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-rw-r--r--tools/gfx-unit-test/uint16-buffer.slang14
-rw-r--r--tools/gfx-unit-test/uint16-structured-buffer.cpp96
-rw-r--r--tools/gfx/d3d12/d3d12-device.cpp130
-rw-r--r--tools/gfx/d3d12/d3d12-resource-views.cpp203
-rw-r--r--tools/gfx/d3d12/d3d12-resource-views.h23
-rw-r--r--tools/gfx/d3d12/d3d12-shader-object-layout.cpp16
-rw-r--r--tools/gfx/d3d12/d3d12-shader-object-layout.h3
-rw-r--r--tools/gfx/d3d12/d3d12-shader-object.cpp15
8 files changed, 377 insertions, 123 deletions
diff --git a/tools/gfx-unit-test/uint16-buffer.slang b/tools/gfx-unit-test/uint16-buffer.slang
new file mode 100644
index 000000000..bdc09c7d8
--- /dev/null
+++ b/tools/gfx-unit-test/uint16-buffer.slang
@@ -0,0 +1,14 @@
+// uint16-buffer.slang - Simple shader that takes a buffer of uint16 type and increments all elements by 1.
+
+// This is to verify that GFX can correct set correct buffer strides for structured buffer bindings.
+
+uniform RWStructuredBuffer<uint16_t> buffer;
+
+[shader("compute")]
+[numthreads(4,1,1)]
+void computeMain(
+ uint3 sv_dispatchThreadID : SV_DispatchThreadID)
+{
+ var input = buffer[sv_dispatchThreadID.x];
+ buffer[sv_dispatchThreadID.x] = input + 1;
+}
diff --git a/tools/gfx-unit-test/uint16-structured-buffer.cpp b/tools/gfx-unit-test/uint16-structured-buffer.cpp
new file mode 100644
index 000000000..8f2f2cb97
--- /dev/null
+++ b/tools/gfx-unit-test/uint16-structured-buffer.cpp
@@ -0,0 +1,96 @@
+#include "tools/unit-test/slang-unit-test.h"
+
+#include "slang-gfx.h"
+#include "gfx-test-util.h"
+#include "tools/gfx-util/shader-cursor.h"
+#include "source/core/slang-basic.h"
+
+using namespace gfx;
+
+namespace gfx_test
+{
+ void uint16BufferTestImpl(IDevice* device, UnitTestContext* context)
+ {
+ Slang::ComPtr<ITransientResourceHeap> transientHeap;
+ ITransientResourceHeap::Desc transientHeapDesc = {};
+ transientHeapDesc.constantBufferSize = 4096;
+ GFX_CHECK_CALL_ABORT(
+ device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));
+
+ ComPtr<IShaderProgram> shaderProgram;
+ slang::ProgramLayout* slangReflection;
+ GFX_CHECK_CALL_ABORT(loadComputeProgram(device, shaderProgram, "uint16-buffer", "computeMain", slangReflection));
+
+ ComputePipelineStateDesc pipelineDesc = {};
+ pipelineDesc.program = shaderProgram.get();
+ ComPtr<gfx::IPipelineState> pipelineState;
+ GFX_CHECK_CALL_ABORT(
+ device->createComputePipelineState(pipelineDesc, pipelineState.writeRef()));
+
+ const int numberCount = 4;
+ uint16_t initialData[] = { 0, 1, 2, 3 };
+ IBufferResource::Desc bufferDesc = {};
+ bufferDesc.sizeInBytes = numberCount * sizeof(uint16_t);
+ bufferDesc.format = gfx::Format::Unknown;
+ // Note: we don't specify any element size here, and gfx should be able to derive the
+ // correct element size from the reflection infomation.
