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// Copyright 2017 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/d3d12/TextureD3D12.h"
#include "common/Constants.h"
#include "common/Math.h"
#include "dawn_native/DynamicUploader.h"
#include "dawn_native/Error.h"
#include "dawn_native/d3d12/BufferD3D12.h"
#include "dawn_native/d3d12/D3D12Error.h"
#include "dawn_native/d3d12/DescriptorHeapAllocator.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/ResourceAllocatorManagerD3D12.h"
#include "dawn_native/d3d12/StagingBufferD3D12.h"
#include "dawn_native/d3d12/TextureCopySplitter.h"
#include "dawn_native/d3d12/UtilsD3D12.h"
namespace dawn_native { namespace d3d12 {
namespace {
D3D12_RESOURCE_STATES D3D12TextureUsage(wgpu::TextureUsage usage, const Format& format) {
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_COMMON;
// Present is an exclusive flag.
if (usage & wgpu::TextureUsage::Present) {
return D3D12_RESOURCE_STATE_PRESENT;
}
if (usage & wgpu::TextureUsage::CopySrc) {
resourceState |= D3D12_RESOURCE_STATE_COPY_SOURCE;
}
if (usage & wgpu::TextureUsage::CopyDst) {
resourceState |= D3D12_RESOURCE_STATE_COPY_DEST;
}
if (usage & wgpu::TextureUsage::Sampled) {
resourceState |= (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
}
if (usage & wgpu::TextureUsage::Storage) {
resourceState |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
if (usage & wgpu::TextureUsage::OutputAttachment) {
if (format.HasDepthOrStencil()) {
resourceState |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
} else {
resourceState |= D3D12_RESOURCE_STATE_RENDER_TARGET;
}
}
return resourceState;
}
D3D12_RESOURCE_FLAGS D3D12ResourceFlags(wgpu::TextureUsage usage,
const Format& format,
bool isMultisampledTexture) {
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE;
if (usage & wgpu::TextureUsage::Storage) {
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
// A multisampled resource must have either D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or
// D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL set in D3D12_RESOURCE_DESC::Flags.
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_resource_desc
// Currently all textures are zero-initialized via the render-target path so always add
// the render target flag, except for compressed textures for which the render-target
// flag is invalid.
// TODO(natlee@microsoft.com, jiawei.shao@intel.com): do not require render target for
// lazy clearing.
if ((usage & wgpu::TextureUsage::OutputAttachment) || isMultisampledTexture ||
!format.isCompressed) {
if (format.HasDepthOrStencil()) {
flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
} else {
flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
}
ASSERT(!(flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) ||
flags == D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
return flags;
}
D3D12_RESOURCE_DIMENSION D3D12TextureDimension(wgpu::TextureDimension dimension) {
switch (dimension) {
case wgpu::TextureDimension::e2D:
return D3D12_RESOURCE_DIMENSION_TEXTURE2D;
default:
UNREACHABLE();
}
}
} // namespace
DXGI_FORMAT D3D12TextureFormat(wgpu::TextureFormat format) {
switch (format) {
case wgpu::TextureFormat::R8Unorm:
return DXGI_FORMAT_R8_UNORM;
case wgpu::TextureFormat::R8Snorm:
return DXGI_FORMAT_R8_SNORM;
case wgpu::TextureFormat::R8Uint:
return DXGI_FORMAT_R8_UINT;
case wgpu::TextureFormat::R8Sint:
return DXGI_FORMAT_R8_SINT;
case wgpu::TextureFormat::R16Uint:
return DXGI_FORMAT_R16_UINT;
case wgpu::TextureFormat::R16Sint:
return DXGI_FORMAT_R16_SINT;
case wgpu::TextureFormat::R16Float:
return DXGI_FORMAT_R16_FLOAT;
case wgpu::TextureFormat::RG8Unorm:
return DXGI_FORMAT_R8G8_UNORM;
