], ctx->blend_factor[3],
ctx->blend_factor[3], ctx->blend_factor[3] };
ctx->cmdlist->OMSetBlendFactor(alpha_const);
}
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_STENCIL_REF)
ctx->cmdlist->OMSetStencilRef(ctx->stencil_ref.ref_value[0]);
if (ctx->cmdlist_dirty & D3D12_DIRTY_PRIM_MODE)
ctx->cmdlist->IASetPrimitiveTopology(topology((enum pipe_prim_type)dinfo->mode, ctx->patch_vertices));
for (unsigned i = 0; i < ctx->num_vbs; ++i) {
if (ctx->vbs[i].buffer.resource) {
struct d3d12_resource *res = d3d12_resource(ctx->vbs[i].buffer.resource);
d3d12_transition_resource_state(ctx, res, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, D3D12_BIND_INVALIDATE_NONE);
if (ctx->cmdlist_dirty & D3D12_DIRTY_VERTEX_BUFFERS)
d3d12_batch_reference_resource(batch, res, false);
}
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_VERTEX_BUFFERS)
ctx->cmdlist->IASetVertexBuffers(0, ctx->num_vbs, ctx->vbvs);
if (index_buffer) {
D3D12_INDEX_BUFFER_VIEW ibv;
struct d3d12_resource *res = d3d12_resource(index_buffer);
ibv.BufferLocation = d3d12_resource_gpu_virtual_address(res) + index_offset;
ibv.SizeInBytes = res->base.b.width0 - index_offset;
ibv.Format = ib_format(dinfo->index_size);
d3d12_transition_resource_state(ctx, res, D3D12_RESOURCE_STATE_INDEX_BUFFER, D3D12_BIND_INVALIDATE_NONE);
if (ctx->cmdlist_dirty & D3D12_DIRTY_INDEX_BUFFER ||
memcmp(&ctx->ibv, &ibv, sizeof(D3D12_INDEX_BUFFER_VIEW)) != 0) {
ctx->ibv = ibv;
d3d12_batch_reference_resource(batch, res, false);
ctx->cmdlist->IASetIndexBuffer(&ibv);
}
if (dinfo->has_user_indices)
pipe_resource_reference(&index_buffer, NULL);
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_FRAMEBUFFER) {
D3D12_CPU_DESCRIPTOR_HANDLE render_targets[PIPE_MAX_COLOR_BUFS] = {};
D3D12_CPU_DESCRIPTOR_HANDLE *depth_desc = NULL, tmp_desc;
for (int i = 0; i < ctx->fb.nr_cbufs; ++i) {
if (ctx->fb.cbufs[i]) {
struct d3d12_surface *surface = d3d12_surface(ctx->fb.cbufs[i]);
render_targets[i] = d3d12_surface_get_handle(surface, conversion_modes[i]);
d3d12_batch_reference_surface_texture(batch, surface);
} else
render_targets[i] = screen->null_rtv.cpu_handle;
}
if (ctx->fb.zsbuf) {
struct d3d12_surface *surface = d3d12_surface(ctx->fb.zsbuf);
tmp_desc = surface->desc_handle.cpu_handle;
d3d12_batch_reference_surface_texture(batch, surface);
depth_desc = &tmp_desc;
}
ctx->cmdlist->OMSetRenderTargets(ctx->fb.nr_cbufs, render_targets, FALSE, depth_desc);
}
struct pipe_stream_output_target **so_targets = ctx->fake_so_buffer_factor ? ctx->fake_so_targets
: ctx->so_targets;
D3D12_STREAM_OUTPUT_BUFFER_VIEW *so_buffer_views = ctx->fake_so_buffer_factor ? ctx->fake_so_buffer_views
: ctx->so_buffer_views;
for (unsigned i = 0; i < ctx->gfx_pipeline_state.num_so_targets; ++i) {
struct d3d12_stream_output_target *target = (struct d3d12_stream_output_target *)so_targets[i];
if (!target)
continue;
struct d3d12_resource *so_buffer = d3d12_resource(target->base.buffer);
struct d3d12_resource *fill_buffer = d3d12_resource(target->fill_buffer);
if (ctx->cmdlist_dirty & D3D12_DIRTY_STREAM_OUTPUT) {
d3d12_batch_reference_resource(batch, so_buffer, true);
d3d12_batch_reference_resource(batch, fill_buffer, true);
}
d3d12_transition_resource_state(ctx, so_buffer, D3D12_RESOURCE_STATE_STREAM_OUT, D3D12_BIND_INVALIDATE_NONE);
d3d12_transition_resource_state(ctx, fill_buffer, D3D12_RESOURCE_STATE_STREAM_OUT, D3D12_BIND_INVALIDATE_NONE);
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_STREAM_OUTPUT)
ctx->cmdlist->SOSetTargets(0, 4, so_buffer_views);
for (int i = 0; i < ctx->fb.nr_cbufs; ++i) {
struct pipe_surface *psurf = ctx->fb.cbufs[i];
if (!psurf)
continue;
struct pipe_resource *pres = conversion_modes[i] == D3D12_SURFACE_CONVERSION_BGRA_UINT ?