+ bufferDesc.elementSize = 0;
+ bufferDesc.allowedStates = ResourceStateSet(
+ ResourceState::ShaderResource,
+ ResourceState::UnorderedAccess,
+ ResourceState::CopyDestination,
+ ResourceState::CopySource);
+ bufferDesc.defaultState = ResourceState::UnorderedAccess;
+ bufferDesc.memoryType = MemoryType::DeviceLocal;
+
+ ComPtr<IBufferResource> numbersBuffer;
+ GFX_CHECK_CALL_ABORT(device->createBufferResource(
+ bufferDesc,
+ (void*)initialData,
+ numbersBuffer.writeRef()));
+
+ ComPtr<IResourceView> bufferView;
+ IResourceView::Desc viewDesc = {};
+ viewDesc.type = IResourceView::Type::UnorderedAccess;
+ viewDesc.format = Format::Unknown;
+ GFX_CHECK_CALL_ABORT(
+ device->createBufferView(numbersBuffer, nullptr, viewDesc, bufferView.writeRef()));
+
+ // We have done all the set up work, now it is time to start recording a command buffer for
+ // GPU execution.
+ {
+ ICommandQueue::Desc queueDesc = { ICommandQueue::QueueType::Graphics };
+ auto queue = device->createCommandQueue(queueDesc);
+
+ auto commandBuffer = transientHeap->createCommandBuffer();
+ auto encoder = commandBuffer->encodeComputeCommands();
+
+ auto rootObject = encoder->bindPipeline(pipelineState);
+
+ // Bind buffer view to the entry point.
+ ShaderCursor(rootObject).getPath("buffer").setResource(bufferView);
+
+ encoder->dispatchCompute(1, 1, 1);
+ encoder->endEncoding();
+ commandBuffer->close();
+ queue->executeCommandBuffer(commandBuffer);
+ queue->waitOnHost();
+ }
+
+ compareComputeResult(
+ device,
+ numbersBuffer,
+ Slang::makeArray<uint16_t>(1, 2, 3, 4));
+ }
+
+ SLANG_UNIT_TEST(uint16BufferTestD3D12)
+ {
+ runTestImpl(uint16BufferTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12);
+ }
+
+ SLANG_UNIT_TEST(uint16BufferTestVulkan)
+ {
+ runTestImpl(uint16BufferTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan);
+ }
+
+}
diff --git a/tools/gfx/d3d12/d3d12-device.cpp b/tools/gfx/d3d12/d3d12-device.cpp
index 33375497b..03f9997f4 100644
--- a/tools/gfx/d3d12/d3d12-device.cpp
+++ b/tools/gfx/d3d12/d3d12-device.cpp
@@ -1674,126 +1674,16 @@ Result DeviceImpl::createBufferView(
viewImpl->m_counterResource = counterResourceImpl;
viewImpl->m_desc = desc;
- switch (desc.type)
- {
- default:
- return SLANG_FAIL;
-
- case IResourceView::Type::UnorderedAccess:
- {
- D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
- uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
- uavDesc.Format = D3DUtil::getMapFormat(desc.format);
- uavDesc.Buffer.FirstElement = desc.bufferRange.firstElement;
- uint64_t viewSize = 0;
- if (desc.bufferElementSize)
- {
- uavDesc.Buffer.StructureByteStride = (UINT)desc.bufferElementSize;
- uavDesc.Buffer.NumElements =
- desc.bufferRange.elementCount == 0
- ? UINT(resourceDesc.sizeInBytes / desc.bufferElementSize)
- : (UINT)desc.bufferRange.elementCount;
- viewSize = (uint64_t)desc.bufferElementSize * uavDesc.Buffer.NumElements;
- }
- else if (desc.format == Format::Unknown)
- {
- uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
- uavDesc.Buffer.NumElements = desc.bufferRange.elementCount == 0
- ? UINT(resourceDesc.sizeInBytes / 4)
- : UINT(desc.bufferRange.elementCount / 4);
- uavDesc.Buffer.Flags |= D3D12_BUFFER_UAV_FLAG_RAW;
- viewSize = 4ull * uavDesc.Buffer.NumElements;
- }
- else
- {
- FormatInfo sizeInfo;
- gfxGetFormatInfo(desc.format, &sizeInfo);
- assert(sizeInfo.pixelsPerBlock == 1);
- uavDesc.Buffer.NumElements =
- desc.bufferRange.elementCount == 0
- ? UINT(resourceDesc.sizeInBytes / sizeInfo.blockSizeInBytes)
- : (UINT)desc.bufferRange.elementCount;
- viewSize = (uint64_t)uavDesc.Buffer.NumElements * sizeInfo.blockSizeInBytes;
- }
-
- if (viewSize >= (1ull << 32) - 8)
- {
- // D3D12 does not support view descriptors that has size near 4GB.
