| // Copyright 2023 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/d3d11/TextureD3D11.h" |
| |
| #include <algorithm> |
| #include <string> |
| #include <utility> |
| |
| #include "dawn/common/Constants.h" |
| #include "dawn/common/Math.h" |
| #include "dawn/native/ChainUtils.h" |
| #include "dawn/native/CommandBuffer.h" |
| #include "dawn/native/CommandValidation.h" |
| #include "dawn/native/DynamicUploader.h" |
| #include "dawn/native/EnumMaskIterator.h" |
| #include "dawn/native/IntegerTypes.h" |
| #include "dawn/native/Queue.h" |
| #include "dawn/native/ToBackend.h" |
| #include "dawn/native/d3d/D3DError.h" |
| #include "dawn/native/d3d/UtilsD3D.h" |
| #include "dawn/native/d3d11/CommandRecordingContextD3D11.h" |
| #include "dawn/native/d3d11/DeviceD3D11.h" |
| #include "dawn/native/d3d11/Forward.h" |
| #include "dawn/native/d3d11/QueueD3D11.h" |
| #include "dawn/native/d3d11/SharedFenceD3D11.h" |
| #include "dawn/native/d3d11/SharedTextureMemoryD3D11.h" |
| #include "dawn/native/d3d11/UtilsD3D11.h" |
| |
| namespace dawn::native::d3d11 { |
| namespace { |
| |
| UINT D3D11TextureBindFlags(wgpu::TextureUsage usage, const Format& format) { |
| bool isDepthOrStencilFormat = format.HasDepthOrStencil(); |
| UINT bindFlags = 0; |
| if (usage & wgpu::TextureUsage::TextureBinding) { |
| bindFlags |= D3D11_BIND_SHADER_RESOURCE; |
| } |
| if (usage & wgpu::TextureUsage::StorageBinding) { |
| bindFlags |= D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE; |
| } |
| if (usage & wgpu::TextureUsage::RenderAttachment) { |
| bindFlags |= isDepthOrStencilFormat ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET; |
| } |
| if (usage & wgpu::TextureUsage::StorageAttachment) { |
| bindFlags |= D3D11_BIND_UNORDERED_ACCESS; |
| } |
| return bindFlags; |
| } |
| |
| Aspect D3D11Aspect(Aspect aspect) { |
| // https://learn.microsoft.com/en-us/windows/win32/direct3d12/subresources |
| // Planar formats existed in Direct3D 11, but individual planes could not be addressed |
| // individually, so squash stencil into depth. |
| if (aspect & Aspect::Stencil) { |
| DAWN_ASSERT(IsSubset(aspect, Aspect::Depth | Aspect::Stencil)); |
| return Aspect::Depth; |
| } |
| |
| DAWN_ASSERT(HasOneBit(aspect)); |
| return aspect; |
| } |
| |
| // Gets the uncompressed texture format for reinterpretation conversion. |
| wgpu::TextureFormat UncompressedTextureFormat(wgpu::TextureFormat compressedFormat) { |
| // https://learn.microsoft.com/en-us/windows/win32/direct3d10/d3d10-graphics-programming-guide-resources-block-compression |
| switch (compressedFormat) { |
| case wgpu::TextureFormat::BC1RGBAUnorm: |
| case wgpu::TextureFormat::BC1RGBAUnormSrgb: |
| case wgpu::TextureFormat::BC4RSnorm: |
| case wgpu::TextureFormat::BC4RUnorm: |
| return wgpu::TextureFormat::RGBA16Uint; |
| |
| case wgpu::TextureFormat::BC2RGBAUnorm: |
| case wgpu::TextureFormat::BC2RGBAUnormSrgb: |
| case wgpu::TextureFormat::BC3RGBAUnorm: |
| case wgpu::TextureFormat::BC3RGBAUnormSrgb: |
| case wgpu::TextureFormat::BC5RGSnorm: |
| case wgpu::TextureFormat::BC5RGUnorm: |
| case wgpu::TextureFormat::BC6HRGBFloat: |
| case wgpu::TextureFormat::BC6HRGBUfloat: |
| case wgpu::TextureFormat::BC7RGBAUnorm: |
