xref: /aosp_15_r20/external/mesa3d/src/gallium/drivers/d3d12/d3d12_root_signature.cpp (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /*
2  * Copyright © Microsoft Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include <wrl/client.h>
25 using Microsoft::WRL::ComPtr;
26 
27 #include "d3d12_root_signature.h"
28 #include "d3d12_compiler.h"
29 #include "d3d12_screen.h"
30 
31 #include "util/u_memory.h"
32 
33 #include <dxguids/dxguids.h>
34 
35 struct d3d12_root_signature {
36    struct d3d12_root_signature_key key;
37    ID3D12RootSignature *sig;
38 };
39 
40 static D3D12_SHADER_VISIBILITY
get_shader_visibility(enum pipe_shader_type stage)41 get_shader_visibility(enum pipe_shader_type stage)
42 {
43    switch (stage) {
44    case PIPE_SHADER_VERTEX:
45       return D3D12_SHADER_VISIBILITY_VERTEX;
46    case PIPE_SHADER_FRAGMENT:
47       return D3D12_SHADER_VISIBILITY_PIXEL;
48    case PIPE_SHADER_GEOMETRY:
49       return D3D12_SHADER_VISIBILITY_GEOMETRY;
50    case PIPE_SHADER_TESS_CTRL:
51       return D3D12_SHADER_VISIBILITY_HULL;
52    case PIPE_SHADER_TESS_EVAL:
53       return D3D12_SHADER_VISIBILITY_DOMAIN;
54    case PIPE_SHADER_COMPUTE:
55       return D3D12_SHADER_VISIBILITY_ALL;
56    default:
57       unreachable("unknown shader stage");
58    }
59 }
60 
61 static inline void
init_constant_root_param(D3D12_ROOT_PARAMETER1 * param,unsigned reg,unsigned size,D3D12_SHADER_VISIBILITY visibility)62 init_constant_root_param(D3D12_ROOT_PARAMETER1 *param,
63                          unsigned reg,
64                          unsigned size,
65                          D3D12_SHADER_VISIBILITY visibility)
66 {
67    param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
68    param->ShaderVisibility = visibility;
69    param->Constants.RegisterSpace = 0;
70    param->Constants.ShaderRegister = reg;
71    param->Constants.Num32BitValues = size;
72 }
73 
74 static inline void
init_range(D3D12_DESCRIPTOR_RANGE1 * range,D3D12_DESCRIPTOR_RANGE_TYPE type,uint32_t num_descs,uint32_t base_shader_register,uint32_t register_space,uint32_t offset_from_start)75 init_range(D3D12_DESCRIPTOR_RANGE1 *range,
76            D3D12_DESCRIPTOR_RANGE_TYPE type,
77            uint32_t num_descs,
78            uint32_t base_shader_register,
79            uint32_t register_space,
80            uint32_t offset_from_start)
81 {
82    range->RangeType = type;
83    range->NumDescriptors = num_descs;
84    range->BaseShaderRegister = base_shader_register;
85    range->RegisterSpace = register_space;
86 #ifdef _GAMING_XBOX
87    range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
88 #else
89    if (type == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER ||
90        type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV)
91       range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
92    else
93       range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_STATIC_KEEPING_BUFFER_BOUNDS_CHECKS;
94 #endif
95    range->OffsetInDescriptorsFromTableStart = offset_from_start;
96 }
97 
98 static inline void
init_range_root_param(D3D12_ROOT_PARAMETER1 * param,D3D12_DESCRIPTOR_RANGE1 * range,D3D12_DESCRIPTOR_RANGE_TYPE type,uint32_t num_descs,D3D12_SHADER_VISIBILITY visibility,uint32_t base_shader_register,uint32_t register_space)99 init_range_root_param(D3D12_ROOT_PARAMETER1 *param,
100                       D3D12_DESCRIPTOR_RANGE1 *range,
101                       D3D12_DESCRIPTOR_RANGE_TYPE type,
102                       uint32_t num_descs,
103                       D3D12_SHADER_VISIBILITY visibility,
104                       uint32_t base_shader_register,
105                       uint32_t register_space)
106 {
107    init_range(range, type, num_descs, base_shader_register, register_space, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND);
108    param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
109    param->DescriptorTable.NumDescriptorRanges = 1;
110    param->DescriptorTable.pDescriptorRanges = range;
111    param->ShaderVisibility = visibility;
112 }
113 
114 static ID3D12RootSignature *
create_root_signature(struct d3d12_context * ctx,struct d3d12_root_signature_key * key)115 create_root_signature(struct d3d12_context *ctx, struct d3d12_root_signature_key *key)
116 {
117    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
118    D3D12_ROOT_PARAMETER1 root_params[D3D12_GFX_SHADER_STAGES * D3D12_NUM_BINDING_TYPES];
119    D3D12_DESCRIPTOR_RANGE1 desc_ranges[D3D12_GFX_SHADER_STAGES * (D3D12_NUM_BINDING_TYPES + 1)];
120    unsigned num_params = 0;
121    unsigned num_ranges = 0;
122 
123    unsigned count = key->compute ? 1 : D3D12_GFX_SHADER_STAGES;
124    for (unsigned i = 0; i < count; ++i) {
125       unsigned stage = key->compute ? PIPE_SHADER_COMPUTE : i;
126       D3D12_SHADER_VISIBILITY visibility = get_shader_visibility((enum pipe_shader_type)stage);
127 
128       if (key->stages[i].end_cb_bindings - key->stages[i].begin_cb_bindings > 0) {
129          init_range_root_param(&root_params[num_params++],
130                                &desc_ranges[num_ranges++],
131                                D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
132                                key->stages[i].end_cb_bindings - key->stages[i].begin_cb_bindings,
133                                visibility,
134                                key->stages[i].begin_cb_bindings,
135                                0);
136       }
137 
138       if (key->stages[i].end_srv_binding > 0) {