case wgpu::TextureFormat::RG8Snorm:
return DXGI_FORMAT_R8G8_SNORM;
case wgpu::TextureFormat::RG8Uint:
return DXGI_FORMAT_R8G8_UINT;
case wgpu::TextureFormat::RG8Sint:
return DXGI_FORMAT_R8G8_SINT;
case wgpu::TextureFormat::R32Uint:
return DXGI_FORMAT_R32_UINT;
case wgpu::TextureFormat::R32Sint:
return DXGI_FORMAT_R32_SINT;
case wgpu::TextureFormat::R32Float:
return DXGI_FORMAT_R32_FLOAT;
case wgpu::TextureFormat::RG16Uint:
return DXGI_FORMAT_R16G16_UINT;
case wgpu::TextureFormat::RG16Sint:
return DXGI_FORMAT_R16G16_SINT;
case wgpu::TextureFormat::RG16Float:
return DXGI_FORMAT_R16G16_FLOAT;
case wgpu::TextureFormat::RGBA8Unorm:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case wgpu::TextureFormat::RGBA8UnormSrgb:
return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
case wgpu::TextureFormat::RGBA8Snorm:
return DXGI_FORMAT_R8G8B8A8_SNORM;
case wgpu::TextureFormat::RGBA8Uint:
return DXGI_FORMAT_R8G8B8A8_UINT;
case wgpu::TextureFormat::RGBA8Sint:
return DXGI_FORMAT_R8G8B8A8_SINT;
case wgpu::TextureFormat::BGRA8Unorm:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case wgpu::TextureFormat::BGRA8UnormSrgb:
return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
case wgpu::TextureFormat::RGB10A2Unorm:
return DXGI_FORMAT_R10G10B10A2_UNORM;
case wgpu::TextureFormat::RG11B10Float:
return DXGI_FORMAT_R11G11B10_FLOAT;
case wgpu::TextureFormat::RG32Uint:
return DXGI_FORMAT_R32G32_UINT;
case wgpu::TextureFormat::RG32Sint:
return DXGI_FORMAT_R32G32_SINT;
case wgpu::TextureFormat::RG32Float:
return DXGI_FORMAT_R32G32_FLOAT;
case wgpu::TextureFormat::RGBA16Uint:
return DXGI_FORMAT_R16G16B16A16_UINT;
case wgpu::TextureFormat::RGBA16Sint:
return DXGI_FORMAT_R16G16B16A16_SINT;
case wgpu::TextureFormat::RGBA16Float:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case wgpu::TextureFormat::RGBA32Uint:
return DXGI_FORMAT_R32G32B32A32_UINT;
case wgpu::TextureFormat::RGBA32Sint:
return DXGI_FORMAT_R32G32B32A32_SINT;
case wgpu::TextureFormat::RGBA32Float:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case wgpu::TextureFormat::Depth32Float:
return DXGI_FORMAT_D32_FLOAT;
case wgpu::TextureFormat::Depth24Plus:
return DXGI_FORMAT_D32_FLOAT;
case wgpu::TextureFormat::Depth24PlusStencil8:
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
case wgpu::TextureFormat::BC1RGBAUnorm:
return DXGI_FORMAT_BC1_UNORM;
case wgpu::TextureFormat::BC1RGBAUnormSrgb:
return DXGI_FORMAT_BC1_UNORM_SRGB;
case wgpu::TextureFormat::BC2RGBAUnorm:
return DXGI_FORMAT_BC2_UNORM;
case wgpu::TextureFormat::BC2RGBAUnormSrgb:
return DXGI_FORMAT_BC2_UNORM_SRGB;
case wgpu::TextureFormat::BC3RGBAUnorm:
return DXGI_FORMAT_BC3_UNORM;
case wgpu::TextureFormat::BC3RGBAUnormSrgb:
return DXGI_FORMAT_BC3_UNORM_SRGB;
case wgpu::TextureFormat::BC4RSnorm:
return DXGI_FORMAT_BC4_SNORM;
case wgpu::TextureFormat::BC4RUnorm:
return DXGI_FORMAT_BC4_UNORM;
case wgpu::TextureFormat::BC5RGSnorm:
return DXGI_FORMAT_BC5_SNORM;
case wgpu::TextureFormat::BC5RGUnorm:
return DXGI_FORMAT_BC5_UNORM;
case wgpu::TextureFormat::BC6HRGBSfloat:
return DXGI_FORMAT_BC6H_SF16;
case wgpu::TextureFormat::BC6HRGBUfloat:
return DXGI_FORMAT_BC6H_UF16;
case wgpu::TextureFormat::BC7RGBAUnorm:
return DXGI_FORMAT_BC7_UNORM;
case wgpu::TextureFormat::BC7RGBAUnormSrgb:
return DXGI_FORMAT_BC7_UNORM_SRGB;
default:
UNREACHABLE();
}
}
MaybeError ValidateTextureDescriptorCanBeWrapped(const TextureDescriptor* descriptor) {
if (descriptor->dimension != wgpu::TextureDimension::e2D) {
return DAWN_VALIDATION_ERROR("Texture must be 2D");
}
if (descriptor->mipLevelCount != 1) {
return DAWN_VALIDATION_ERROR("Mip level count must be 1");
}
if (descriptor->arrayLayerCount != 1) {