- // We will not create actual SRV/UAVs for such large buffers.
- // However, a buffer this large can still be bound as root parameter.
- // So instead of failing, we quietly ignore descriptor creation.
- viewImpl->m_descriptor.cpuHandle.ptr = 0;
- }
- else
- {
- SLANG_RETURN_ON_FAIL(m_cpuViewHeap->allocate(&viewImpl->m_descriptor));
- viewImpl->m_allocator = m_cpuViewHeap;
- m_device->CreateUnorderedAccessView(
- resourceImpl->m_resource,
- counterResourceImpl ? counterResourceImpl->m_resource.getResource() : nullptr,
- &uavDesc,
- viewImpl->m_descriptor.cpuHandle);
- }
- }
- break;
-
- case IResourceView::Type::ShaderResource:
- {
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
- srvDesc.Format = D3DUtil::getMapFormat(desc.format);
- srvDesc.Buffer.StructureByteStride = 0;
- srvDesc.Buffer.FirstElement = desc.bufferRange.firstElement;
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- uint64_t viewSize = 0;
- if (desc.bufferElementSize)
- {
- srvDesc.Buffer.StructureByteStride = (UINT)desc.bufferElementSize;
- srvDesc.Buffer.NumElements =
- desc.bufferRange.elementCount == 0
- ? UINT(resourceDesc.sizeInBytes / desc.bufferElementSize)
- : (UINT)desc.bufferRange.elementCount;
- viewSize = (uint64_t)desc.bufferElementSize * srvDesc.Buffer.NumElements;
- }
- else if (desc.format == Format::Unknown)
- {
- srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
- srvDesc.Buffer.NumElements = desc.bufferRange.elementCount == 0
- ? UINT(resourceDesc.sizeInBytes / 4)
- : UINT(desc.bufferRange.elementCount / 4);
- srvDesc.Buffer.Flags |= D3D12_BUFFER_SRV_FLAG_RAW;
- viewSize = 4ull * srvDesc.Buffer.NumElements;
- }
- else
- {
- FormatInfo sizeInfo;
- gfxGetFormatInfo(desc.format, &sizeInfo);
- assert(sizeInfo.pixelsPerBlock == 1);
- srvDesc.Buffer.NumElements =
- desc.bufferRange.elementCount == 0
- ? UINT(resourceDesc.sizeInBytes / sizeInfo.blockSizeInBytes)
- : (UINT)desc.bufferRange.elementCount;
- viewSize = (uint64_t)srvDesc.Buffer.NumElements * sizeInfo.blockSizeInBytes;
- }
- if (viewSize >= (1ull << 32) - 8)
- {
- // D3D12 does not support view descriptors that has size near 4GB.
- // We will not create actual SRV/UAVs for such large buffers.
- // However, a buffer this large can still be bound as root parameter.
- // So instead of failing, we quietly ignore descriptor creation.
