d3d12: enable parallel shader compilation

Turns out the weird errors were because of mipmapping
This commit is contained in:
chyyran 2023-02-05 20:03:59 -05:00
parent a3589cc794
commit 34b334fd7f

View file

@ -49,8 +49,9 @@ use windows::Win32::System::Threading::{CreateEventA, ResetEvent, WaitForSingleO
use windows::Win32::System::WindowsProgramming::INFINITE;
use crate::error::FilterChainError;
type DxilShaderPassMeta = ShaderPassArtifact<impl CompileReflectShader<DXIL, GlslangCompilation>>;
type HlslShaderPassMeta = ShaderPassArtifact<impl CompileReflectShader<HLSL, GlslangCompilation>>;
use rayon::prelude::*;
type DxilShaderPassMeta = ShaderPassArtifact<impl CompileReflectShader<DXIL, GlslangCompilation> + Send>;
type HlslShaderPassMeta = ShaderPassArtifact<impl CompileReflectShader<HLSL, GlslangCompilation> + Send>;
pub struct FilterMutable {
pub(crate) passes_enabled: usize,
@ -343,13 +344,6 @@ impl FilterChainD3D12 {
semantics: &ShaderSemantics,
force_hlsl: bool,
) -> error::Result<(ID3D12DescriptorHeap, ID3D12DescriptorHeap, Vec<FilterPass>)> {
let validator: IDxcValidator = unsafe { DxcCreateInstance(&CLSID_DxcValidator)? };
let library: IDxcUtils = unsafe { DxcCreateInstance(&CLSID_DxcLibrary)? };
let compiler: IDxcCompiler = unsafe { DxcCreateInstance(&CLSID_DxcCompiler)? };
let mut filters = Vec::new();
let shader_count = passes.len();
let work_heap = D3D12DescriptorHeap::<ResourceWorkHeap>::new(
device,
@ -364,99 +358,129 @@ impl FilterChainD3D12 {
let (sampler_work_heaps, sampler_heap_handle) =
unsafe { sampler_work_heap.suballocate(MAX_BINDINGS_COUNT as usize) };
for (
index,
((((config, source, mut dxil), (_, _, mut hlsl)), mut texture_heap), mut sampler_heap),
) in passes
.into_iter()
let filters: Vec<error::Result<_>> = passes.into_par_iter()
.zip(hlsl_passes)
.enumerate()
.map(|(
index,
((config, source, mut dxil),
(_, _, mut hlsl)), )|{
let validator: IDxcValidator = unsafe { DxcCreateInstance(&CLSID_DxcValidator)? };
let library: IDxcUtils = unsafe { DxcCreateInstance(&CLSID_DxcLibrary)? };
let compiler: IDxcCompiler = unsafe { DxcCreateInstance(&CLSID_DxcCompiler)? };
let dxil_reflection = dxil.reflect(index, semantics)?;
let dxil = dxil.compile(Some(
librashader_reflect::back::dxil::ShaderModel::ShaderModel6_0,
))?;
let hlsl_reflection = hlsl.reflect(index, semantics)?;
let hlsl = hlsl.compile(Some(ShaderModel::V6_0))?;
let render_format = if let Some(format) = config.get_format_override() {
format
} else if source.format != ImageFormat::Unknown {
source.format
} else {
ImageFormat::R8G8B8A8Unorm
}
.into();
eprintln!("building pipeline for pass {index:?}");
/// incredibly cursed.
let (reflection, graphics_pipeline) = if !force_hlsl &&
let Ok(graphics_pipeline) =
D3D12GraphicsPipeline::new_from_dxil(
device,
&library,
&validator,
&dxil,
root_signature,
render_format,
) {
(dxil_reflection, graphics_pipeline)
} else {
eprintln!("falling back to hlsl for {index:?}");
let graphics_pipeline = D3D12GraphicsPipeline::new_from_hlsl(
device,
&library,
&compiler,
&hlsl,
root_signature,
render_format,
)?;
(hlsl_reflection, graphics_pipeline)
};
let uniform_storage = UniformStorage::new(
reflection.ubo.as_ref().map_or(0, |ubo| ubo.size as usize),
reflection
.push_constant
.as_ref()