| case wgpu::TextureFormat::BC7RGBAUnormSrgb: |
| return wgpu::TextureFormat::RGBA32Uint; |
| default: |
| DAWN_UNREACHABLE(); |
| } |
| } |
| |
| // The memory layout of depth or stencil component inside a texel of depth-stencil format. |
| struct DepthStencilAspectLayout { |
| // Texel size of a depth/stencil DXGI format in bytes. |
| uint32_t texelSize = 0u; |
| // Depth/Stencil component offset inside the texel in bytes. |
| uint32_t componentOffset = 0u; |
| // Depth/Stencil component size in bytes. |
| uint32_t componentSize = 0u; |
| }; |
| |
| DepthStencilAspectLayout DepthStencilAspectLayout(DXGI_FORMAT format, Aspect aspect) { |
| DAWN_ASSERT(aspect == Aspect::Depth || aspect == Aspect::Stencil); |
| uint32_t texelSize = 0u; |
| uint32_t componentOffset = 0u; |
| uint32_t componentSize = 0u; |
| |
| switch (format) { |
| case DXGI_FORMAT_D24_UNORM_S8_UINT: |
| componentOffset = aspect == Aspect::Stencil ? 3u : 0u; |
| componentSize = aspect == Aspect::Stencil ? 1u : 3u; |
| texelSize = 4u; |
| break; |
| case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: |
| componentOffset = aspect == Aspect::Stencil ? 4u : 0u; |
| componentSize = aspect == Aspect::Stencil ? 1u : 4u; |
| texelSize = 8u; |
| break; |
| default: |
| DAWN_UNREACHABLE(); |
| } |
| return {texelSize, componentOffset, componentSize}; |
| } |
| |
| } // namespace |
| |
| MaybeError ValidateTextureCanBeWrapped(ID3D11Resource* d3d11Resource, |
| const UnpackedPtr<TextureDescriptor>& dawnDescriptor) { |
| ComPtr<ID3D11Texture2D> d3d11Texture; |
| DAWN_TRY( |
| CheckHRESULT(d3d11Resource->QueryInterface(IID_PPV_ARGS(&d3d11Texture)), "QueryInterface")); |
| |
| D3D11_TEXTURE2D_DESC d3dDescriptor; |
| d3d11Texture->GetDesc(&d3dDescriptor); |
| |
| DAWN_INVALID_IF( |
| (dawnDescriptor->size.width != d3dDescriptor.Width) || |
| (dawnDescriptor->size.height != d3dDescriptor.Height) || |
| (dawnDescriptor->size.depthOrArrayLayers != 1), |
| "D3D11 texture size (Width: %u, Height: %u, DepthOrArraySize: 1) doesn't match Dawn " |
| "descriptor size (width: %u, height: %u, depthOrArrayLayers: %u).", |
| d3dDescriptor.Width, d3dDescriptor.Height, dawnDescriptor->size.width, |
| dawnDescriptor->size.height, dawnDescriptor->size.depthOrArrayLayers); |
| |
| const DXGI_FORMAT dxgiFormatFromDescriptor = d3d::DXGITextureFormat(dawnDescriptor->format); |
| DAWN_INVALID_IF(dxgiFormatFromDescriptor != d3dDescriptor.Format, |
| "D3D11 texture format (%x) is not compatible with Dawn descriptor format (%s).", |
| d3dDescriptor.Format, dawnDescriptor->format); |
| |
| DAWN_INVALID_IF(d3dDescriptor.ArraySize != 1, "D3D12 texture array size (%u) is not 1.", |
| d3dDescriptor.ArraySize); |
| |
| DAWN_INVALID_IF(d3dDescriptor.MipLevels != 1, |
| "D3D11 texture number of miplevels (%u) is not 1.", d3dDescriptor.MipLevels); |
| |
| // Shared textures cannot be multi-sample so no need to check those. |
| DAWN_ASSERT(d3dDescriptor.SampleDesc.Count == 1); |
| DAWN_ASSERT(d3dDescriptor.SampleDesc.Quality == 0); |
| |
| return {}; |
| } |
| |
| MaybeError ValidateVideoTextureCanBeShared(Device* device, DXGI_FORMAT textureFormat) { |
| const bool supportsSharedResourceCapabilityTier2 = |