d3d12_surface(psurf)->rgba_texture : psurf->texture;
transition_surface_subresources_state(ctx, psurf, pres,
D3D12_RESOURCE_STATE_RENDER_TARGET);
}
if (ctx->fb.zsbuf) {
struct pipe_surface *psurf = ctx->fb.zsbuf;
transition_surface_subresources_state(ctx, psurf, psurf->texture,
D3D12_RESOURCE_STATE_DEPTH_WRITE);
}
ID3D12Resource *indirect_arg_buf = nullptr;
ID3D12Resource *indirect_count_buf = nullptr;
uint64_t indirect_arg_offset = 0, indirect_count_offset = 0;
if (indirect) {
if (indirect->buffer) {
struct d3d12_resource *indirect_buf = d3d12_resource(indirect->buffer);
uint64_t buf_offset = 0;
indirect_arg_buf = d3d12_resource_underlying(indirect_buf, &buf_offset);
indirect_arg_offset = indirect->offset + buf_offset;
d3d12_transition_resource_state(ctx, indirect_buf,
D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT, D3D12_BIND_INVALIDATE_NONE);
d3d12_batch_reference_resource(batch, indirect_buf, false);
}
if (indirect->indirect_draw_count) {
struct d3d12_resource *count_buf = d3d12_resource(indirect->indirect_draw_count);
uint64_t count_offset = 0;
indirect_count_buf = d3d12_resource_underlying(count_buf, &count_offset);
indirect_count_offset = indirect->indirect_draw_count_offset + count_offset;
d3d12_transition_resource_state(ctx, count_buf,
D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT, D3D12_BIND_INVALIDATE_NONE);
d3d12_batch_reference_resource(batch, count_buf, false);
}
assert(!indirect->count_from_stream_output);
}
d3d12_apply_resource_states(ctx, false);
for (unsigned i = 0; i < num_root_descriptors; ++i)
ctx->cmdlist->SetGraphicsRootDescriptorTable(root_desc_indices[i], root_desc_tables[i]);
if (indirect) {
unsigned draw_count = draw_auto ? 1 : indirect->draw_count;
ID3D12CommandSignature *cmd_sig = d3d12_get_cmd_signature(ctx, &cmd_sig_key);
ctx->cmdlist->ExecuteIndirect(cmd_sig, draw_count, indirect_arg_buf,
indirect_arg_offset, indirect_count_buf, indirect_count_offset);
} else {
if (dinfo->index_size > 0)
ctx->cmdlist->DrawIndexedInstanced(draws[0].count, dinfo->instance_count,
draws[0].start, draws[0].index_bias,
dinfo->start_instance);
else
ctx->cmdlist->DrawInstanced(draws[0].count, dinfo->instance_count,
draws[0].start, dinfo->start_instance);
}
ctx->state_dirty &= D3D12_DIRTY_COMPUTE_MASK;
batch->pending_memory_barrier = false;
ctx->cmdlist_dirty &= D3D12_DIRTY_COMPUTE_MASK |
(index_buffer ? 0 : D3D12_DIRTY_INDEX_BUFFER);
/* The next dispatch needs to reassert the compute PSO */
ctx->cmdlist_dirty |= D3D12_DIRTY_COMPUTE_SHADER;
for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i)
ctx->shader_dirty[i] = 0;
for (int i = 0; i < ctx->fb.nr_cbufs; ++i) {
if (ctx->fb.cbufs[i]) {
struct d3d12_surface *surface = d3d12_surface(ctx->fb.cbufs[i]);
d3d12_surface_update_post_draw(pctx, surface, conversion_modes[i]);
}
}
pipe_resource_reference(&patched_indirect.buffer, NULL);
}
static bool
update_dispatch_indirect_with_sysvals(struct d3d12_context *ctx,
struct pipe_resource **indirect_inout,
unsigned *indirect_offset_inout,
struct pipe_resource **indirect_out)
{
if (*indirect_inout == nullptr ||
ctx->compute_state == nullptr)
return false;
if (!BITSET_TEST(ctx->compute_state->current->nir->info.system_values_read, SYSTEM_VALUE_NUM_WORKGROUPS))
return false;
if (ctx->current_predication)
ctx->cmdlist->SetPredication(nullptr, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
auto indirect_in = *indirect_inout;
/* 6 uints: 2 copies of the indirect arg buffer */
pipe_resource output_buf_templ = {};
output_buf_templ.target = PIPE_BUFFER;
output_buf_templ.width0 = sizeof(uint32_t) * 6;
output_buf_templ.height0 = output_buf_templ.depth0 = output_buf_templ.array_size =
output_buf_templ.last_level = 1;
output_buf_templ.usage = PIPE_USAGE_DEFAULT;
*indirect_out = ctx->base.screen->resource_create(ctx->base.screen, &output_buf_templ);
struct pipe_box src_box = { (int)*indirect_offset_inout, 0, 0, sizeof(uint32_t) * 3, 1, 1 };
