dxvk/src/dxvk/dxvk_bind_mask.h

195 lines
4.9 KiB
C++

#pragma once
#include <type_traits>
#include "dxvk_buffer.h"
#include "dxvk_descriptor.h"
#include "dxvk_image.h"
#include "dxvk_limits.h"
#include "dxvk_sampler.h"
namespace dxvk {
/**
* \brief Binding mask
*
* Used to track which resource slots have a compatible
* binding and which ones don't. This is used to set up
* binding-related specialization constants in shaders.
* \tparam N Number of binding slots
*/
template<uint32_t BindingCount>
class DxvkBindingSet {
using MaskType = std::conditional_t<(BindingCount > 32), uintptr_t, uint32_t>;
constexpr static MaskType SetBit = MaskType(1u);
constexpr static MaskType SetMask = ~MaskType(0u);
constexpr static uint32_t BitCount = 8 * sizeof(MaskType);
constexpr static uint32_t IntCount = (BindingCount + BitCount - 1) / BitCount;
public:
/**
* \brief Tests whether a binding is active
*
* \param [in] slot The binding ID
* \returns \c true if the binding is active
*/
bool test(uint32_t slot) const {
const uint32_t intId = computeIntId(slot);
const uint32_t bitId = computeBitId(slot);
const MaskType bitMask = SetBit << bitId;
return (m_slots[intId] & bitMask) != 0;
}
/**
* \brief Changes a single binding
*
* \param [in] slot The binding ID
* \param [in] value New binding state
* \returns \c true if the state has changed
*/
bool set(uint32_t slot, bool value) {
const uint32_t intId = computeIntId(slot);
const uint32_t bitId = computeBitId(slot);
const MaskType bitMask = SetBit << bitId;
const MaskType prev = m_slots[intId];
const MaskType next = value
? prev | bitMask
: prev & ~bitMask;
m_slots[intId] = next;
return prev != next;
}
/**
* \brief Marks a binding as active
*
* \param [in] slot The binding ID
* \returns \c true if the state has changed
*/
bool set(uint32_t slot) {
return set(slot, true);
}
/**
* \brief Marks a binding as inactive
*
* \param [in] slot The binding ID
* \returns \c true if the state has changed
*/
bool clr(uint32_t slot) {
return set(slot, false);
}
/**
* \brief Clears binding state
*
* Useful to zero out any bindings
* that are not used by a pipeline.
*/
void clear() {
for (uint32_t i = 0; i < IntCount; i++)
m_slots[i] = 0;
}
/**
* \brief Enables multiple bindings
*
* Leaves bindings outside of this range unaffected.
* \param [in] first First binding to enable
* \param [in] count Number of bindings to enable
*/
void setRange(uint32_t first, uint32_t count) {
if (!count)
return;
uint32_t firstInt = computeIntId(first);
uint32_t firstBit = computeBitId(first);
uint32_t lastInt = computeIntId(first + count - 1);
uint32_t lastBit = computeBitId(first + count - 1) + 1;
if (firstInt == lastInt) {
m_slots[firstInt] |= (count < BitCount)
? ((SetBit << count) - 1) << firstBit
: (SetMask);
} else {
m_slots[firstInt] |= SetMask << firstBit;
m_slots[lastInt] |= SetMask >> (BitCount - lastBit);
for (uint32_t i = firstInt + 1; i < lastInt; i++)
m_slots[i] = SetMask;
}
}
/**
* \brief Finds next set binding
*
* \param [in] first Fist bit to consider
* \returns Binding ID, or -1 if none was found
*/
int32_t findNext(uint32_t first) const {
if (unlikely(first >= BindingCount))
return -1;
uint32_t intId = computeIntId(first);
uint32_t bitId = computeBitId(first);
MaskType mask = m_slots[intId] & ~((SetBit << bitId) - 1);
while (!mask && ++intId < IntCount)
mask = m_slots[intId];
if (!mask)
return -1;
return BitCount * intId + bit::tzcnt(mask);
}
bool operator == (const DxvkBindingSet& other) const {
bool eq = true;
for (uint32_t i = 0; i < IntCount; i++)
eq &= m_slots[i] == other.m_slots[i];
return eq;
}
bool operator != (const DxvkBindingSet& other) const {
return !this->operator == (other);
}
private:
MaskType m_slots[IntCount];
static uint32_t computeIntId(uint32_t slot) {
if constexpr (IntCount > 1)
return slot / BitCount;
else
return 0;
}
static uint32_t computeBitId(uint32_t slot) {
if constexpr (IntCount > 1)
return slot % BitCount;
else
return slot;
}
};
/**
* \brief Bound shader resources
*
* Stores the resources bound to a binding
* slot in DXVK. These are used to create
* descriptor sets.
*/
struct DxvkShaderResourceSlot {
Rc<DxvkSampler> sampler;
Rc<DxvkImageView> imageView;
Rc<DxvkBufferView> bufferView;
DxvkBufferSlice bufferSlice;
};
}