| device->GetDeviceInfo().supportsSharedResourceCapabilityTier2; |
| switch (textureFormat) { |
| case DXGI_FORMAT_NV12: |
| case DXGI_FORMAT_P010: |
| if (supportsSharedResourceCapabilityTier2) { |
| return {}; |
| } |
| break; |
| default: |
| break; |
| } |
| |
| return DAWN_VALIDATION_ERROR("DXGI format does not support cross-API sharing."); |
| } |
| |
| // static |
| ResultOrError<Ref<Texture>> Texture::Create(Device* device, |
| const UnpackedPtr<TextureDescriptor>& descriptor) { |
| Ref<Texture> texture = AcquireRef(new Texture(device, descriptor, Kind::Normal)); |
| DAWN_TRY(texture->InitializeAsInternalTexture()); |
| return std::move(texture); |
| } |
| |
| // static |
| ResultOrError<Ref<Texture>> Texture::Create(Device* device, |
| const UnpackedPtr<TextureDescriptor>& descriptor, |
| ComPtr<ID3D11Resource> d3d11Texture) { |
| Ref<Texture> dawnTexture = AcquireRef(new Texture(device, descriptor, Kind::Normal)); |
| DAWN_TRY(dawnTexture->InitializeAsSwapChainTexture(std::move(d3d11Texture))); |
| return std::move(dawnTexture); |
| } |
| |
| ResultOrError<Ref<Texture>> Texture::CreateInternal( |
| Device* device, |
| const UnpackedPtr<TextureDescriptor>& descriptor, |
| Kind kind) { |
| Ref<Texture> texture = AcquireRef(new Texture(device, descriptor, kind)); |
| DAWN_TRY(texture->InitializeAsInternalTexture()); |
| return std::move(texture); |
| } |
| |
| // static |
| ResultOrError<Ref<Texture>> Texture::CreateExternalImage( |
| Device* device, |
| const UnpackedPtr<TextureDescriptor>& descriptor, |
| ComPtr<IUnknown> d3dTexture, |
| Ref<d3d::KeyedMutex> keyedMutex, |
| std::vector<FenceAndSignalValue> waitFences, |
| bool isSwapChainTexture, |
| bool isInitialized) { |
| Ref<Texture> dawnTexture = AcquireRef(new Texture(device, descriptor, Kind::Normal)); |
| DAWN_TRY( |
| dawnTexture->InitializeAsExternalTexture(std::move(d3dTexture), std::move(keyedMutex))); |
| |
| auto commandContext = |
| ToBackend(device->GetQueue()) |
| ->GetScopedPendingCommandContext(ExecutionQueueBase::SubmitMode::Normal); |
| for (const auto& fence : waitFences) { |
| DAWN_TRY(CheckHRESULT( |
| commandContext.Wait(ToBackend(fence.object)->GetD3DFence(), fence.signaledValue), |
| "ID3D11DeviceContext4::Wait")); |
| } |
| |
| // Importing a multi-planar format must be initialized. This is required because |
| // a shared multi-planar format cannot be initialized by Dawn. |
| DAWN_INVALID_IF( |
| !isInitialized && dawnTexture->GetFormat().IsMultiPlanar(), |
| "Cannot create a texture with a multi-planar format (%s) with uninitialized data.", |
| dawnTexture->GetFormat().format); |
| |
| dawnTexture->SetIsSubresourceContentInitialized(isInitialized, |
| dawnTexture->GetAllSubresources()); |
| return std::move(dawnTexture); |
| } |
| |
| // static |
| ResultOrError<Ref<Texture>> Texture::CreateFromSharedTextureMemory( |
| SharedTextureMemory* memory, |
| const UnpackedPtr<TextureDescriptor>& descriptor) { |
| Device* device = ToBackend(memory->GetDevice()); |
| Ref<Texture> texture = AcquireRef(new Texture(device, descriptor, Kind::Normal)); |
| DAWN_TRY( |
| texture->InitializeAsExternalTexture(memory->GetD3DResource(), memory->GetKeyedMutex())); |
| texture->mSharedResourceMemoryContents = memory->GetContents(); |