.map_or(0, |push| push.size as usize),
);
let ubo_cbuffer = if let Some(ubo) = &reflection.ubo && ubo.size != 0 {
let buffer = D3D12ConstantBuffer::new(D3D12Buffer::new(device, ubo.size as usize)?);
Some(buffer)
} else {
None
};
let push_cbuffer = if let Some(push) = &reflection.push_constant && push.size != 0 {
let buffer = D3D12ConstantBuffer::new(D3D12Buffer::new(device, push.size as usize)?);
Some(buffer)
} else {
None
};
let uniform_bindings = reflection.meta.create_binding_map(|param| param.offset());
Ok((reflection,
uniform_bindings,
uniform_storage,
push_cbuffer,
ubo_cbuffer,
graphics_pipeline,
config.clone(),
source))
}).collect();
let filters: error::Result<Vec<_>> = filters.into_iter().collect();
let filters = filters?;
let filters: Vec<error::Result<FilterPass>> = filters.into_iter()
.zip(work_heaps)
.zip(sampler_work_heaps)
.enumerate()
{
let dxil_reflection = dxil.reflect(index, semantics)?;
let dxil = dxil.compile(Some(
librashader_reflect::back::dxil::ShaderModel::ShaderModel6_0,
))?;
let hlsl_reflection = hlsl.reflect(index, semantics)?;
let hlsl = hlsl.compile(Some(ShaderModel::V6_0))?;
let render_format = if let Some(format) = config.get_format_override() {
format
} else if source.format != ImageFormat::Unknown {
source.format
} else {
ImageFormat::R8G8B8A8Unorm
}
.into();
eprintln!("building pipeline for pass {index:?}");
/// incredibly cursed.
let (reflection, graphics_pipeline) = if !force_hlsl &&
let Ok(graphics_pipeline) =
D3D12GraphicsPipeline::new_from_dxil(
device,
&library,
&validator,
&dxil,
root_signature,
render_format,
) {
(dxil_reflection, graphics_pipeline)
} else {
eprintln!("falling back to hlsl for {index:?}");
let graphics_pipeline = D3D12GraphicsPipeline::new_from_hlsl(
device,
&library,
&compiler,
&hlsl,
root_signature,
render_format,
)?;
(hlsl_reflection, graphics_pipeline)
};
let uniform_storage = UniformStorage::new(
reflection.ubo.as_ref().map_or(0, |ubo| ubo.size as usize),
reflection
.push_constant
.as_ref()
.map_or(0, |push| push.size as usize),
);
let ubo_cbuffer = if let Some(ubo) = &reflection.ubo && ubo.size != 0 {
let buffer = D3D12ConstantBuffer::new(D3D12Buffer::new(device, ubo.size as usize)?);
Some(buffer)
} else {
None
};
let push_cbuffer = if let Some(push) = &reflection.push_constant && push.size != 0 {
let buffer = D3D12ConstantBuffer::new(D3D12Buffer::new(device, push.size as usize)?);
Some(buffer)
} else {
None
};
let uniform_bindings = reflection.meta.create_binding_map(|param| param.offset());
let texture_heap = texture_heap.alloc_range()?;
let sampler_heap = sampler_heap.alloc_range()?;
filters.push(FilterPass {
reflection,
.map(|(((reflection,
uniform_bindings,
uniform_storage,
push_cbuffer,
ubo_cbuffer,
pipeline: graphics_pipeline,
config: config.clone(),
texture_heap,
sampler_heap,
source,
pipeline,
config,
source), mut texture_heap), mut sampler_heap)| {
let texture_heap = texture_heap.alloc_range()?;
let sampler_heap = sampler_heap.alloc_range()?;
Ok(FilterPass {
reflection,
uniform_bindings,
uniform_storage,
push_cbuffer,
ubo_cbuffer,
pipeline,
config,
texture_heap,
sampler_heap,
source,
})
})
}
.collect();
let filters: error::Result<Vec<_>> = filters.into_iter().collect();
let filters = filters?;
Ok((texture_heap_handle, sampler_heap_handle, filters))
}