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// Copyright 2019 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/d3d12/RenderPassBuilderD3D12.h"
#include <algorithm>
#include "dawn/native/Format.h"
#include "dawn/native/d3d12/CommandBufferD3D12.h"
#include "dawn/native/d3d12/Forward.h"
#include "dawn/native/d3d12/TextureD3D12.h"
#include "dawn/native/dawn_platform.h"
namespace dawn::native::d3d12 {
namespace {
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE D3D12BeginningAccessType(wgpu::LoadOp loadOp) {
switch (loadOp) {
case wgpu::LoadOp::Clear:
return D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR;
case wgpu::LoadOp::Load:
return D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE;
case wgpu::LoadOp::ExpandResolveTexture:
// TODO(dawn:1710): Implement this on D3D12.
DAWN_UNREACHABLE();
break;
case wgpu::LoadOp::Undefined:
DAWN_UNREACHABLE();
break;
}
}
D3D12_RENDER_PASS_ENDING_ACCESS_TYPE D3D12EndingAccessType(wgpu::StoreOp storeOp) {
switch (storeOp) {
case wgpu::StoreOp::Discard:
return D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_DISCARD;
case wgpu::StoreOp::Store:
return D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE;
case wgpu::StoreOp::Undefined:
DAWN_UNREACHABLE();
break;
}
}
D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS D3D12EndingAccessResolveParameters(
wgpu::StoreOp storeOp,
TextureView* resolveSource,
TextureView* resolveDestination) {
D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS resolveParameters;
resolveParameters.Format = resolveDestination->GetD3D12Format();
resolveParameters.pSrcResource = ToBackend(resolveSource->GetTexture())->GetD3D12Resource();
resolveParameters.pDstResource =
ToBackend(resolveDestination->GetTexture())->GetD3D12Resource();
// Clear or preserve the resolve source.
if (storeOp == wgpu::StoreOp::Discard) {
resolveParameters.PreserveResolveSource = false;
} else if (storeOp == wgpu::StoreOp::Store) {
resolveParameters.PreserveResolveSource = true;
}
// RESOLVE_MODE_AVERAGE is only valid for non-integer formats.
DAWN_ASSERT(resolveDestination->GetFormat().GetAspectInfo(Aspect::Color).baseType ==
TextureComponentType::Float);
resolveParameters.ResolveMode = D3D12_RESOLVE_MODE_AVERAGE;
resolveParameters.SubresourceCount = 1;
return resolveParameters;
}
D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS
D3D12EndingAccessResolveSubresourceParameters(TextureView* resolveDestination) {
D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS subresourceParameters;
Texture* resolveDestinationTexture = ToBackend(resolveDestination->GetTexture());
DAWN_ASSERT(resolveDestinationTexture->GetFormat().aspects == Aspect::Color);
subresourceParameters.DstX = 0;
subresourceParameters.DstY = 0;
subresourceParameters.SrcSubresource = 0;
subresourceParameters.DstSubresource = resolveDestinationTexture->GetSubresourceIndex(
resolveDestination->GetBaseMipLevel(), resolveDestination->GetBaseArrayLayer(),
Aspect::Color);
// Resolving a specified sub-rect is only valid on hardware that supports sample
// positions. This means even {0, 0, width, height} would be invalid if unsupported. To
// avoid this, we assume sub-rect resolves never work by setting them to all zeros or
// "empty" to resolve the entire region.
subresourceParameters.SrcRect = {0, 0, 0, 0};
return subresourceParameters;
}
} // anonymous namespace
RenderPassBuilder::RenderPassBuilder(bool hasUAV) {
if (hasUAV) {
mRenderPassFlags = D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES;
}
}
void RenderPassBuilder::SetRenderTargetView(ColorAttachmentIndex attachmentIndex,
D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor,
bool isNullRTV) {
mRenderTargetViews[attachmentIndex] = baseDescriptor;
mRenderPassRenderTargetDescriptors[attachmentIndex].cpuDescriptor = baseDescriptor;
if (!isNullRTV) {
mHighestColorAttachmentIndexPlusOne = std::max(
mHighestColorAttachmentIndexPlusOne,
ColorAttachmentIndex{static_cast<uint8_t>(static_cast<uint8_t>(attachmentIndex) + 1u)});
} else {
// Null views must be marked as preserved so that they keep using attachment slots.
// Otherwise the holes in the attachments would get compacted by D3D12.