139          init_range_root_param(&root_params[num_params++],
140                                &desc_ranges[num_ranges++],
141                                D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
142                                key->stages[i].end_srv_binding - key->stages[i].begin_srv_binding,
143                                visibility,
144                                key->stages[i].begin_srv_binding,
145                                0);
146 
147          init_range_root_param(&root_params[num_params++],
148                                &desc_ranges[num_ranges++],
149                                D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
150                                key->stages[i].end_srv_binding - key->stages[i].begin_srv_binding,
151                                visibility,
152                                key->stages[i].begin_srv_binding,
153                                0);
154       }
155 
156       if (key->stages[i].num_ssbos > 0) {
157          init_range_root_param(&root_params[num_params],
158                                &desc_ranges[num_ranges++],
159                                D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
160                                key->stages[i].num_ssbos,
161                                visibility,
162                                0,
163                                0);
164 
165          /* To work around a WARP bug, bind these descriptors a second time in descriptor
166           * space 2. Space 0 will be used for static indexing, while space 2 will be used
167           * for dynamic indexing. Space 0 will be individual SSBOs in the DXIL shader, while
168           * space 2 will be a single array.
169           */
170          root_params[num_params++].DescriptorTable.NumDescriptorRanges++;
171          init_range(&desc_ranges[num_ranges++],
172                     D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
173                     key->stages[i].num_ssbos,
174                     0,
175                     2,
176                     0);
177       }
178 
179       if (key->stages[i].num_images > 0) {
180          init_range_root_param(&root_params[num_params++],
181                                &desc_ranges[num_ranges++],
182                                D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
183                                key->stages[i].num_images,
184                                visibility,
185                                0,
186                                1);
187       }
188 
189       if (key->stages[i].state_vars_size > 0) {
190          init_constant_root_param(&root_params[num_params++],
191             key->stages[i].end_cb_bindings,
192             key->stages[i].state_vars_size,
193             visibility);
194       }
195       assert(num_params < PIPE_SHADER_TYPES * D3D12_NUM_BINDING_TYPES);
196       assert(num_ranges < PIPE_SHADER_TYPES * (D3D12_NUM_BINDING_TYPES + 1));
197    }
198 
199    D3D12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc;
200    root_sig_desc.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
201    root_sig_desc.Desc_1_1.NumParameters = num_params;
202    root_sig_desc.Desc_1_1.pParameters = (num_params > 0) ? root_params : NULL;
203    root_sig_desc.Desc_1_1.NumStaticSamplers = 0;
204    root_sig_desc.Desc_1_1.pStaticSamplers = NULL;
205    root_sig_desc.Desc_1_1.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
206 
207    /* TODO Only enable this flag when needed (optimization) */
208    if (!key->compute)
209       root_sig_desc.Desc_1_1.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
210 
211    if (key->has_stream_output)
212       root_sig_desc.Desc_1_1.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT;
213 
214    ComPtr<ID3DBlob> sig, error;
215 #ifndef _GAMING_XBOX
216    if (ctx->dev_config) {
217       if (FAILED(ctx->dev_config->SerializeVersionedRootSignature(&root_sig_desc,
218                                                                   &sig, &error))) {
219          debug_printf("D3D12SerializeRootSignature failed: %s\n", (char *)error->GetBufferPointer());
220          return NULL;
221       }
222    } else
223 #endif
224    {
225       if (FAILED(ctx->D3D12SerializeVersionedRootSignature(&root_sig_desc,
226                                                            &sig, &error))) {
227          debug_printf("D3D12SerializeRootSignature failed: %s\n", (char *)error->GetBufferPointer());
228          return NULL;
229       }
230    }
231 
232    ID3D12RootSignature *ret;
233    if (FAILED(screen->dev->CreateRootSignature(0,
234                                                sig->GetBufferPointer(),
235                                                sig->GetBufferSize(),
236                                                IID_PPV_ARGS(&ret)))) {
237       debug_printf("CreateRootSignature failed\n");
238       return NULL;
239    }
240    return ret;
241 }
242 
243 static void
fill_key(struct d3d12_context * ctx,struct d3d12_root_signature_key * key,bool compute)244 fill_key(struct d3d12_context *ctx, struct d3d12_root_signature_key *key, bool compute)
245 {
246    memset(key, 0, sizeof(struct d3d12_root_signature_key));
247 
248    key->compute = compute;
249    unsigned count = compute ? 1 : D3D12_GFX_SHADER_STAGES;
250    for (unsigned i = 0; i < count; ++i) {
251       struct d3d12_shader *shader = compute ?
