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// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn_native/Format.h"
#include "dawn_native/Device.h"
#include "dawn_native/Extensions.h"
#include "dawn_native/Texture.h"
#include <bitset>
namespace dawn_native {
namespace {
static const AspectInfo kStencil8AspectInfo = {{1, 1, 1},
wgpu::TextureComponentType::Uint,
ComponentTypeBit::Uint};
}
// Format
ComponentTypeBit ToComponentTypeBit(wgpu::TextureComponentType type) {
switch (type) {
case wgpu::TextureComponentType::Float:
case wgpu::TextureComponentType::Sint:
case wgpu::TextureComponentType::Uint:
case wgpu::TextureComponentType::DepthComparison:
// When the compiler complains that you need to add a case statement here, please
// also add a corresponding static assert below!
break;
}
// Check that ComponentTypeBit bits are in the same position / order as the respective
// wgpu::TextureComponentType value.
static_assert(ComponentTypeBit::Float ==
static_cast<ComponentTypeBit>(
1 << static_cast<uint32_t>(wgpu::TextureComponentType::Float)),
"");
static_assert(ComponentTypeBit::Uint ==
static_cast<ComponentTypeBit>(
1 << static_cast<uint32_t>(wgpu::TextureComponentType::Uint)),
"");
static_assert(ComponentTypeBit::Sint ==
static_cast<ComponentTypeBit>(
1 << static_cast<uint32_t>(wgpu::TextureComponentType::Sint)),
"");
static_assert(
ComponentTypeBit::DepthComparison ==
static_cast<ComponentTypeBit>(
1 << static_cast<uint32_t>(wgpu::TextureComponentType::DepthComparison)),
"");
return static_cast<ComponentTypeBit>(1 << static_cast<uint32_t>(type));
}
bool Format::IsColor() const {
return aspects == Aspect::Color;
}
bool Format::HasDepth() const {
return (aspects & Aspect::Depth) != 0;
}
bool Format::HasStencil() const {
return (aspects & Aspect::Stencil) != 0;
}
bool Format::HasDepthOrStencil() const {
return (aspects & (Aspect::Depth | Aspect::Stencil)) != 0;
}
const AspectInfo& Format::GetAspectInfo(wgpu::TextureAspect aspect) const {
return GetAspectInfo(ConvertAspect(*this, aspect));
}
const AspectInfo& Format::GetAspectInfo(Aspect aspect) const {
ASSERT(HasOneBit(aspect));
ASSERT(aspects & aspect);
// The stencil aspect is the only aspect that's not the first aspect. Since it is always the
// same aspect information, special case it to return a constant AspectInfo.
if (aspect == Aspect::Stencil) {
return kStencil8AspectInfo;
} else {
return firstAspect;
}
}
size_t Format::GetIndex() const {
return ComputeFormatIndex(format);
}
// Implementation details of the format table of the DeviceBase
// For the enum for formats are packed but this might change when we have a broader extension
// mechanism for webgpu.h. Formats start at 1 because 0 is the undefined format.
size_t ComputeFormatIndex(wgpu::TextureFormat format) {
// This takes advantage of overflows to make the index of TextureFormat::Undefined outside
// of the range of the FormatTable.
static_assert(static_cast<uint32_t>(wgpu::TextureFormat::Undefined) - 1 > kKnownFormatCount,
"");
return static_cast<size_t>(static_cast<uint32_t>(format) - 1);
}
FormatTable BuildFormatTable(const DeviceBase* device) {
FormatTable table;
std::bitset<kKnownFormatCount> formatsSet;
using Type = wgpu::TextureComponentType;
auto AddFormat = [&table, &formatsSet](Format format) {
size_t index = ComputeFormatIndex(format.format);
ASSERT(index < table.size());
// This checks that each format is set at most once, the first part of checking that all
// formats are set exactly once.