- viewImpl->m_descriptor.cpuHandle.ptr = 0;
- }
- else
- {
- SLANG_RETURN_ON_FAIL(m_cpuViewHeap->allocate(&viewImpl->m_descriptor));
- viewImpl->m_allocator = m_cpuViewHeap;
- m_device->CreateShaderResourceView(
- resourceImpl->m_resource, &srvDesc, viewImpl->m_descriptor.cpuHandle);
- }
- }
- break;
- }
-
+ SLANG_RETURN_ON_FAIL(createD3D12BufferDescriptor(
+ resourceImpl,
+ counterResourceImpl,
+ desc,
+ this,
+ m_cpuViewHeap.get(),
+ &viewImpl->m_descriptor));
+ if (viewImpl->m_descriptor.cpuHandle.ptr != 0)
+ viewImpl->m_allocator = m_cpuViewHeap.get();
+
returnComPtr(outView, viewImpl);
return SLANG_OK;
}
diff --git a/tools/gfx/d3d12/d3d12-resource-views.cpp b/tools/gfx/d3d12/d3d12-resource-views.cpp
index 5a044dd3b..b0b441f87 100644
--- a/tools/gfx/d3d12/d3d12-resource-views.cpp
+++ b/tools/gfx/d3d12/d3d12-resource-views.cpp
@@ -1,5 +1,6 @@
// d3d12-resource-views.cpp
#include "d3d12-resource-views.h"
+#include "d3d12-device.h"
namespace gfx
{
@@ -12,6 +13,208 @@ ResourceViewInternalImpl::~ResourceViewInternalImpl()
{
if (m_descriptor.cpuHandle.ptr)
m_allocator->free(m_descriptor);
+ for (auto desc : m_mapBufferStrideToDescriptor)
+ {
+ m_allocator->free(desc.second);
+ }
+}
+
+SlangResult createD3D12BufferDescriptor(
+ BufferResourceImpl* buffer,
+ BufferResourceImpl* counterBuffer,
+ IResourceView::Desc const& desc,
+ DeviceImpl* device,
+ D3D12GeneralExpandingDescriptorHeap* descriptorHeap,
+ D3D12Descriptor* outDescriptor)
+{
+
+ auto resourceImpl = (BufferResourceImpl*)buffer;
+ auto resourceDesc = *resourceImpl->getDesc();
+ const auto counterResourceImpl = static_cast<BufferResourceImpl*>(counterBuffer);
+
+ switch (desc.type)
+ {
+ default:
+ return SLANG_FAIL;
+
+ case IResourceView::Type::UnorderedAccess:
+ {
+ D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
+ uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
+ uavDesc.Format = D3DUtil::getMapFormat(desc.format);
+ uavDesc.Buffer.FirstElement = desc.bufferRange.firstElement;
+ uint64_t viewSize = 0;
+ if (desc.bufferElementSize)
+ {
+ uavDesc.Buffer.StructureByteStride = (UINT)desc.bufferElementSize;
+ uavDesc.Buffer.NumElements =
+ desc.bufferRange.elementCount == 0
+ ? UINT(resourceDesc.sizeInBytes / desc.bufferElementSize)
+ : (UINT)desc.bufferRange.elementCount;
+ viewSize = (uint64_t)desc.bufferElementSize * uavDesc.Buffer.NumElements;
+ }
+ else if (desc.format == Format::Unknown)
+ {
+ uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
+ uavDesc.Buffer.NumElements = desc.bufferRange.elementCount == 0
+ ? UINT(resourceDesc.sizeInBytes / 4)
+ : UINT(desc.bufferRange.elementCount / 4);
+ uavDesc.Buffer.Flags |= D3D12_BUFFER_UAV_FLAG_RAW;
+ viewSize = 4ull * uavDesc.Buffer.NumElements;
+ }
+ else
+ {
+ FormatInfo sizeInfo;
+ gfxGetFormatInfo(desc.format, &sizeInfo);
+ assert(sizeInfo.pixelsPerBlock == 1);
+ uavDesc.Buffer.NumElements =
+ desc.bufferRange.elementCount == 0
+ ? UINT(resourceDesc.sizeInBytes / sizeInfo.blockSizeInBytes)
+ : (UINT)desc.bufferRange.elementCount;
+ viewSize = (uint64_t)uavDesc.Buffer.NumElements * sizeInfo.blockSizeInBytes;
+ }
+
+ if (viewSize >= (1ull << 32) - 8)
+ {
+ // D3D12 does not support view descriptors that has size near 4GB.
+ // We will not create actual SRV/UAVs for such large buffers.
+ // However, a buffer this large can still be bound as root parameter.
+ // So instead of failing, we quietly ignore descriptor creation.
