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// Copyright 2017 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,
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_D3D12_TEXTURECOPYSPLITTER_H_
#define SRC_DAWN_NATIVE_D3D12_TEXTURECOPYSPLITTER_H_
#include <array>
#include "dawn/native/BlockInfo.h"
#include "dawn/native/d3d12/UtilsD3D12.h"
#include "dawn/native/dawn_platform.h"
namespace dawn::native {
struct TexelBlockInfo;
} // namespace dawn::native
namespace dawn::native::d3d12 {
struct TextureCopySubresource {
static constexpr unsigned int kMaxTextureCopyRegions = 4;
struct CopyInfo {
// The 512-byte aligned offset into buffer
uint64_t alignedOffset = 0;
// Offset into texture
BlockOrigin3D textureOffset;
// Offset into buffer
BlockOrigin3D bufferOffset;
// width,height,depth of the texture linearly laid out in the buffer
BlockExtent3D bufferSize;
// width,height,depth to copy
BlockExtent3D copySize;
};
CopyInfo* AddCopy();
uint32_t count = 0;
std::array<CopyInfo, kMaxTextureCopyRegions> copies;
};
struct TextureCopySplits {
static constexpr uint32_t kMaxTextureCopySubresources = 2;
std::array<TextureCopySubresource, kMaxTextureCopySubresources> copySubresources;
};
// This function is shared by 2D and 3D texture copy splitter (when relaxedRowAndPitchOffset=false).
// But it only knows how to handle 2D non-arrayed textures correctly, and just forwards
// "copySize.depthOrArrayLayers". See details in Compute2DTextureCopySplits and
// Compute3DTextureCopySubresource about how we generate copy regions for 2D array and 3D textures
// based on this function. The resulting copies triggered by API like CopyTextureRegion are
// equivalent to the copy regions defined by the arguments of TextureCopySubresource returned by
// this function and its counterparts. These arguments should strictly conform to particular
// invariants. Otherwise, D3D12 driver may report validation errors when we call CopyTextureRegion.
// Some important invariants are listed below. For more details of these invariants, see
// src/dawn/tests/unittests/d3d12/CopySplitTests.cpp.
// - Inside each copy region: 1) its buffer offset plus copy size should be less than its
// buffer size, 2) its buffer offset on y-axis should be less than copy format's
// blockInfo.height, 3) its buffer offset on z-axis should be 0.
// - Each copy region has an offset (aka alignedOffset) aligned to
// D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT
// - The buffer footprint of each copy region should be entirely within the copied buffer,
// which means that the last "texel" of the buffer footprint doesn't go past the end of
// the buffer even though the last "texel" might not be copied.
// - If there are multiple copy regions, each copy region should not overlap with the others.
// - Copy region(s) combined should exactly be equivalent to the texture region to be copied.
// - Every pixel accessed by every copy region should not be out of the bound of the copied
// texture and buffer.
TextureCopySubresource Compute2DTextureCopySubresource(BlockOrigin3D origin,
BlockExtent3D copySize,
const TypedTexelBlockInfo& blockInfo,
uint64_t offset,
BlockCount blocksPerRow,
bool relaxedRowAndPitchOffset);
// Use this for aligned (non-relaxed) 2D copies with multiple layers.
TextureCopySplits Compute2DTextureCopySplits(BlockOrigin3D origin,
BlockExtent3D copySize,
const TypedTexelBlockInfo& blockInfo,
uint64_t offset,
BlockCount blocksPerRow,
BlockCount rowsPerImage);
TextureCopySubresource Compute3DTextureCopySubresource(BlockOrigin3D origin,
BlockExtent3D copySize,
const TypedTexelBlockInfo& blockInfo,
uint64_t offset,
BlockCount blocksPerRow,
BlockCount rowsPerImage,
bool relaxedRowAndPitchOffset);
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_TEXTURECOPYSPLITTER_H_