ASSERT(!formatsSet[index]);
table[index] = format;
formatsSet.set(index);
};
auto AddColorFormat = [&AddFormat](wgpu::TextureFormat format, bool renderable,
bool supportsStorageUsage, uint32_t byteSize,
Type type) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = renderable;
internalFormat.isCompressed = false;
internalFormat.isSupported = true;
internalFormat.supportsStorageUsage = supportsStorageUsage;
internalFormat.aspects = Aspect::Color;
internalFormat.firstAspect.block.byteSize = byteSize;
internalFormat.firstAspect.block.width = 1;
internalFormat.firstAspect.block.height = 1;
internalFormat.firstAspect.baseType = type;
internalFormat.firstAspect.supportedComponentTypes = ToComponentTypeBit(type);
AddFormat(internalFormat);
};
auto AddDepthStencilFormat = [&AddFormat](wgpu::TextureFormat format, Aspect aspects,
uint32_t byteSize, bool isDepthSampleable) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = true;
internalFormat.isCompressed = false;
internalFormat.isSupported = true;
internalFormat.supportsStorageUsage = false;
internalFormat.aspects = aspects;
internalFormat.firstAspect.block.byteSize = byteSize;
internalFormat.firstAspect.block.width = 1;
internalFormat.firstAspect.block.height = 1;
internalFormat.firstAspect.baseType = wgpu::TextureComponentType::Float;
if (isDepthSampleable) {
internalFormat.firstAspect.supportedComponentTypes =
ComponentTypeBit::Float | ComponentTypeBit::DepthComparison;
} else {
internalFormat.firstAspect.supportedComponentTypes = ComponentTypeBit::None;
}
AddFormat(internalFormat);
};
auto AddCompressedFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
uint32_t width, uint32_t height, bool isSupported) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = false;
internalFormat.isCompressed = true;
internalFormat.isSupported = isSupported;
internalFormat.supportsStorageUsage = false;
internalFormat.aspects = Aspect::Color;
internalFormat.firstAspect.block.byteSize = byteSize;
internalFormat.firstAspect.block.width = width;
internalFormat.firstAspect.block.height = height;
internalFormat.firstAspect.baseType = wgpu::TextureComponentType::Float;
internalFormat.firstAspect.supportedComponentTypes = ComponentTypeBit::Float;
AddFormat(internalFormat);
};
// clang-format off
// 1 byte color formats
AddColorFormat(wgpu::TextureFormat::R8Unorm, true, false, 1, Type::Float);
AddColorFormat(wgpu::TextureFormat::R8Snorm, false, false, 1, Type::Float);
AddColorFormat(wgpu::TextureFormat::R8Uint, true, false, 1, Type::Uint);
AddColorFormat(wgpu::TextureFormat::R8Sint, true, false, 1, Type::Sint);
// 2 bytes color formats
AddColorFormat(wgpu::TextureFormat::R16Uint, true, false, 2, Type::Uint);
AddColorFormat(wgpu::TextureFormat::R16Sint, true, false, 2, Type::Sint);
AddColorFormat(wgpu::TextureFormat::R16Float, true, false, 2, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG8Unorm, true, false, 2, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG8Snorm, false, false, 2, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG8Uint, true, false, 2, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RG8Sint, true, false, 2, Type::Sint);
// 4 bytes color formats
AddColorFormat(wgpu::TextureFormat::R32Uint, true, true, 4, Type::Uint);
AddColorFormat(wgpu::TextureFormat::R32Sint, true, true, 4, Type::Sint);
AddColorFormat(wgpu::TextureFormat::R32Float, true, true, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG16Uint, true, false, 4, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RG16Sint, true, false, 4, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RG16Float, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8Unorm, true, true, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8UnormSrgb, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8Snorm, false, true, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8Uint, true, true, 4, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RGBA8Sint, true, true, 4, Type::Sint);
AddColorFormat(wgpu::TextureFormat::BGRA8Unorm, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::BGRA8UnormSrgb, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGB10A2Unorm, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG11B10Ufloat, false, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGB9E5Ufloat, false, false, 4, Type::Float);
// 8 bytes color formats
AddColorFormat(wgpu::TextureFormat::RG32Uint, true, true, 8, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RG32Sint, true, true, 8, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RG32Float, true, true, 8, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA16Uint, true, true, 8, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RGBA16Sint, true, true, 8, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RGBA16Float, true, true, 8, Type::Float);
// 16 bytes color formats
AddColorFormat(wgpu::TextureFormat::RGBA32Uint, true, true, 16, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, 16, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, 16, Type::Float);
// Depth-stencil formats
AddDepthStencilFormat(wgpu::TextureFormat::Depth32Float, Aspect::Depth, 4, true);
AddDepthStencilFormat(wgpu::TextureFormat::Depth24Plus, Aspect::Depth, 4, false);
// TODO(cwallez@chromium.org): It isn't clear if this format should be copyable
// because its size isn't well defined, is it 4, 5 or 8?
AddDepthStencilFormat(wgpu::TextureFormat::Depth24PlusStencil8,
Aspect::Depth | Aspect::Stencil, 4, false);
// BC compressed formats
bool isBCFormatSupported = device->IsExtensionEnabled(Extension::TextureCompressionBC);
AddCompressedFormat(wgpu::TextureFormat::BC1RGBAUnorm, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC1RGBAUnormSrgb, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC4RSnorm, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC4RUnorm, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC2RGBAUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC2RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC3RGBAUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC3RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC5RGSnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC5RGUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC6HRGBFloat, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC6HRGBUfloat, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC7RGBAUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC7RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported);
// clang-format on
// This checks that each format is set at least once, the second part of checking that all
// formats are checked exactly once.
ASSERT(formatsSet.all());
return table;
}
} // namespace dawn_native