+ outDescriptor->cpuHandle.ptr = 0;
+ }
+ else
+ {
+ SLANG_RETURN_ON_FAIL(descriptorHeap->allocate(outDescriptor));
+ device->m_device->CreateUnorderedAccessView(
+ resourceImpl->m_resource,
+ counterResourceImpl ? counterResourceImpl->m_resource.getResource() : nullptr,
+ &uavDesc,
+ outDescriptor->cpuHandle);
+ }
+ }
+ break;
+
+ case IResourceView::Type::ShaderResource:
+ {
+ D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
+ srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
+ srvDesc.Format = D3DUtil::getMapFormat(desc.format);
+ srvDesc.Buffer.StructureByteStride = 0;
+ srvDesc.Buffer.FirstElement = desc.bufferRange.firstElement;
+ srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ uint64_t viewSize = 0;
+ if (desc.bufferElementSize)
+ {
+ srvDesc.Buffer.StructureByteStride = (UINT)desc.bufferElementSize;
+ srvDesc.Buffer.NumElements =
+ desc.bufferRange.elementCount == 0
+ ? UINT(resourceDesc.sizeInBytes / desc.bufferElementSize)
+ : (UINT)desc.bufferRange.elementCount;
+ viewSize = (uint64_t)desc.bufferElementSize * srvDesc.Buffer.NumElements;
+ }
+ else if (desc.format == Format::Unknown)
+ {
+ srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
+ srvDesc.Buffer.NumElements = desc.bufferRange.elementCount == 0
+ ? UINT(resourceDesc.sizeInBytes / 4)
+ : UINT(desc.bufferRange.elementCount / 4);
+ srvDesc.Buffer.Flags |= D3D12_BUFFER_SRV_FLAG_RAW;
+ viewSize = 4ull * srvDesc.Buffer.NumElements;
+ }
+ else
+ {
+ FormatInfo sizeInfo;
+ gfxGetFormatInfo(desc.format, &sizeInfo);
+ assert(sizeInfo.pixelsPerBlock == 1);
+ srvDesc.Buffer.NumElements =
+ desc.bufferRange.elementCount == 0
+ ? UINT(resourceDesc.sizeInBytes / sizeInfo.blockSizeInBytes)
+ : (UINT)desc.bufferRange.elementCount;
+ viewSize = (uint64_t)srvDesc.Buffer.NumElements * sizeInfo.blockSizeInBytes;
+ }
+ if (viewSize >= (1ull << 32) - 8)
+ {
+ // D3D12 does not support view descriptors that has size near 4GB.
+ // We will not create actual SRV/UAVs for such large buffers.
+ // However, a buffer this large can still be bound as root parameter.
+ // So instead of failing, we quietly ignore descriptor creation.
+ outDescriptor->cpuHandle.ptr = 0;
+ }
+ else
+ {
+ SLANG_RETURN_ON_FAIL(descriptorHeap->allocate(outDescriptor));
+ device->m_device->CreateShaderResourceView(
+ resourceImpl->m_resource, &srvDesc, outDescriptor->cpuHandle);
+ }
+ }
+ break;
+ }
+ return SLANG_OK;
+}
+
+SlangResult ResourceViewInternalImpl::getBufferDescriptorForBinding(
+ DeviceImpl* device,
+ ResourceViewImpl* view,
+ uint32_t bufferStride,
+ D3D12Descriptor& outDescriptor)
+{
+ // If stride is 0, just use the default descriptor.
+ if (bufferStride == 0)
+ {
+ outDescriptor = m_descriptor;
+ return SLANG_OK;
+ }
+
+ // Otherwise, look for an existing descriptor from the cache if it exists.
+ if (auto descriptor = m_mapBufferStrideToDescriptor.tryGetValue(bufferStride))
+ {
+ outDescriptor = *descriptor;
+ return SLANG_OK;
+ }
+
+ // We need to create and cache a d3d12 descriptor for the resource view that encodes
+ // the given buffer stride.
+ auto bufferResImpl = static_cast<BufferResourceImpl*>(view->m_resource.get());
+ auto desc = view->m_desc;
+ uint64_t bufferSize = 0;
+ if (desc.bufferElementSize == 0)
+ {
+ // If buffer element size is 0, we assume the buffer range from original desc is in bytes.