// See the chapter "surfaces-that-beginrenderpass-binds-for-raster" in
// https://microsoft.github.io/DirectX-Specs/d3d/RenderPasses.html for more information.
mRenderPassRenderTargetDescriptors[attachmentIndex].BeginningAccess.Type =
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE;
mRenderPassRenderTargetDescriptors[attachmentIndex].EndingAccess.Type =
D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE;
}
}
void RenderPassBuilder::SetDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor) {
mRenderPassDepthStencilDesc.cpuDescriptor = baseDescriptor;
}
ColorAttachmentIndex RenderPassBuilder::GetHighestColorAttachmentIndexPlusOne() const {
return mHighestColorAttachmentIndexPlusOne;
}
bool RenderPassBuilder::HasDepthOrStencil() const {
return mHasDepthOrStencil;
}
ityp::span<ColorAttachmentIndex, const D3D12_RENDER_PASS_RENDER_TARGET_DESC>
RenderPassBuilder::GetRenderPassRenderTargetDescriptors() const {
return {mRenderPassRenderTargetDescriptors.data(), mHighestColorAttachmentIndexPlusOne};
}
const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC* RenderPassBuilder::GetRenderPassDepthStencilDescriptor()
const {
return &mRenderPassDepthStencilDesc;
}
D3D12_RENDER_PASS_FLAGS RenderPassBuilder::GetRenderPassFlags() const {
return mRenderPassFlags;
}
const D3D12_CPU_DESCRIPTOR_HANDLE* RenderPassBuilder::GetRenderTargetViews() const {
return mRenderTargetViews.data();
}
void RenderPassBuilder::SetRenderTargetBeginningAccess(ColorAttachmentIndex attachment,
wgpu::LoadOp loadOp,
dawn::native::Color clearColor,
DXGI_FORMAT format) {
mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Type =
D3D12BeginningAccessType(loadOp);
if (loadOp == wgpu::LoadOp::Clear) {
mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Clear.ClearValue.Color[0] =
clearColor.r;
mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Clear.ClearValue.Color[1] =
clearColor.g;
mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Clear.ClearValue.Color[2] =
clearColor.b;
mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Clear.ClearValue.Color[3] =
clearColor.a;
mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Clear.ClearValue.Format =
format;
}
}
void RenderPassBuilder::SetRenderTargetEndingAccess(ColorAttachmentIndex attachment,
wgpu::StoreOp storeOp) {
mRenderPassRenderTargetDescriptors[attachment].EndingAccess.Type =
D3D12EndingAccessType(storeOp);
}
void RenderPassBuilder::SetRenderTargetEndingAccessResolve(ColorAttachmentIndex attachment,
wgpu::StoreOp storeOp,
TextureView* resolveSource,
TextureView* resolveDestination) {
mRenderPassRenderTargetDescriptors[attachment].EndingAccess.Type =
D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE;
mRenderPassRenderTargetDescriptors[attachment].EndingAccess.Resolve =
D3D12EndingAccessResolveParameters(storeOp, resolveSource, resolveDestination);
mSubresourceParams[attachment] =
D3D12EndingAccessResolveSubresourceParameters(resolveDestination);
mRenderPassRenderTargetDescriptors[attachment].EndingAccess.Resolve.pSubresourceParameters =
&mSubresourceParams[attachment];
}
void RenderPassBuilder::SetDepthAccess(wgpu::LoadOp loadOp,
wgpu::StoreOp storeOp,
float clearDepth,
DXGI_FORMAT format) {
mHasDepthOrStencil = true;
mRenderPassDepthStencilDesc.DepthBeginningAccess.Type = D3D12BeginningAccessType(loadOp);
if (loadOp == wgpu::LoadOp::Clear) {
mRenderPassDepthStencilDesc.DepthBeginningAccess.Clear.ClearValue.DepthStencil.Depth =
clearDepth;
mRenderPassDepthStencilDesc.DepthBeginningAccess.Clear.ClearValue.Format = format;
}
mRenderPassDepthStencilDesc.DepthEndingAccess.Type = D3D12EndingAccessType(storeOp);
}
void RenderPassBuilder::SetStencilAccess(wgpu::LoadOp loadOp,
wgpu::StoreOp storeOp,
uint8_t clearStencil,
DXGI_FORMAT format) {
mHasDepthOrStencil = true;
mRenderPassDepthStencilDesc.StencilBeginningAccess.Type = D3D12BeginningAccessType(loadOp);
if (loadOp == wgpu::LoadOp::Clear) {
mRenderPassDepthStencilDesc.StencilBeginningAccess.Clear.ClearValue.DepthStencil.Stencil =
clearStencil;
mRenderPassDepthStencilDesc.StencilBeginningAccess.Clear.ClearValue.Format = format;
}
mRenderPassDepthStencilDesc.StencilEndingAccess.Type = D3D12EndingAccessType(storeOp);
}
void RenderPassBuilder::SetDepthNoAccess() {
mRenderPassDepthStencilDesc.DepthBeginningAccess.Type =
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS;
mRenderPassDepthStencilDesc.DepthEndingAccess.Type =
D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS;
}
void RenderPassBuilder::SetDepthStencilNoAccess() {
SetDepthNoAccess();
SetStencilNoAccess();
}
void RenderPassBuilder::SetStencilNoAccess() {
mRenderPassDepthStencilDesc.StencilBeginningAccess.Type =
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS;
mRenderPassDepthStencilDesc.StencilEndingAccess.Type =
D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS;
}
} // namespace dawn::native::d3d12