return DAWN_VALIDATION_ERROR("Array layer count must be 1");
}
if (descriptor->sampleCount != 1) {
return DAWN_VALIDATION_ERROR("Sample count must be 1");
}
return {};
}
MaybeError ValidateD3D12TextureCanBeWrapped(ID3D12Resource* d3d12Resource,
const TextureDescriptor* dawnDescriptor) {
const D3D12_RESOURCE_DESC d3dDescriptor = d3d12Resource->GetDesc();
if ((dawnDescriptor->size.width != d3dDescriptor.Width) ||
(dawnDescriptor->size.height != d3dDescriptor.Height) ||
(dawnDescriptor->size.depth != 1)) {
return DAWN_VALIDATION_ERROR("D3D12 texture size doesn't match descriptor");
}
const DXGI_FORMAT dxgiFormatFromDescriptor = D3D12TextureFormat(dawnDescriptor->format);
if (dxgiFormatFromDescriptor != d3dDescriptor.Format) {
return DAWN_VALIDATION_ERROR(
"D3D12 texture format must be compatible with descriptor format.");
}
if (d3dDescriptor.MipLevels != 1) {
return DAWN_VALIDATION_ERROR("D3D12 texture number of miplevels must be 1.");
}
if (d3dDescriptor.DepthOrArraySize != 1) {
return DAWN_VALIDATION_ERROR("D3D12 texture array size must be 1.");
}
// Shared textures cannot be multi-sample so no need to check those.
ASSERT(d3dDescriptor.SampleDesc.Count == 1);
ASSERT(d3dDescriptor.SampleDesc.Quality == 0);
return {};
}
ResultOrError<TextureBase*> Texture::Create(Device* device,
const TextureDescriptor* descriptor) {
Ref<Texture> dawnTexture =
AcquireRef(new Texture(device, descriptor, TextureState::OwnedInternal));
DAWN_TRY(dawnTexture->InitializeAsInternalTexture());
return dawnTexture.Detach();
}
ResultOrError<TextureBase*> Texture::Create(Device* device,
const TextureDescriptor* descriptor,
HANDLE sharedHandle,
uint64_t acquireMutexKey) {
Ref<Texture> dawnTexture =
AcquireRef(new Texture(device, descriptor, TextureState::OwnedExternal));
DAWN_TRY(
dawnTexture->InitializeAsExternalTexture(descriptor, sharedHandle, acquireMutexKey));
return dawnTexture.Detach();
}
MaybeError Texture::InitializeAsExternalTexture(const TextureDescriptor* descriptor,
HANDLE sharedHandle,
uint64_t acquireMutexKey) {
Device* dawnDevice = ToBackend(GetDevice());
DAWN_TRY(ValidateTextureDescriptor(dawnDevice, descriptor));
DAWN_TRY(ValidateTextureDescriptorCanBeWrapped(descriptor));
ComPtr<ID3D12Resource> d3d12Resource;
DAWN_TRY(CheckHRESULT(dawnDevice->GetD3D12Device()->OpenSharedHandle(
sharedHandle, IID_PPV_ARGS(&d3d12Resource)),
"D3D12 opening shared handle"));
DAWN_TRY(ValidateD3D12TextureCanBeWrapped(d3d12Resource.Get(), descriptor));
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
DAWN_TRY_ASSIGN(dxgiKeyedMutex,
dawnDevice->CreateKeyedMutexForTexture(d3d12Resource.Get()));
DAWN_TRY(CheckHRESULT(dxgiKeyedMutex->AcquireSync(acquireMutexKey, INFINITE),
"D3D12 acquiring shared mutex"));
mAcquireMutexKey = acquireMutexKey;
mDxgiKeyedMutex = std::move(dxgiKeyedMutex);
AllocationInfo info;
info.mMethod = AllocationMethod::kDirect;
mResourceAllocation = {info, 0, std::move(d3d12Resource)};
SetIsSubresourceContentInitialized(true, 0, descriptor->mipLevelCount, 0,
descriptor->arrayLayerCount);
return {};
}
MaybeError Texture::InitializeAsInternalTexture() {
D3D12_RESOURCE_DESC resourceDescriptor;
resourceDescriptor.Dimension = D3D12TextureDimension(GetDimension());
resourceDescriptor.Alignment = 0;
const Extent3D& size = GetSize();
resourceDescriptor.Width = size.width;
resourceDescriptor.Height = size.height;
resourceDescriptor.DepthOrArraySize = GetDepthOrArraySize();
resourceDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
resourceDescriptor.Format = D3D12TextureFormat(GetFormat().format);
resourceDescriptor.SampleDesc.Count = GetSampleCount();
// TODO(bryan.bernhart@intel.com): investigate how to specify standard MSAA sample pattern.