| return texture; |
| } |
| |
| template <typename T> |
| T Texture::GetD3D11TextureDesc() const { |
| T desc; |
| |
| if constexpr (std::is_same<T, D3D11_TEXTURE1D_DESC>::value) { |
| desc.Width = GetBaseSize().width; |
| desc.ArraySize = GetArrayLayers(); |
| desc.MiscFlags = 0; |
| } else if constexpr (std::is_same<T, D3D11_TEXTURE2D_DESC>::value) { |
| desc.Width = GetBaseSize().width; |
| desc.Height = GetBaseSize().height; |
| desc.ArraySize = GetArrayLayers(); |
| desc.SampleDesc.Count = GetSampleCount(); |
| desc.SampleDesc.Quality = 0; |
| desc.MiscFlags = 0; |
| if (GetArrayLayers() >= 6 && desc.Width == desc.Height) { |
| // Texture layers are more than 6. It can be used as a cube map. |
| desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE; |
| } |
| } else if constexpr (std::is_same<T, D3D11_TEXTURE3D_DESC>::value) { |
| desc.Width = GetBaseSize().width; |
| desc.Height = GetBaseSize().height; |
| desc.Depth = GetBaseSize().depthOrArrayLayers; |
| desc.MiscFlags = 0; |
| } |
| |
| desc.MipLevels = static_cast<UINT16>(GetNumMipLevels()); |
| // To sample from a depth or stencil texture, we need to create a typeless texture. |
| bool needsTypelessFormat = |
| GetFormat().HasDepthOrStencil() && (GetUsage() & wgpu::TextureUsage::TextureBinding); |
| // We need to use the typeless format if view format reinterpretation is required. |
| needsTypelessFormat |= GetViewFormats().any(); |
| // We need to use the typeless format if it's a staging texture for writting to depth-stencil |
| // textures. |
| needsTypelessFormat |= |
| d3d::IsDepthStencil(d3d::DXGITextureFormat(GetFormat().format)) && mKind == Kind::Staging; |
| desc.Format = needsTypelessFormat ? d3d::DXGITypelessTextureFormat(GetFormat().format) |
| : d3d::DXGITextureFormat(GetFormat().format); |
| desc.Usage = mKind == Kind::Staging ? D3D11_USAGE_STAGING : D3D11_USAGE_DEFAULT; |
| desc.BindFlags = D3D11TextureBindFlags(GetInternalUsage(), GetFormat()); |
| constexpr UINT kCPUReadWriteFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; |
| desc.CPUAccessFlags = mKind == Kind::Staging ? kCPUReadWriteFlags : 0; |
| |
| return desc; |
| } |
| |
| MaybeError Texture::InitializeAsInternalTexture() { |
| Device* device = ToBackend(GetDevice()); |
| |
| if (GetFormat().isRenderable && mKind != Kind::Staging) { |
| // If the texture format is renderable, we need to add the render attachment usage |
| // internally, so the texture can be cleared with GPU. |
| AddInternalUsage(wgpu::TextureUsage::RenderAttachment); |
| } |
| |
| switch (GetDimension()) { |
| case wgpu::TextureDimension::Undefined: |
| DAWN_UNREACHABLE(); |
| case wgpu::TextureDimension::e1D: { |
| D3D11_TEXTURE1D_DESC desc = GetD3D11TextureDesc<D3D11_TEXTURE1D_DESC>(); |
| ComPtr<ID3D11Texture1D> d3d11Texture1D; |
| DAWN_TRY(CheckOutOfMemoryHRESULT( |
| device->GetD3D11Device()->CreateTexture1D(&desc, nullptr, &d3d11Texture1D), |
| "D3D11 create texture1d")); |
| mD3d11Resource = std::move(d3d11Texture1D); |
| break; |
| } |
| case wgpu::TextureDimension::e2D: { |
| D3D11_TEXTURE2D_DESC desc = GetD3D11TextureDesc<D3D11_TEXTURE2D_DESC>(); |
| ComPtr<ID3D11Texture2D> d3d11Texture2D; |