+ bufferSize = desc.bufferRange.elementCount;
+ if (bufferSize == 0)
+ {
+ bufferSize = bufferResImpl->getDesc()->sizeInBytes - desc.bufferRange.firstElement;
+ }
+ desc.bufferElementSize = bufferStride;
+ desc.bufferRange.firstElement /= bufferStride;
+ desc.bufferRange.elementCount = bufferSize / bufferStride;
+ }
+ else
+ {
+ // If buffer element size is not 0, we assume the buffer range from original desc is in elements
+ // of original stride.
+ if (desc.bufferRange.elementCount == 0)
+ {
+ bufferSize = bufferResImpl->getDesc()->sizeInBytes - desc.bufferRange.firstElement * desc.bufferElementSize;
+ }
+ else
+ {
+ bufferSize = desc.bufferRange.elementCount * desc.bufferElementSize;
+ }
+ desc.bufferElementSize = bufferStride;
+ desc.bufferRange.firstElement = desc.bufferRange.firstElement * desc.bufferElementSize / bufferStride;
+ desc.bufferRange.elementCount = bufferSize / bufferStride;
+ }
+ SLANG_RETURN_ON_FAIL(createD3D12BufferDescriptor(
+ bufferResImpl,
+ static_cast<BufferResourceImpl*>(view->m_counterResource.get()),
+ desc,
+ device,
+ m_allocator,
+ &outDescriptor));
+ m_mapBufferStrideToDescriptor[bufferStride] = outDescriptor;
+
+ return SLANG_OK;
}
Result ResourceViewImpl::getNativeHandle(InteropHandle* outHandle)
diff --git a/tools/gfx/d3d12/d3d12-resource-views.h b/tools/gfx/d3d12/d3d12-resource-views.h
index fd3f44116..f8c6654f2 100644
--- a/tools/gfx/d3d12/d3d12-resource-views.h
+++ b/tools/gfx/d3d12/d3d12-resource-views.h
@@ -12,14 +12,37 @@ namespace d3d12
using namespace Slang;
+class ResourceViewImpl;
+
class ResourceViewInternalImpl
{
public:
+ // The default descriptor for the view.
D3D12Descriptor m_descriptor;
+
+ // StructuredBuffer descriptors for different strides.
+ Dictionary<uint32_t, D3D12Descriptor> m_mapBufferStrideToDescriptor;
+
RefPtr<D3D12GeneralExpandingDescriptorHeap> m_allocator;
+
~ResourceViewInternalImpl();
+
+ // Get a d3d12 descriptor from the buffer view with the given buffer element stride.
+ SlangResult getBufferDescriptorForBinding(
+ DeviceImpl* device,
+ ResourceViewImpl* view,
+ uint32_t bufferStride,
+ D3D12Descriptor& outDescriptor);
};
+SlangResult createD3D12BufferDescriptor(
+ BufferResourceImpl* buffer,
+ BufferResourceImpl* counterBuffer,
+ IResourceView::Desc const& desc,
+ DeviceImpl* device,
+ D3D12GeneralExpandingDescriptorHeap* descriptorHeap,
+ D3D12Descriptor* outDescriptor);
+
class ResourceViewImpl
: public ResourceViewBase
, public ResourceViewInternalImpl
diff --git a/tools/gfx/d3d12/d3d12-shader-object-layout.cpp b/tools/gfx/d3d12/d3d12-shader-object-layout.cpp
index 0c0095621..ef59c3672 100644
--- a/tools/gfx/d3d12/d3d12-shader-object-layout.cpp
+++ b/tools/gfx/d3d12/d3d12-shader-object-layout.cpp
@@ -116,6 +116,7 @@ Result ShaderObjectLayoutImpl::Builder::setElementTypeLayout(
uint32_t count = (uint32_t)typeLayout->getBindingRangeBindingCount(r);
slang::TypeLayoutReflection* slangLeafTypeLayout =
typeLayout->getBindingRangeLeafTypeLayout(r);
+
BindingRangeInfo bindingRangeInfo = {};
