Add image support

Adds image data types and operations. At this point, lightly tested.
This commit is contained in:
Raph Levien 2021-05-21 15:46:00 -07:00
parent 050df66801
commit 60d54b6e69
7 changed files with 153 additions and 48 deletions

View file

@ -6,6 +6,8 @@ use piet_gpu_hal::{dx12, BufferUsage, CmdBuf, Device, Error};
const SHADER_CODE: &str = r#"RWByteAddressBuffer _53 : register(u0, space0);
RWTexture2D<float4> textureOut : register(u1);
static uint3 gl_GlobalInvocationID;
struct SPIRV_Cross_Input
{
@ -36,6 +38,7 @@ void comp_main()
uint param = _53.Load(index * 4 + 0);
uint _61 = collatz_iterations(param);
_53.Store(index * 4 + 0, _61);
textureOut[uint2(index, 0)] = float4(1.0, 0.0, 0.0, 1.0);
}
[numthreads(256, 1, 1)]
@ -60,12 +63,15 @@ fn toy() -> Result<(), Error> {
1024,
BufferUsage::STORAGE | BufferUsage::COPY_SRC | BufferUsage::COPY_DST,
)?;
let img_readback_buf =
device.create_buffer(1024, BufferUsage::MAP_READ | BufferUsage::COPY_DST)?;
let data: Vec<u32> = (1..257).collect();
let query_pool = device.create_query_pool(2)?;
unsafe {
let img = device.create_image2d(256, 1)?;
device.write_buffer(&buf, &data)?;
let pipeline = device.create_simple_compute_pipeline(SHADER_CODE, 1, 0)?;
let ds = device.create_descriptor_set(&pipeline, &[&dev_buf], &[])?;
let pipeline = device.create_simple_compute_pipeline(SHADER_CODE, 1, 1)?;
let ds = device.create_descriptor_set(&pipeline, &[&dev_buf], &[&img])?;
let mut cmd_buf = device.create_cmd_buf()?;
let fence = device.create_fence(false)?;
cmd_buf.begin();
@ -76,6 +82,7 @@ fn toy() -> Result<(), Error> {
cmd_buf.write_timestamp(&query_pool, 1);
cmd_buf.memory_barrier();
cmd_buf.copy_buffer(&dev_buf, &buf);
cmd_buf.copy_image_to_buffer(&img, &img_readback_buf);
cmd_buf.finish_timestamps(&query_pool);
cmd_buf.host_barrier();
cmd_buf.finish();