ctx->base.resource_copy_region(&ctx->base, *indirect_out, 0, 0, 0, 0, indirect_in, 0, &src_box);
ctx->base.resource_copy_region(&ctx->base, *indirect_out, 0, src_box.width, 0, 0, indirect_in, 0, &src_box);
if (ctx->current_predication)
d3d12_enable_predication(ctx);
*indirect_inout = *indirect_out;
*indirect_offset_inout = 0;
return true;
}
void
d3d12_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_batch *batch;
struct pipe_resource *patched_indirect = nullptr;
struct d3d12_cmd_signature_key cmd_sig_key;
memset(&cmd_sig_key, 0, sizeof(cmd_sig_key));
cmd_sig_key.compute = 1;
cmd_sig_key.multi_draw_stride = sizeof(D3D12_DISPATCH_ARGUMENTS);
struct pipe_resource *indirect = info->indirect;
unsigned indirect_offset = info->indirect_offset;
if (indirect && update_dispatch_indirect_with_sysvals(ctx, &indirect, &indirect_offset, &patched_indirect))
cmd_sig_key.multi_draw_stride = sizeof(D3D12_DISPATCH_ARGUMENTS) * 2;
d3d12_select_compute_shader_variants(ctx, info);
d3d12_validate_queries(ctx);
struct d3d12_shader *shader = ctx->compute_state ? ctx->compute_state->current : NULL;
if (ctx->compute_pipeline_state.stage != shader) {
ctx->compute_pipeline_state.stage = shader;
ctx->state_dirty |= D3D12_DIRTY_COMPUTE_SHADER;
}
if (!ctx->compute_pipeline_state.root_signature || ctx->state_dirty & D3D12_DIRTY_COMPUTE_SHADER) {
ID3D12RootSignature *root_signature = d3d12_get_root_signature(ctx, true);
if (ctx->compute_pipeline_state.root_signature != root_signature) {
ctx->compute_pipeline_state.root_signature = root_signature;
ctx->state_dirty |= D3D12_DIRTY_COMPUTE_ROOT_SIGNATURE;
ctx->shader_dirty[PIPE_SHADER_COMPUTE] |= D3D12_SHADER_DIRTY_ALL;
}
}
if (!ctx->current_compute_pso || ctx->state_dirty & D3D12_DIRTY_COMPUTE_PSO) {
ctx->current_compute_pso = d3d12_get_compute_pipeline_state(ctx);
assert(ctx->current_compute_pso);
}
ctx->cmdlist_dirty |= ctx->state_dirty;
if (!check_descriptors_left(ctx, true))
d3d12_flush_cmdlist(ctx);
batch = d3d12_current_batch(ctx);
if (ctx->cmdlist_dirty & D3D12_DIRTY_COMPUTE_ROOT_SIGNATURE) {
d3d12_batch_reference_object(batch, ctx->compute_pipeline_state.root_signature);
ctx->cmdlist->SetComputeRootSignature(ctx->compute_pipeline_state.root_signature);
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_COMPUTE_PSO) {
assert(ctx->current_compute_pso);
d3d12_batch_reference_object(batch, ctx->current_compute_pso);
ctx->cmdlist->SetPipelineState(ctx->current_compute_pso);
}
D3D12_GPU_DESCRIPTOR_HANDLE root_desc_tables[MAX_DESCRIPTOR_TABLES];
int root_desc_indices[MAX_DESCRIPTOR_TABLES];
unsigned num_root_descriptors = update_compute_root_parameters(ctx, info, root_desc_tables, root_desc_indices, &cmd_sig_key);
ID3D12Resource *indirect_arg_buf = nullptr;
uint64_t indirect_arg_offset = 0;
if (indirect) {
struct d3d12_resource *indirect_buf = d3d12_resource(indirect);
uint64_t buf_offset = 0;
indirect_arg_buf = d3d12_resource_underlying(indirect_buf, &buf_offset);
indirect_arg_offset = indirect_offset + buf_offset;
d3d12_transition_resource_state(ctx, indirect_buf,
D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT, D3D12_BIND_INVALIDATE_NONE);
d3d12_batch_reference_resource(batch, indirect_buf, false);
}
d3d12_apply_resource_states(ctx, ctx->compute_state->is_variant);
for (unsigned i = 0; i < num_root_descriptors; ++i)
ctx->cmdlist->SetComputeRootDescriptorTable(root_desc_indices[i], root_desc_tables[i]);
if (indirect) {
ID3D12CommandSignature *cmd_sig = d3d12_get_cmd_signature(ctx, &cmd_sig_key);
ctx->cmdlist->ExecuteIndirect(cmd_sig, 1, indirect_arg_buf, indirect_arg_offset, nullptr, 0);
} else {
ctx->cmdlist->Dispatch(info->grid[0], info->grid[1], info->grid[2]);
}
ctx->state_dirty &= D3D12_DIRTY_GFX_MASK;
ctx->cmdlist_dirty &= D3D12_DIRTY_GFX_MASK;
/* The next draw needs to reassert the graphics PSO */
ctx->cmdlist_dirty |= D3D12_DIRTY_SHADER;
batch->pending_memory_barrier = false;
ctx->shader_dirty[PIPE_SHADER_COMPUTE] = 0;
pipe_resource_reference(&patched_indirect, nullptr);
}