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// Copyright 2023 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/d3d11/UtilsD3D11.h"
#include <sstream>
#include "dawn/common/Assert.h"
#include "dawn/native/Format.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
namespace dawn::native::d3d11 {
std::string SRVCreationStr(ID3D11Resource* resource,
const D3D11_SHADER_RESOURCE_VIEW_DESC1& srvDesc) {
std::ostringstream ss;
ss << "CreateShaderResourceView1, " << resource;
ss << ", Format: " << srvDesc.Format;
ss << ", ViewDimension: " << srvDesc.ViewDimension;
switch (srvDesc.ViewDimension) {
case D3D11_SRV_DIMENSION_BUFFER:
ss << ", Buffer.FirstElement: " << srvDesc.Buffer.FirstElement;
ss << ", Buffer.NumElements: " << srvDesc.Buffer.NumElements;
break;
case D3D11_SRV_DIMENSION_TEXTURE1D:
ss << ", Texture1D.MipLevels: " << srvDesc.Texture1D.MipLevels;
ss << ", Texture1D.MostDetailedMip: " << srvDesc.Texture1D.MostDetailedMip;
break;
case D3D11_SRV_DIMENSION_TEXTURE1DARRAY:
ss << ", Texture1DArray.ArraySize: " << srvDesc.Texture1DArray.ArraySize;
ss << ", Texture1DArray.FirstArraySlice: " << srvDesc.Texture1DArray.FirstArraySlice;
ss << ", Texture1DArray.MipLevels: " << srvDesc.Texture1DArray.MipLevels;
ss << ", Texture1DArray.MostDetailedMip: " << srvDesc.Texture1DArray.MostDetailedMip;
break;
case D3D11_SRV_DIMENSION_TEXTURE2D:
ss << ", Texture2D.MipLevels: " << srvDesc.Texture2D.MipLevels;
ss << ", Texture2D.MostDetailedMip: " << srvDesc.Texture2D.MostDetailedMip;
ss << ", Texture2D.PlaneSlice: " << srvDesc.Texture2D.PlaneSlice;
break;
case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
ss << ", Texture2DArray.ArraySize: " << srvDesc.Texture2DArray.ArraySize;
ss << ", Texture2DArray.FirstArraySlice: " << srvDesc.Texture2DArray.FirstArraySlice;
ss << ", Texture2DArray.MipLevels: " << srvDesc.Texture2DArray.MipLevels;
ss << ", Texture2DArray.MostDetailedMip: " << srvDesc.Texture2DArray.MostDetailedMip;
ss << ", Texture2DArray.PlaneSlice: " << srvDesc.Texture2DArray.PlaneSlice;
break;
case D3D11_SRV_DIMENSION_TEXTURE2DMS:
// This structure is empty.
break;
case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY:
ss << ", Texture2DMSArray.ArraySize: " << srvDesc.Texture2DMSArray.ArraySize;
ss << ", Texture2DMSArray.FirstArraySlice: "
<< srvDesc.Texture2DMSArray.FirstArraySlice;
break;
case D3D11_SRV_DIMENSION_TEXTURE3D:
ss << ", Texture3D.MipLevels: " << srvDesc.Texture3D.MipLevels;
ss << ", Texture3D.MostDetailedMip: " << srvDesc.Texture3D.MostDetailedMip;
break;
case D3D11_SRV_DIMENSION_TEXTURECUBE:
ss << ", TextureCube.MipLevels: " << srvDesc.TextureCube.MipLevels;
ss << ", TextureCube.MostDetailedMip: " << srvDesc.TextureCube.MostDetailedMip;
break;
case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY:
ss << ", TextureCubeArray.First2DArrayFace: "
<< srvDesc.TextureCubeArray.First2DArrayFace;
ss << ", TextureCubeArray.NumCubes: " << srvDesc.TextureCubeArray.NumCubes;
ss << ", TextureCubeArray.MipLevels: " << srvDesc.TextureCubeArray.MipLevels;
ss << ", TextureCubeArray.MostDetailedMip: "
<< srvDesc.TextureCubeArray.MostDetailedMip;
break;
case D3D11_SRV_DIMENSION_BUFFEREX:
ss << ", BufferEx.FirstElement: " << srvDesc.BufferEx.FirstElement;
ss << ", BufferEx.NumElements: " << srvDesc.BufferEx.NumElements;
ss << ", BufferEx.Flags: " << srvDesc.BufferEx.Flags;
break;
default:
break;
}
return ss.str();
}
D3D11_COMPARISON_FUNC ToD3D11ComparisonFunc(wgpu::CompareFunction func) {
switch (func) {
case wgpu::CompareFunction::Never:
return D3D11_COMPARISON_NEVER;
case wgpu::CompareFunction::Less:
return D3D11_COMPARISON_LESS;
case wgpu::CompareFunction::LessEqual:
return D3D11_COMPARISON_LESS_EQUAL;
case wgpu::CompareFunction::Greater:
return D3D11_COMPARISON_GREATER;
case wgpu::CompareFunction::GreaterEqual:
return D3D11_COMPARISON_GREATER_EQUAL;
case wgpu::CompareFunction::Equal:
return D3D11_COMPARISON_EQUAL;
case wgpu::CompareFunction::NotEqual:
return D3D11_COMPARISON_NOT_EQUAL;
case wgpu::CompareFunction::Always:
return D3D11_COMPARISON_ALWAYS;
case wgpu::CompareFunction::Undefined:
DAWN_UNREACHABLE();
}
}
void SetDebugName(Device* device,
ID3D11DeviceChild* object,
const char* prefix,
std::string label) {
if (!device->IsToggleEnabled(Toggle::UseUserDefinedLabelsInBackend)) {
return;
}
if (!object) {
return;
}
if (label.empty()) {
object->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(prefix), prefix);
return;
}
std::string objectName = prefix;
objectName += "_";
objectName += label;
object->SetPrivateData(WKPDID_D3DDebugObjectName, objectName.length(), objectName.c_str());
}
bool IsDebugLayerEnabled(const ComPtr<ID3D11Device>& d3d11Device) {
ComPtr<ID3D11Debug> d3d11Debug;
return SUCCEEDED(d3d11Device.As(&d3d11Debug));
}
} // namespace dawn::native::d3d11