View file

@ -9,7 +9,7 @@ use winapi::shared::dxgi1_3;
use winapi::shared::minwindef::TRUE;
use winapi::um::d3d12;
use crate::{BufferUsage, Error};
use crate::{BufferUsage, Error, ImageLayout};
use self::wrappers::{
CommandAllocator, CommandQueue, Device, Factory4, GraphicsCommandList, Resource, ShaderByteCode,
@ -33,8 +33,10 @@ pub struct Buffer {
size: u64,
}
#[derive(Clone)]
pub struct Image {
resource: Resource,
size: (u32, u32),
}
pub struct CmdBuf(GraphicsCommandList);
@ -75,6 +77,7 @@ pub struct PipelineBuilder {
#[derive(Default)]
pub struct DescriptorSetBuilder {
buffers: Vec<Buffer>,
images: Vec<Image>,
}
#[derive(PartialEq, Eq)]
@ -198,11 +201,17 @@ impl crate::Device for Dx12Device {
}
unsafe fn create_image2d(&self, width: u32, height: u32) -> Result<Self::Image, Error> {
todo!()
let format = winapi::shared::dxgiformat::DXGI_FORMAT_R8G8B8A8_UNORM;
let resource = self
.device
.create_texture2d_buffer(width.into(), height, format, true)?;
let size = (width, height);
Ok(Image { resource, size })
}
unsafe fn destroy_image(&self, image: &Self::Image) -> Result<(), Error> {
todo!()
image.resource.destroy();
Ok(())
}
fn create_cmd_buf(&self) -> Result<Self::CmdBuf, Error> {
@ -380,8 +389,11 @@ impl crate::CmdBuf<Dx12Device> for CmdBuf {
}
unsafe fn host_barrier(&mut self) {
// TODO: anything special here?
self.memory_barrier();
// My understanding is that a host barrier is not needed, but am still hunting
// down an authoritative source for that. Among other things, the docs for
// Map suggest that it does the needed visibility operation.
//
// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12resource-map
}
unsafe fn image_barrier(
@ -390,28 +402,42 @@ impl crate::CmdBuf<Dx12Device> for CmdBuf {
src_layout: crate::ImageLayout,
dst_layout: crate::ImageLayout,
) {
todo!()
let src_state = resource_state_for_image_layout(src_layout);
let dst_state = resource_state_for_image_layout(dst_layout);
if src_state != dst_state {
let bar = wrappers::create_transition_resource_barrier(
image.resource.get_mut(),
src_state,
dst_state,
);
self.0.resource_barrier(&[bar]);
}
}
unsafe fn clear_buffer(&self, buffer: &Buffer, size: Option<u64>) {
// Open question: do we call ClearUnorderedAccessViewUint or dispatch a
// compute shader? Either way we will need descriptors here.
todo!()
}
unsafe fn copy_buffer(&self, src: &Buffer, dst: &Buffer) {
// TODO: consider using copy_resource here (if sizes match)
let size = src.size.min(dst.size);
self.0.copy_buffer(&dst.resource, 0, &src.resource, 0, size);
}
unsafe fn copy_image_to_buffer(&self, src: &Image, dst: &Buffer) {
todo!()
self.0
.copy_texture_to_buffer(&src.resource, &dst.resource, src.size.0, src.size.1);
}
unsafe fn copy_buffer_to_image(&self, src: &Buffer, dst: &Image) {
todo!()
self.0
.copy_buffer_to_texture(&src.resource, &dst.resource, dst.size.0, dst.size.1);
}
unsafe fn blit_image(&self, src: &Image, dst: &Image) {
todo!()
self.0.copy_resource(&src.resource, &dst.resource);
}
unsafe fn reset_query_pool(&mut self, pool: &QueryPool) {
@ -443,9 +469,8 @@ impl crate::PipelineBuilder<Dx12Device> for PipelineBuilder {
}
fn add_images(&mut self, n_images: u32) {
if n_images != 0 {
todo!()
}
// These are UAV images, so the descriptor type is the same as buffers.
self.add_buffers(n_images)
}
fn add_textures(&mut self, max_textures: u32) {
@ -514,9 +539,7 @@ impl crate::DescriptorSetBuilder<Dx12Device> for DescriptorSetBuilder {
}
fn add_images(&mut self, images: &[&Image]) {
if !images.is_empty() {
todo!()
}
self.images.extend(images.iter().copied().cloned());
}
fn add_textures(&mut self, images: &[&Image]) {
@ -528,7 +551,7 @@ impl crate::DescriptorSetBuilder<Dx12Device> for DescriptorSetBuilder {
device: &Dx12Device,
_pipeline: &Pipeline,
) -> Result<DescriptorSet, Error> {
let n_descriptors = self.buffers.len();
let n_descriptors = self.buffers.len() + self.images.len();
let heap_desc = d3d12::D3D12_DESCRIPTOR_HEAP_DESC {
Type: d3d12::D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
NumDescriptors: n_descriptors.try_into()?,
@ -548,6 +571,13 @@ impl crate::DescriptorSetBuilder<Dx12Device> for DescriptorSetBuilder {
);
ix += 1;
}
for image in self.images {
device.device.create_unordered_access_view(
&image.resource,
heap.get_cpu_descriptor_handle_at_offset(ix),
);
ix += 1;
}
Ok(DescriptorSet(heap))
}
}
@ -579,3 +609,14 @@ impl MemoryArchitecture {
}
}
}
fn resource_state_for_image_layout(layout: ImageLayout) -> d3d12::D3D12_RESOURCE_STATES {
match layout {
ImageLayout::Undefined => d3d12::D3D12_RESOURCE_STATE_COMMON,
ImageLayout::Present => d3d12::D3D12_RESOURCE_STATE_PRESENT,
ImageLayout::BlitSrc => d3d12::D3D12_RESOURCE_STATE_COPY_SOURCE,
ImageLayout::BlitDst => d3d12::D3D12_RESOURCE_STATE_COPY_DEST,
ImageLayout::General => d3d12::D3D12_RESOURCE_STATE_COMMON,
ImageLayout::ShaderRead => d3d12::D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
}
}

View file

@ -41,6 +41,7 @@ impl std::error::Error for Error {}
/// See https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/dxgi-error
fn err_str_for_hr(hr: winerror::HRESULT) -> Option<&'static str> {
Some(match hr as u32 {
0x80070057 => "E_INVALIDARG",
0x887a0001 => "DXGI_ERROR_INVALID_CALL",
0x887a0002 => "DXGI_ERROR_NOT_FOUND",
0x887a0004 => "DXGI_ERROR_UNSUPPORTED",