| DAWN_TRY(CheckOutOfMemoryHRESULT( |
| device->GetD3D11Device()->CreateTexture2D(&desc, nullptr, &d3d11Texture2D), |
| "D3D11 create texture2d")); |
| mD3d11Resource = std::move(d3d11Texture2D); |
| break; |
| } |
| case wgpu::TextureDimension::e3D: { |
| D3D11_TEXTURE3D_DESC desc = GetD3D11TextureDesc<D3D11_TEXTURE3D_DESC>(); |
| ComPtr<ID3D11Texture3D> d3d11Texture3D; |
| DAWN_TRY(CheckOutOfMemoryHRESULT( |
| device->GetD3D11Device()->CreateTexture3D(&desc, nullptr, &d3d11Texture3D), |
| "D3D11 create texture3d")); |
| mD3d11Resource = std::move(d3d11Texture3D); |
| break; |
| } |
| } |
| |
| // Staging texture is used internally, so we don't need to clear it. |
| if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting) && |
| mKind == Kind::Normal) { |
| auto commandContext = ToBackend(device->GetQueue()) |
| ->GetScopedPendingCommandContext(QueueBase::SubmitMode::Normal); |
| DAWN_TRY(Clear(&commandContext, GetAllSubresources(), TextureBase::ClearValue::NonZero)); |
| } |
| |
| SetLabelImpl(); |
| |
| return {}; |
| } |
| |
| MaybeError Texture::InitializeAsSwapChainTexture(ComPtr<ID3D11Resource> d3d11Texture) { |
| mD3d11Resource = std::move(d3d11Texture); |
| SetLabelHelper("Dawn_SwapChainTexture"); |
| |
| return {}; |
| } |
| |
| MaybeError Texture::InitializeAsExternalTexture(ComPtr<IUnknown> d3dTexture, |
| Ref<d3d::KeyedMutex> keyedMutex) { |
| ComPtr<ID3D11Resource> d3d11Texture; |
| DAWN_TRY(CheckHRESULT(d3dTexture.As(&d3d11Texture), "Query ID3D11Resource from IUnknown")); |
| mD3d11Resource = std::move(d3d11Texture); |
| mKeyedMutex = std::move(keyedMutex); |
| SetLabelHelper("Dawn_ExternalTexture"); |
| return {}; |
| } |
| |
| Texture::Texture(Device* device, const UnpackedPtr<TextureDescriptor>& descriptor, Kind kind) |
| : Base(device, descriptor), mKind(kind) {} |
| |
| Texture::~Texture() = default; |
| |
| void Texture::DestroyImpl() { |
| // TODO(crbug.com/dawn/831): DestroyImpl is called from two places. |
| // - It may be called if the texture is explicitly destroyed with APIDestroy. |
| // This case is NOT thread-safe and needs proper synchronization with other |
| // simultaneous uses of the texture. |
| // - It may be called when the last ref to the texture is dropped and the texture |
| // is implicitly destroyed. This case is thread-safe because there are no |
| // other threads using the texture since there are no other live refs. |
| TextureBase::DestroyImpl(); |
| mD3d11Resource = nullptr; |
| } |
| |
| ID3D11Resource* Texture::GetD3D11Resource() const { |
| return mD3d11Resource.Get(); |
| } |
| |
| ResultOrError<ComPtr<ID3D11RenderTargetView>> Texture::CreateD3D11RenderTargetView( |
| wgpu::TextureFormat format, |
| uint32_t mipLevel, |
| uint32_t baseSlice, |
| uint32_t sliceCount, |
| uint32_t planeSlice) const { |
| D3D11_RENDER_TARGET_VIEW_DESC1 rtvDesc; |
| rtvDesc.Format = d3d::DXGITextureFormat(format); |
| if (IsMultisampledTexture()) { |
| DAWN_ASSERT(GetDimension() == wgpu::TextureDimension::e2D); |
| DAWN_ASSERT(GetNumMipLevels() == 1); |
| DAWN_ASSERT(mipLevel == 0); |
| DAWN_ASSERT(baseSlice == 0); |
| DAWN_ASSERT(sliceCount == 1); |
| DAWN_ASSERT(planeSlice == 0); |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS; |
