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path: root/src/gallium/drivers/d3d12/d3d12_root_signature.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_root_signature.h"
#include "d3d12_compiler.h"
#include "d3d12_screen.h"

#include "util/u_memory.h"

#include <dxguids/dxguids.h>

#include <wrl/client.h>
using Microsoft::WRL::ComPtr;

struct d3d12_root_signature {
   struct d3d12_root_signature_key key;
   ID3D12RootSignature *sig;
};

static D3D12_SHADER_VISIBILITY
get_shader_visibility(enum pipe_shader_type stage)
{
   switch (stage) {
   case PIPE_SHADER_VERTEX:
      return D3D12_SHADER_VISIBILITY_VERTEX;
   case PIPE_SHADER_FRAGMENT:
      return D3D12_SHADER_VISIBILITY_PIXEL;
   case PIPE_SHADER_GEOMETRY:
      return D3D12_SHADER_VISIBILITY_GEOMETRY;
   case PIPE_SHADER_TESS_CTRL:
      return D3D12_SHADER_VISIBILITY_HULL;
   case PIPE_SHADER_TESS_EVAL:
      return D3D12_SHADER_VISIBILITY_DOMAIN;
   default:
      unreachable("unknown shader stage");
   }
}

static inline void
init_constant_root_param(D3D12_ROOT_PARAMETER1 *param,
                         unsigned reg,
                         unsigned size,
                         D3D12_SHADER_VISIBILITY visibility)
{
   param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
   param->ShaderVisibility = visibility;
   param->Constants.RegisterSpace = 0;
   param->Constants.ShaderRegister = reg;
   param->Constants.Num32BitValues = size;
}

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)
{
   range->RangeType = type;
   range->NumDescriptors = num_descs;
   range->BaseShaderRegister = base_shader_register;
   range->RegisterSpace = 0;
   if (type == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER)
      range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
   else
      range->Flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE;
   range->OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;

   param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
   param->DescriptorTable.NumDescriptorRanges = 1;
   param->DescriptorTable.pDescriptorRanges = range;
   param->ShaderVisibility = visibility;
}

static ID3D12RootSignature *
create_root_signature(struct d3d12_context *ctx, struct d3d12_root_signature_key *key)
{
   struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
   D3D12_ROOT_PARAMETER1 root_params[D3D12_GFX_SHADER_STAGES * D3D12_NUM_BINDING_TYPES];
   D3D12_DESCRIPTOR_RANGE1 desc_ranges[D3D12_GFX_SHADER_STAGES * D3D12_NUM_BINDING_TYPES];
   unsigned num_params = 0;

   for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i) {
      D3D12_SHADER_VISIBILITY visibility = get_shader_visibility((enum pipe_shader_type)i);

      if (key->stages[i].num_cb_bindings > 0) {
         assert(num_params < PIPE_SHADER_TYPES * D3D12_NUM_BINDING_TYPES);
         init_range_root_param(&root_params[num_params],
                               &desc_ranges[num_params],
                               D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
                               key->stages[i].num_cb_bindings,
                               visibility,
                               key->stages[i].has_default_ubo0 ? 0 : 1);
         num_params++;
      }

      if (key->stages[i].num_srv_bindings > 0) {
         init_range_root_param(&root_params[num_params],
                               &desc_ranges[num_params],
                               D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
                               key->stages[i].num_srv_bindings,
                               visibility,
                               0);
         num_params++;
      }

      if (key->stages[i].num_srv_bindings > 0) {
         init_range_root_param(&root_params[num_params],
                               &desc_ranges[num_params],
                               D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
                               key->stages[i].num_srv_bindings,
                               visibility,
                               0);
         num_params++;
      }

      if (key->stages[i].state_vars_size > 0) {
         init_constant_root_param(&root_params[num_params],
                                  key->stages[i].num_cb_bindings + (key->stages[i].has_default_ubo0 ? 0 : 1),
                                  key->stages[i].state_vars_size,
                                  visibility);
         num_params++;
      }
   }

   D3D12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc;
   root_sig_desc.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
   root_sig_desc.Desc_1_1.NumParameters = num_params;
   root_sig_desc.Desc_1_1.pParameters = (num_params > 0) ? root_params : NULL;
   root_sig_desc.Desc_1_1.NumStaticSamplers = 0;
   root_sig_desc.Desc_1_1.pStaticSamplers = NULL;
   root_sig_desc.Desc_1_1.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;

   /* TODO Only enable this flag when needed (optimization) */
   root_sig_desc.Desc_1_1.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;

   if (key->has_stream_output)
      root_sig_desc.Desc_1_1.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT;

   ComPtr<ID3DBlob> sig, error;
   if (FAILED(ctx->D3D12SerializeVersionedRootSignature(&root_sig_desc,
                                                        &sig, &error))) {
      debug_printf("D3D12SerializeRootSignature failed\n");
      return NULL;
   }

   ID3D12RootSignature *ret;
   if (FAILED(screen->dev->CreateRootSignature(0,
                                               sig->GetBufferPointer(),
                                               sig->GetBufferSize(),
                                               IID_PPV_ARGS(&ret)))) {
      debug_printf("CreateRootSignature failed\n");
      return NULL;
   }
   return ret;
}

static void
fill_key(struct d3d12_context *ctx, struct d3d12_root_signature_key *key)
{
   memset(key, 0, sizeof(struct d3d12_root_signature_key));

   for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i) {
      struct d3d12_shader *shader = ctx->gfx_pipeline_state.stages[i];

      if (shader) {
         key->stages[i].num_cb_bindings = shader->num_cb_bindings;
         key->stages[i].num_srv_bindings = shader->num_srv_bindings;
         key->stages[i].state_vars_size = shader->state_vars_size;
         key->stages[i].has_default_ubo0 = shader->has_default_ubo0;

         if (ctx->gfx_stages[i]->so_info.num_outputs > 0)
            key->has_stream_output = true;
      }
   }
}

ID3D12RootSignature *
d3d12_get_root_signature(struct d3d12_context *ctx)
{
   struct d3d12_root_signature_key key;

   fill_key(ctx, &key);
   struct hash_entry *entry = _mesa_hash_table_search(ctx->root_signature_cache, &key);
   if (!entry) {
      struct d3d12_root_signature *data =
         (struct d3d12_root_signature *)MALLOC(sizeof(struct d3d12_root_signature));
      if (!data)
         return NULL;

      data->key = key;
      data->sig = create_root_signature(ctx, &key);
      if (!data->sig)
         return NULL;

      entry = _mesa_hash_table_insert(ctx->root_signature_cache, &data->key, data);
      assert(entry);
   }

   return ((struct d3d12_root_signature *)entry->data)->sig;
}

static uint32_t
hash_root_signature_key(const void *key)
{
   return _mesa_hash_data(key, sizeof(struct d3d12_root_signature_key));
}

static bool
equals_root_signature_key(const void *a, const void *b)
{
   return memcmp(a, b, sizeof(struct d3d12_root_signature_key)) == 0;
}

void
d3d12_root_signature_cache_init(struct d3d12_context *ctx)
{
   ctx->root_signature_cache = _mesa_hash_table_create(NULL,
                                                       hash_root_signature_key,
                                                       equals_root_signature_key);
}

static void
delete_entry(struct hash_entry *entry)
{
   struct d3d12_root_signature *data = (struct d3d12_root_signature *)entry->data;
   data->sig->Release();
   FREE(data);
}

void
d3d12_root_signature_cache_destroy(struct d3d12_context *ctx)
{
   _mesa_hash_table_destroy(ctx->root_signature_cache, delete_entry);
}