resourceDescriptor.SampleDesc.Quality = 0;
resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDescriptor.Flags =
D3D12ResourceFlags(GetUsage(), GetFormat(), IsMultisampledTexture());
DAWN_TRY_ASSIGN(mResourceAllocation,
ToBackend(GetDevice())
->AllocateMemory(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor,
D3D12_RESOURCE_STATE_COMMON));
Device* device = ToBackend(GetDevice());
if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
CommandRecordingContext* commandContext;
DAWN_TRY_ASSIGN(commandContext, device->GetPendingCommandContext());
DAWN_TRY(ClearTexture(commandContext, 0, GetNumMipLevels(), 0, GetArrayLayers(),
TextureBase::ClearValue::NonZero));
}
return {};
}
Texture::Texture(Device* device,
const TextureDescriptor* descriptor,
ComPtr<ID3D12Resource> nativeTexture)
: TextureBase(device, descriptor, TextureState::OwnedExternal) {
AllocationInfo info;
info.mMethod = AllocationMethod::kDirect;
mResourceAllocation = {info, 0, std::move(nativeTexture)};
SetIsSubresourceContentInitialized(true, 0, descriptor->mipLevelCount, 0,
descriptor->arrayLayerCount);
}
Texture::~Texture() {
DestroyInternal();
}
void Texture::DestroyImpl() {
Device* device = ToBackend(GetDevice());
device->DeallocateMemory(mResourceAllocation);
if (mDxgiKeyedMutex != nullptr) {
mDxgiKeyedMutex->ReleaseSync(mAcquireMutexKey + 1);
device->ReleaseKeyedMutexForTexture(std::move(mDxgiKeyedMutex));
}
}
DXGI_FORMAT Texture::GetD3D12Format() const {
return D3D12TextureFormat(GetFormat().format);
}
ID3D12Resource* Texture::GetD3D12Resource() const {
return mResourceAllocation.GetD3D12Resource().Get();
}
UINT16 Texture::GetDepthOrArraySize() {
switch (GetDimension()) {
case wgpu::TextureDimension::e2D:
return static_cast<UINT16>(GetArrayLayers());
default:
UNREACHABLE();
}
}
// When true is returned, a D3D12_RESOURCE_BARRIER has been created and must be used in a
// ResourceBarrier call. Failing to do so will cause the tracked state to become invalid and can
// cause subsequent errors.
bool Texture::TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
D3D12_RESOURCE_BARRIER* barrier,
wgpu::TextureUsage newUsage) {
return TransitionUsageAndGetResourceBarrier(commandContext, barrier,
D3D12TextureUsage(newUsage, GetFormat()));
}
// When true is returned, a D3D12_RESOURCE_BARRIER has been created and must be used in a
// ResourceBarrier call. Failing to do so will cause the tracked state to become invalid and can
// cause subsequent errors.
bool Texture::TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
D3D12_RESOURCE_BARRIER* barrier,
D3D12_RESOURCE_STATES newState) {
// Textures with keyed mutexes can be written from other graphics queues. Hence, they
// must be acquired before command list submission to ensure work from the other queues
// has finished. See Device::ExecuteCommandContext.
if (mDxgiKeyedMutex != nullptr) {
commandContext->AddToSharedTextureList(this);
}
// Avoid transitioning the texture when it isn't needed.