| } else { |
| switch (GetDimension()) { |
| case wgpu::TextureDimension::Undefined: |
| DAWN_UNREACHABLE(); |
| case wgpu::TextureDimension::e2D: |
| // Currently we always use D3D11_TEX2D_ARRAY_RTV because we cannot specify base |
| // array layer and layer count in D3D11_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/d3d11/ns-d3d11-d3d11_tex2d_rtv |
| // https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_array |
| // _rtv |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; |
| rtvDesc.Texture2DArray.MipSlice = mipLevel; |
| rtvDesc.Texture2DArray.FirstArraySlice = baseSlice; |
| rtvDesc.Texture2DArray.ArraySize = sliceCount; |
| rtvDesc.Texture2DArray.PlaneSlice = planeSlice; |
| break; |
| case wgpu::TextureDimension::e3D: |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; |
| rtvDesc.Texture3D.MipSlice = mipLevel; |
| rtvDesc.Texture3D.FirstWSlice = baseSlice; |
| rtvDesc.Texture3D.WSize = sliceCount; |
| break; |
| case wgpu::TextureDimension::e1D: |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE1D; |
| rtvDesc.Texture1D.MipSlice = mipLevel; |
| break; |
| } |
| } |
| |
| ComPtr<ID3D11RenderTargetView1> rtv; |
| DAWN_TRY(CheckHRESULT(ToBackend(GetDevice()) |
| ->GetD3D11Device5() |
| ->CreateRenderTargetView1(GetD3D11Resource(), &rtvDesc, &rtv), |
| "CreateRenderTargetView")); |
| |
| return {std::move(rtv)}; |
| } |
| |
| ResultOrError<ComPtr<ID3D11DepthStencilView>> Texture::CreateD3D11DepthStencilView( |
| const SubresourceRange& singleLevelRange, |
| bool depthReadOnly, |
| bool stencilReadOnly) const { |
| D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; |
| DAWN_ASSERT(singleLevelRange.levelCount == 1); |
| dsvDesc.Format = d3d::DXGITextureFormat(GetFormat().format); |
| dsvDesc.Flags = 0; |
| if (depthReadOnly && singleLevelRange.aspects & Aspect::Depth) { |
| dsvDesc.Flags |= D3D11_DSV_READ_ONLY_DEPTH; |
| } |
| if (stencilReadOnly && singleLevelRange.aspects & Aspect::Stencil) { |
| dsvDesc.Flags |= D3D11_DSV_READ_ONLY_STENCIL; |
| } |
| |
| if (IsMultisampledTexture()) { |
| DAWN_ASSERT(GetNumMipLevels() == 1); |
| DAWN_ASSERT(singleLevelRange.baseMipLevel == 0); |
| DAWN_ASSERT(singleLevelRange.baseArrayLayer == 0); |
| DAWN_ASSERT(singleLevelRange.layerCount == 1); |
| dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS; |
| } else { |
| dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; |
| dsvDesc.Texture2DArray.MipSlice = singleLevelRange.baseMipLevel; |
| dsvDesc.Texture2DArray.FirstArraySlice = singleLevelRange.baseArrayLayer; |
| dsvDesc.Texture2DArray.ArraySize = singleLevelRange.layerCount; |
| } |
| |
| ComPtr<ID3D11DepthStencilView> dsv; |
| DAWN_TRY(CheckHRESULT(ToBackend(GetDevice()) |
| ->GetD3D11Device() |
| ->CreateDepthStencilView(GetD3D11Resource(), &dsvDesc, &dsv), |
| "CreateDepthStencilView")); |
| return dsv; |
| } |
| |
| MaybeError Texture::SynchronizeTextureBeforeUse( |
| const ScopedCommandRecordingContext* commandContext) { |
| if (auto* contents = GetSharedResourceMemoryContents()) { |
| SharedTextureMemoryBase::PendingFenceList fences; |
| contents->AcquirePendingFences(&fences); |
| contents->SetLastUsageSerial(GetDevice()->GetQueue()->GetPendingCommandSerial()); |