bindingRangeInfo.bindingType = slangBindingType;
bindingRangeInfo.resourceShape = slangLeafTypeLayout->getResourceShape();
@@ -126,6 +127,21 @@ Result ShaderObjectLayoutImpl::Builder::setElementTypeLayout(
typeLayout,
r);
bindingRangeInfo.isSpecializable = typeLayout->isBindingRangeSpecializable(r);
+ switch (slangBindingType)
+ {
+ case slang::BindingType::RawBuffer:
+ case slang::BindingType::TypedBuffer:
+ case slang::BindingType::MutableRawBuffer:
+ case slang::BindingType::MutableTypedBuffer:
+ {
+ auto bufferElementType = slangLeafTypeLayout->getElementTypeLayout();
+ if (bufferElementType)
+ {
+ bindingRangeInfo.bufferElementStride = (uint32_t)bufferElementType->getStride();
+ }
+ }
+ break;
+ }
if (bindingRangeInfo.isRootParameter)
{
RootParameterInfo rootInfo = {};
diff --git a/tools/gfx/d3d12/d3d12-shader-object-layout.h b/tools/gfx/d3d12/d3d12-shader-object-layout.h
index 4b46df0b0..b8b3082f6 100644
--- a/tools/gfx/d3d12/d3d12-shader-object-layout.h
+++ b/tools/gfx/d3d12/d3d12-shader-object-layout.h
@@ -66,6 +66,9 @@ public:
/// as a sub-object.
uint32_t subObjectIndex;
+ /// The stride of a structured buffer.
+ uint32_t bufferElementStride;
+
bool isRootParameter;
/// Is this binding range represent a specialization point, such as an existential value, or a `ParameterBlock<IFoo>`.
diff --git a/tools/gfx/d3d12/d3d12-shader-object.cpp b/tools/gfx/d3d12/d3d12-shader-object.cpp
index 1b7b51106..3d38df5ab 100644
--- a/tools/gfx/d3d12/d3d12-shader-object.cpp
+++ b/tools/gfx/d3d12/d3d12-shader-object.cpp
@@ -939,6 +939,8 @@ Result ShaderObjectImpl::setResource(ShaderOffset const& offset, IResourceView*
}
ResourceViewInternalImpl* internalResourceView = nullptr;
+ auto resourceViewImpl = static_cast<ResourceViewImpl*>(resourceView);
+
switch (resourceView->getViewDesc()->type)
{
#if SLANG_GFX_HAS_DXR_SUPPORT
@@ -953,7 +955,6 @@ Result ShaderObjectImpl::setResource(ShaderOffset const& offset, IResourceView*
#endif
default:
{
- auto resourceViewImpl = static_cast<ResourceViewImpl*>(resourceView);
// Hold a reference to the resource to prevent its destruction.
const auto resourceOffset = bindingRange.baseIndex + offset.bindingArrayIndex;
m_boundResources[resourceOffset] = resourceViewImpl->m_resource;
@@ -964,13 +965,21 @@ Result ShaderObjectImpl::setResource(ShaderOffset const& offset, IResourceView*
}
auto descriptorSlotIndex = bindingRange.baseIndex + (int32_t)offset.bindingArrayIndex;
- if (internalResourceView->m_descriptor.cpuHandle.ptr)
+ D3D12Descriptor srcDescriptor = {};
+
+ SLANG_RETURN_ON_FAIL(internalResourceView->getBufferDescriptorForBinding(
+ static_cast<DeviceImpl*>(m_device.get()),
+ resourceViewImpl,
+ bindingRange.bufferElementStride,
+ srcDescriptor));
+
+ if (srcDescriptor.cpuHandle.ptr)
{
d3dDevice->CopyDescriptorsSimple(
1,
m_descriptorSet.resourceTable.getCpuHandle(
bindingRange.baseIndex + (int32_t)offset.bindingArrayIndex),
- internalResourceView->m_descriptor.cpuHandle,
+ srcDescriptor.cpuHandle,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}
else