// TODO(cwallez@chromium.org): Need some form of UAV barriers at some point.
if (mLastState == newState) {
return false;
}
D3D12_RESOURCE_STATES lastState = mLastState;
// The COMMON state represents a state where no write operations can be pending, and where
// all pixels are uncompressed. This makes it possible to transition to and from some states
// without synchronization (i.e. without an explicit ResourceBarrier call). Textures can be
// implicitly promoted to 1) a single write state, or 2) multiple read states. Textures will
// implicitly decay to the COMMON state when all of the following are true: 1) the texture
// is accessed on a command list, 2) the ExecuteCommandLists call that uses that command
// list has ended, and 3) the texture was promoted implicitly to a read-only state and is
// still in that state.
// https://docs.microsoft.com/en-us/windows/desktop/direct3d12/using-resource-barriers-to-synchronize-resource-states-in-direct3d-12#implicit-state-transitions
// To track implicit decays, we must record the pending serial on which that transition will
// occur. When that texture is used again, the previously recorded serial must be compared
// to the last completed serial to determine if the texture has implicity decayed to the
// common state.
const Serial pendingCommandSerial = ToBackend(GetDevice())->GetPendingCommandSerial();
if (mValidToDecay && pendingCommandSerial > mLastUsedSerial) {
lastState = D3D12_RESOURCE_STATE_COMMON;
}
// Update the tracked state.
mLastState = newState;
// Destination states that qualify for an implicit promotion for a non-simultaneous-access
// texture: NON_PIXEL_SHADER_RESOURCE, PIXEL_SHADER_RESOURCE, COPY_SRC, COPY_DEST.
{
static constexpr D3D12_RESOURCE_STATES kD3D12TextureReadOnlyStates =
D3D12_RESOURCE_STATE_COPY_SOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
if (lastState == D3D12_RESOURCE_STATE_COMMON) {
if (newState == (newState & kD3D12TextureReadOnlyStates)) {
// Implicit texture state decays can only occur when the texture was implicitly
// transitioned to a read-only state. mValidToDecay is needed to differentiate
// between resources that were implictly or explicitly transitioned to a
// read-only state.
mValidToDecay = true;
mLastUsedSerial = pendingCommandSerial;
return false;
} else if (newState == D3D12_RESOURCE_STATE_COPY_DEST) {
mValidToDecay = false;
return false;
}
}
}
barrier->Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier->Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier->Transition.pResource = GetD3D12Resource();
barrier->Transition.StateBefore = lastState;
barrier->Transition.StateAfter = newState;
barrier->Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
mValidToDecay = false;
return true;
}
void Texture::TransitionUsageNow(CommandRecordingContext* commandContext,
wgpu::TextureUsage usage) {
TransitionUsageNow(commandContext, D3D12TextureUsage(usage, GetFormat()));
}
void Texture::TransitionUsageNow(CommandRecordingContext* commandContext,
D3D12_RESOURCE_STATES newState) {
D3D12_RESOURCE_BARRIER barrier;
if (TransitionUsageAndGetResourceBarrier(commandContext, &barrier, newState)) {
commandContext->GetCommandList()->ResourceBarrier(1, &barrier);
}
}
D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t baseMipLevel,
uint32_t baseArrayLayer,
uint32_t layerCount) const {
ASSERT(GetDimension() == wgpu::TextureDimension::e2D);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = GetD3D12Format();
if (IsMultisampledTexture()) {
ASSERT(GetNumMipLevels() == 1);
ASSERT(layerCount == 1);
ASSERT(baseArrayLayer == 0);
ASSERT(baseMipLevel == 0);
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
} else {
// Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
// layer and layer count in D3D12_TEX2D_RTV. For 2D texture views, we treat them as
// 1-layer 2D array textures. (Just like how we treat SRVs)
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_rtv
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array
// _rtv
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer;
rtvDesc.Texture2DArray.ArraySize = layerCount;
rtvDesc.Texture2DArray.MipSlice = baseMipLevel;
rtvDesc.Texture2DArray.PlaneSlice = 0;
}
return rtvDesc;
}
D3D12_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(uint32_t baseMipLevel) const {
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = GetD3D12Format();
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
ASSERT(baseMipLevel == 0);
if (IsMultisampledTexture()) {
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
} else {
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = baseMipLevel;
}
return dsvDesc;
}
MaybeError Texture::ClearTexture(CommandRecordingContext* commandContext,
uint32_t baseMipLevel,
uint32_t levelCount,
uint32_t baseArrayLayer,
uint32_t layerCount,
TextureBase::ClearValue clearValue) {
// TODO(jiawei.shao@intel.com): initialize the textures in compressed formats with copies.