| for (const auto& fence : fences) { |
| DAWN_TRY(CheckHRESULT( |
| commandContext->Wait(ToBackend(fence.object)->GetD3DFence(), fence.signaledValue), |
| "ID3D11DeviceContext4::Wait")); |
| } |
| } |
| if (mKeyedMutex != nullptr) { |
| DAWN_TRY(commandContext->AcquireKeyedMutex(mKeyedMutex)); |
| } |
| mLastUsageSerial = GetDevice()->GetQueue()->GetPendingCommandSerial(); |
| return {}; |
| } |
| |
| MaybeError Texture::Clear(const ScopedCommandRecordingContext* commandContext, |
| const SubresourceRange& range, |
| TextureBase::ClearValue clearValue) { |
| bool isRenderable = GetInternalUsage() & wgpu::TextureUsage::RenderAttachment; |
| |
| if (isRenderable) { |
| float color = clearValue == ClearValue::Zero ? 0.0f : 1.0f; |
| float depth = clearValue == ClearValue::Zero ? 0.0f : 1.0f; |
| uint8_t stencil = clearValue == ClearValue::Zero ? 0u : 1u; |
| D3D11ClearValue d3d11ClearValue = {{color, color, color, color}, depth, stencil}; |
| DAWN_TRY(ClearRenderable(commandContext, range, clearValue, d3d11ClearValue)); |
| } else if (GetFormat().isCompressed) { |
| DAWN_TRY(ClearCompressed(commandContext, range, clearValue)); |
| } else { |
| DAWN_TRY(ClearNonRenderable(commandContext, range, clearValue)); |
| } |
| |
| if (clearValue == TextureBase::ClearValue::Zero && mKind == Kind::Normal) { |
| SetIsSubresourceContentInitialized(true, range); |
| GetDevice()->IncrementLazyClearCountForTesting(); |
| } |
| |
| return {}; |
| } |
| |
| MaybeError Texture::ClearRenderable(const ScopedCommandRecordingContext* commandContext, |
| const SubresourceRange& range, |
| TextureBase::ClearValue clearValue, |
| const D3D11ClearValue& d3d11ClearValue) { |
| UINT clearFlags = 0; |
| if (GetFormat().HasDepth() && range.aspects & Aspect::Depth) { |
| clearFlags |= D3D11_CLEAR_DEPTH; |
| } |
| if (GetFormat().HasStencil() && range.aspects & Aspect::Stencil) { |
| clearFlags |= D3D11_CLEAR_STENCIL; |
| } |
| |
| SubresourceRange clearRange; |
| clearRange.aspects = range.aspects; |
| clearRange.layerCount = 1u; |
| clearRange.levelCount = 1u; |
| for (clearRange.baseArrayLayer = range.baseArrayLayer; |
| clearRange.baseArrayLayer < range.baseArrayLayer + range.layerCount; |
| ++clearRange.baseArrayLayer) { |
| for (clearRange.baseMipLevel = range.baseMipLevel; |
| clearRange.baseMipLevel < range.baseMipLevel + range.levelCount; |
| ++clearRange.baseMipLevel) { |
| if (clearValue == TextureBase::ClearValue::Zero && |
| IsSubresourceContentInitialized(clearRange)) { |
| // Skip lazy clears if already initialized. |
| continue; |
| } |
| if (GetFormat().HasDepthOrStencil()) { |
| ComPtr<ID3D11DepthStencilView> d3d11DSV; |
| DAWN_TRY_ASSIGN(d3d11DSV, CreateD3D11DepthStencilView(clearRange, |
| /*depthReadOnly=*/false, |
| /*stencilReadOnly=*/false)); |
| commandContext->ClearDepthStencilView( |
| d3d11DSV.Get(), clearFlags, d3d11ClearValue.depth, d3d11ClearValue.stencil); |
| } else { |
| for (auto aspect : IterateEnumMask(clearRange.aspects)) { |
| wgpu::TextureFormat format = GetFormat().IsMultiPlanar() |
| ? GetFormat().GetAspectInfo(aspect).format |
| : GetFormat().format; |
| ComPtr<ID3D11RenderTargetView> d3d11RTV; |