View file

@ -852,18 +852,17 @@ impl Device {
Ok(buffer)
}
pub unsafe fn create_gpu_only_texture2d_buffer(
pub unsafe fn create_texture2d_buffer(
&self,
descriptor_heap_offset: u32,
width: u64,
height: u32,
format: dxgiformat::DXGI_FORMAT,
allow_unordered_access: bool,
) -> Result<Resource, Error> {
// Images are always created device-local.
let heap_properties = d3d12::D3D12_HEAP_PROPERTIES {
Type: d3d12::D3D12_HEAP_TYPE_DEFAULT,
CPUPageProperty: d3d12::D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
//TODO: what should MemoryPoolPreference flag be?
MemoryPoolPreference: d3d12::D3D12_MEMORY_POOL_UNKNOWN,
//we don't care about multi-adapter operation, so these next two will be zero
CreationNodeMask: 0,
@ -1336,29 +1335,10 @@ impl GraphicsCommandList {
aligned_destination_buffer_offset,
);
}
pub unsafe fn update_texture2d_using_intermediate_buffer(
&self,
device: Device,
intermediate_buffer: Resource,
texture: &Resource,
) {
let mut src = d3d12::D3D12_TEXTURE_COPY_LOCATION {
pResource: intermediate_buffer.get_mut(),
Type: d3d12::D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
..mem::zeroed()
};
let (layout, _, _, _) = device.get_copyable_footprint(0, 1, 0, texture);
*src.u.PlacedFootprint_mut() = layout[0];
let mut dst = d3d12::D3D12_TEXTURE_COPY_LOCATION {
pResource: texture.get_mut(),
Type: d3d12::D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
..mem::zeroed()
};
*dst.u.SubresourceIndex_mut() = 0;
self.0
.CopyTextureRegion(&dst as *const _, 0, 0, 0, &src as *const _, ptr::null());
/// Copy an entire resource (buffer or image)
pub unsafe fn copy_resource(&self, src: &Resource, dst: &Resource) {
self.0.CopyResource(src.get_mut(), dst.get_mut());
}
pub unsafe fn copy_buffer(
@ -1377,6 +1357,84 @@ impl GraphicsCommandList {
size,
);
}
pub unsafe fn copy_buffer_to_texture(
&self,
buffer: &Resource,
texture: &Resource,
width: u32,
height: u32,
) {
let mut src = d3d12::D3D12_TEXTURE_COPY_LOCATION {
pResource: buffer.get_mut(),
Type: d3d12::D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
..mem::zeroed()
};
let row_pitch = width * 4;
assert!(
row_pitch % d3d12::D3D12_TEXTURE_DATA_PITCH_ALIGNMENT == 0,
"TODO: handle unaligned row pitch"
);
let footprint = d3d12::D3D12_PLACED_SUBRESOURCE_FOOTPRINT {
Offset: 0,
Footprint: d3d12::D3D12_SUBRESOURCE_FOOTPRINT {
Format: dxgiformat::DXGI_FORMAT_R8G8B8A8_UNORM,
Width: width,
Height: height,
Depth: 1,
RowPitch: row_pitch,
},
};
*src.u.PlacedFootprint_mut() = footprint;
let mut dst = d3d12::D3D12_TEXTURE_COPY_LOCATION {
pResource: texture.get_mut(),
Type: d3d12::D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
..mem::zeroed()
};
*dst.u.SubresourceIndex_mut() = 0;
self.0.CopyTextureRegion(&dst, 0, 0, 0, &src, ptr::null());
}
pub unsafe fn copy_texture_to_buffer(
&self,
texture: &Resource,
buffer: &Resource,
width: u32,
height: u32,
) {
let mut src = d3d12::D3D12_TEXTURE_COPY_LOCATION {
pResource: texture.get_mut(),
Type: d3d12::D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
..mem::zeroed()
};
*src.u.SubresourceIndex_mut() = 0;
let mut dst = d3d12::D3D12_TEXTURE_COPY_LOCATION {
pResource: buffer.get_mut(),
Type: d3d12::D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
..mem::zeroed()
};
let row_pitch = width * 4;
assert!(
row_pitch % d3d12::D3D12_TEXTURE_DATA_PITCH_ALIGNMENT == 0,
"TODO: handle unaligned row pitch"
);
let footprint = d3d12::D3D12_PLACED_SUBRESOURCE_FOOTPRINT {
Offset: 0,
Footprint: d3d12::D3D12_SUBRESOURCE_FOOTPRINT {
Format: dxgiformat::DXGI_FORMAT_R8G8B8A8_UNORM,
Width: width,
Height: height,
Depth: 1,
RowPitch: row_pitch,
},
};
*dst.u.PlacedFootprint_mut() = footprint;
self.0.CopyTextureRegion(&dst, 0, 0, 0, &src, ptr::null());
}
}
pub fn default_render_target_blend_desc() -> d3d12::D3D12_RENDER_TARGET_BLEND_DESC {

View file

@ -13,7 +13,7 @@ pub mod vulkan;
/// This isn't great but is expedient.
pub type Error = Box<dyn std::error::Error>;
#[derive(Copy, Clone, Debug)]
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum ImageLayout {
Undefined,
Present,

View file

@ -254,8 +254,7 @@ fn main() -> Result<(), Error> {
let renderer = Renderer::new(&session, scene, n_paths, n_pathseg, n_trans)?;
let image_usage = BufferUsage::MAP_READ | BufferUsage::COPY_DST;
let image_buf =
session.create_buffer((WIDTH * HEIGHT * 4) as u64, image_usage)?;
let image_buf = session.create_buffer((WIDTH * HEIGHT * 4) as u64, image_usage)?;
cmd_buf.begin();
renderer.record(&mut cmd_buf, &query_pool);

View file

@ -488,8 +488,7 @@ impl Renderer {
let host_upload = BufferUsage::MAP_WRITE | BufferUsage::COPY_SRC;
let mut buffer = session.create_buffer(buf.len() as u64, host_upload)?;
buffer.write(buf)?;
let image =
session.create_image2d(width.try_into()?, height.try_into()?)?;
let image = session.create_image2d(width.try_into()?, height.try_into()?)?;
let mut cmd_buf = session.cmd_buf()?;
cmd_buf.begin();
cmd_buf.image_barrier(