if (GetFormat().isCompressed) {
SetIsSubresourceContentInitialized(true, baseMipLevel, levelCount, baseArrayLayer,
layerCount);
return {};
}
ID3D12GraphicsCommandList* commandList = commandContext->GetCommandList();
Device* device = ToBackend(GetDevice());
DescriptorHeapAllocator* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
uint8_t clearColor = (clearValue == TextureBase::ClearValue::Zero) ? 0 : 1;
float fClearColor = (clearValue == TextureBase::ClearValue::Zero) ? 0.f : 1.f;
if (GetFormat().isRenderable) {
if (GetFormat().HasDepthOrStencil()) {
TransitionUsageNow(commandContext, D3D12_RESOURCE_STATE_DEPTH_WRITE);
DescriptorHeapHandle dsvHeap;
DAWN_TRY_ASSIGN(dsvHeap, descriptorHeapAllocator->AllocateCPUHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1));
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(baseMipLevel);
device->GetD3D12Device()->CreateDepthStencilView(GetD3D12Resource(), &dsvDesc,
dsvHandle);
D3D12_CLEAR_FLAGS clearFlags = {};
if (GetFormat().HasDepth()) {
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
}
if (GetFormat().HasStencil()) {
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
}
commandList->ClearDepthStencilView(dsvHandle, clearFlags, fClearColor, clearColor,
0, nullptr);
} else {
TransitionUsageNow(commandContext, D3D12_RESOURCE_STATE_RENDER_TARGET);
DescriptorHeapHandle rtvHeap;
DAWN_TRY_ASSIGN(rtvHeap, descriptorHeapAllocator->AllocateCPUHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1));
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
const float clearColorRGBA[4] = {fClearColor, fClearColor, fClearColor,
fClearColor};
// TODO(natlee@microsoft.com): clear all array layers for 2D array textures
for (uint32_t i = baseMipLevel; i < baseMipLevel + levelCount; i++) {
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc =
GetRTVDescriptor(i, baseArrayLayer, layerCount);
device->GetD3D12Device()->CreateRenderTargetView(GetD3D12Resource(), &rtvDesc,
rtvHandle);
commandList->ClearRenderTargetView(rtvHandle, clearColorRGBA, 0, nullptr);
}
}
} else {
// TODO(natlee@microsoft.com): test compressed textures are cleared
// create temp buffer with clear color to copy to the texture image
uint32_t rowPitch =
Align((GetSize().width / GetFormat().blockWidth) * GetFormat().blockByteSize,
kTextureRowPitchAlignment);
uint64_t bufferSize64 = rowPitch * (GetSize().height / GetFormat().blockHeight);
if (bufferSize64 > std::numeric_limits<uint32_t>::max()) {
return DAWN_OUT_OF_MEMORY_ERROR("Unable to allocate buffer.");
}
uint32_t bufferSize = static_cast<uint32_t>(bufferSize64);
DynamicUploader* uploader = device->GetDynamicUploader();
UploadHandle uploadHandle;
DAWN_TRY_ASSIGN(uploadHandle,
uploader->Allocate(bufferSize, device->GetPendingCommandSerial()));
memset(uploadHandle.mappedBuffer, clearColor, bufferSize);
TransitionUsageNow(commandContext, D3D12_RESOURCE_STATE_COPY_DEST);
// compute d3d12 texture copy locations for texture and buffer
Extent3D copySize = {GetSize().width, GetSize().height, 1};
TextureCopySplit copySplit = ComputeTextureCopySplit(
{0, 0, 0}, copySize, GetFormat(), uploadHandle.startOffset, rowPitch, 0);
for (uint32_t level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
for (uint32_t layer = baseArrayLayer; layer < baseArrayLayer + layerCount;
++layer) {
D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(this, level, layer);
for (uint32_t i = 0; i < copySplit.count; ++i) {
TextureCopySplit::CopyInfo& info = copySplit.copies[i];
D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(
this, ToBackend(uploadHandle.stagingBuffer)->GetResource(),
info.bufferSize, copySplit.offset, rowPitch);
D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);