252          ctx->compute_pipeline_state.stage :
253          ctx->gfx_pipeline_state.stages[i];
254 
255       if (shader) {
256          key->stages[i].begin_cb_bindings = shader->begin_ubo_binding;
257          key->stages[i].end_cb_bindings = shader->end_ubo_binding;
258          key->stages[i].end_srv_binding = shader->end_srv_binding;
259          key->stages[i].begin_srv_binding = shader->begin_srv_binding;
260          key->stages[i].state_vars_size = shader->state_vars_size;
261          key->stages[i].num_ssbos = shader->nir->info.num_ssbos;
262          key->stages[i].num_images = shader->nir->info.num_images;
263 
264          if (!compute && ctx->gfx_stages[i]->so_info.num_outputs > 0)
265             key->has_stream_output = true;
266       }
267    }
268 }
269 
270 ID3D12RootSignature *
d3d12_get_root_signature(struct d3d12_context * ctx,bool compute)271 d3d12_get_root_signature(struct d3d12_context *ctx, bool compute)
272 {
273    struct d3d12_root_signature_key key;
274 
275    fill_key(ctx, &key, compute);
276    struct hash_entry *entry = _mesa_hash_table_search(ctx->root_signature_cache, &key);
277    if (!entry) {
278       struct d3d12_root_signature *data =
279          (struct d3d12_root_signature *)MALLOC(sizeof(struct d3d12_root_signature));
280       if (!data)
281          return NULL;
282 
283       data->key = key;
284       data->sig = create_root_signature(ctx, &key);
285       if (!data->sig) {
286          FREE(data);
287          return NULL;
288       }
289 
290       entry = _mesa_hash_table_insert(ctx->root_signature_cache, &data->key, data);
291       assert(entry);
292    }
293 
294    return ((struct d3d12_root_signature *)entry->data)->sig;
295 }
296 
297 static uint32_t
hash_root_signature_key(const void * key)298 hash_root_signature_key(const void *key)
299 {
300    return _mesa_hash_data(key, sizeof(struct d3d12_root_signature_key));
301 }
302 
303 static bool
equals_root_signature_key(const void * a,const void * b)304 equals_root_signature_key(const void *a, const void *b)
305 {
306    return memcmp(a, b, sizeof(struct d3d12_root_signature_key)) == 0;
307 }
308 
309 void
d3d12_root_signature_cache_init(struct d3d12_context * ctx)310 d3d12_root_signature_cache_init(struct d3d12_context *ctx)
311 {
312    ctx->root_signature_cache = _mesa_hash_table_create(NULL,
313                                                        hash_root_signature_key,
314                                                        equals_root_signature_key);
315 }
316 
317 static void
delete_entry(struct hash_entry * entry)318 delete_entry(struct hash_entry *entry)
319 {
320    struct d3d12_root_signature *data = (struct d3d12_root_signature *)entry->data;
321    data->sig->Release();
322    FREE(data);
323 }
324 
325 void
d3d12_root_signature_cache_destroy(struct d3d12_context * ctx)326 d3d12_root_signature_cache_destroy(struct d3d12_context *ctx)
327 {
328    _mesa_hash_table_destroy(ctx->root_signature_cache, delete_entry);
329 }
330