| // 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, | |
| // 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. | |
| #ifndef SRC_DAWN_NATIVE_D3D12_TEXTURECOPYSPLITTER_H_ | |
| #define SRC_DAWN_NATIVE_D3D12_TEXTURECOPYSPLITTER_H_ | |
| #include <array> | |
| #include "src/dawn/native/BlockInfo.h" | |
| #include "src/dawn/native/d3d12/UtilsD3D12.h" | |
| #include "src/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_ |