// copy the buffer filled with clear color to the texture
commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x,
info.textureOffset.y, info.textureOffset.z,
&bufferLocation, &sourceRegion);
}
}
}
}
if (clearValue == TextureBase::ClearValue::Zero) {
SetIsSubresourceContentInitialized(true, baseMipLevel, levelCount, baseArrayLayer,
layerCount);
GetDevice()->IncrementLazyClearCountForTesting();
}
return {};
}
void Texture::EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
uint32_t baseMipLevel,
uint32_t levelCount,
uint32_t baseArrayLayer,
uint32_t layerCount) {
if (!ToBackend(GetDevice())->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) {
return;
}
if (!IsSubresourceContentInitialized(baseMipLevel, levelCount, baseArrayLayer,
layerCount)) {
// If subresource has not been initialized, clear it to black as it could contain
// dirty bits from recycled memory
GetDevice()->ConsumedError(ClearTexture(commandContext, baseMipLevel, levelCount,
baseArrayLayer, layerCount,
TextureBase::ClearValue::Zero));
}
}
TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor)
: TextureViewBase(texture, descriptor) {
mSrvDesc.Format = D3D12TextureFormat(descriptor->format);
mSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
// Currently we always use D3D12_TEX2D_ARRAY_SRV because we cannot specify base array layer
// and layer count in D3D12_TEX2D_SRV. For 2D texture views, we treat them as 1-layer 2D
// array textures.
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_srv
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array_srv
// TODO(jiawei.shao@intel.com): support more texture view dimensions.
// TODO(jiawei.shao@intel.com): support creating SRV on multisampled textures.
switch (descriptor->dimension) {
case wgpu::TextureViewDimension::e2D:
case wgpu::TextureViewDimension::e2DArray:
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
mSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
mSrvDesc.Texture2DArray.ArraySize = descriptor->arrayLayerCount;
mSrvDesc.Texture2DArray.FirstArraySlice = descriptor->baseArrayLayer;
mSrvDesc.Texture2DArray.MipLevels = descriptor->mipLevelCount;
mSrvDesc.Texture2DArray.MostDetailedMip = descriptor->baseMipLevel;
mSrvDesc.Texture2DArray.PlaneSlice = 0;
mSrvDesc.Texture2DArray.ResourceMinLODClamp = 0;
break;
case wgpu::TextureViewDimension::Cube:
case wgpu::TextureViewDimension::CubeArray:
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
ASSERT(descriptor->arrayLayerCount % 6 == 0);
mSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
mSrvDesc.TextureCubeArray.First2DArrayFace = descriptor->baseArrayLayer;
mSrvDesc.TextureCubeArray.NumCubes = descriptor->arrayLayerCount / 6;
mSrvDesc.TextureCubeArray.MostDetailedMip = descriptor->baseMipLevel;
mSrvDesc.TextureCubeArray.MipLevels = descriptor->mipLevelCount;
mSrvDesc.TextureCubeArray.ResourceMinLODClamp = 0;
break;
default:
UNREACHABLE();
}
}
DXGI_FORMAT TextureView::GetD3D12Format() const {
return D3D12TextureFormat(GetFormat().format);
}
const D3D12_SHADER_RESOURCE_VIEW_DESC& TextureView::GetSRVDescriptor() const {
return mSrvDesc;
}
D3D12_RENDER_TARGET_VIEW_DESC TextureView::GetRTVDescriptor() const {
return ToBackend(GetTexture())
->GetRTVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount());
}
D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const {
// TODO(jiawei.shao@intel.com): support rendering into a layer of a texture.
ASSERT(GetLayerCount() == 1);
ASSERT(GetLevelCount() == 1);
ASSERT(GetBaseMipLevel() == 0);
ASSERT(GetBaseArrayLayer() == 0);
return ToBackend(GetTexture())->GetDSVDescriptor(GetBaseMipLevel());
}
}} // namespace dawn_native::d3d12