| // For the subresources of 3d textures, clearRange.baseArrayLayer must be 0 and |
| // clearRange.layerCount must be 1, the sliceCount is the depthOrArrayLayers of |
| // the subresource virtual size, which must be 1 for 2d textures. When clearing |
| // RTV, we can use the 'layer' as baseSlice and the 'depthOrArrayLayers' as |
| // sliceCount to create RTV without checking the dimension. |
| DAWN_TRY_ASSIGN(d3d11RTV, |
| CreateD3D11RenderTargetView( |
| format, clearRange.baseMipLevel, clearRange.baseArrayLayer, |
| GetMipLevelSingleSubresourceVirtualSize( |
| clearRange.baseMipLevel, clearRange.aspects) |
| .depthOrArrayLayers, |
| GetAspectIndex(aspect))); |
| commandContext->ClearRenderTargetView(d3d11RTV.Get(), d3d11ClearValue.color); |
| } |
| } |
| } |
| } |
| |
| return {}; |
| } |
| |
| MaybeError Texture::ClearNonRenderable(const ScopedCommandRecordingContext* commandContext, |
| const SubresourceRange& range, |
| TextureBase::ClearValue clearValue) { |
| const TexelBlockInfo& blockInfo = GetFormat().GetAspectInfo(range.aspects).block; |
| // TODO(dawn:1705): Use interim texture clear-and-copy as compressed textures do to |
| // avoid CPU-to-GPU write. |
| for (Aspect aspect : IterateEnumMask(range.aspects)) { |
| Extent3D writeSize = GetMipLevelSubresourceVirtualSize(range.baseMipLevel, aspect); |
| uint32_t bytesPerRow = blockInfo.byteSize * writeSize.width; |
| |
| uint32_t rowsPerImage = writeSize.height; |
| uint64_t byteLength; |
| DAWN_TRY_ASSIGN(byteLength, ComputeRequiredBytesInCopy(blockInfo, writeSize, bytesPerRow, |
| rowsPerImage)); |
| |
| std::vector<uint8_t> clearData(byteLength, clearValue == ClearValue::Zero ? 0 : 1); |
| SubresourceRange writeRange = range; |
| writeRange.layerCount = 1; |
| writeRange.levelCount = 1; |
| for (uint32_t layer = range.baseArrayLayer; layer < range.baseArrayLayer + range.layerCount; |
| ++layer) { |
| for (uint32_t level = range.baseMipLevel; level < range.baseMipLevel + range.levelCount; |
| ++level) { |
| if (clearValue == TextureBase::ClearValue::Zero && |
| IsSubresourceContentInitialized( |
| SubresourceRange::SingleMipAndLayer(level, layer, aspect))) { |
| // Skip lazy clears if already initialized. |
| continue; |
| } |
| writeRange.baseArrayLayer = layer; |
| writeRange.baseMipLevel = level; |
| writeSize = GetMipLevelSubresourceVirtualSize(level, aspect); |
| bytesPerRow = blockInfo.byteSize * writeSize.width; |
| rowsPerImage = writeSize.height; |
| DAWN_TRY(WriteInternal(commandContext, writeRange, {0, 0, 0}, writeSize, |
| clearData.data(), bytesPerRow, rowsPerImage)); |
| } |
| } |
| } |
| |
| return {}; |
| } |
| |
| MaybeError Texture::ClearCompressed(const ScopedCommandRecordingContext* commandContext, |
| const SubresourceRange& range, |
| TextureBase::ClearValue clearValue) { |
| DAWN_ASSERT(range.aspects == Aspect::Color); |
| const TexelBlockInfo& blockInfo = GetFormat().GetAspectInfo(range.aspects).block; |
| // Create an interim texture of renderable format for reinterpretation conversion. |
| TextureDescriptor desc = {}; |
| desc.label = "CopyUncompressedTextureToCompressedTexureInterim"; |
| desc.dimension = GetDimension(); |
| DAWN_ASSERT(desc.dimension == wgpu::TextureDimension::e2D); |
| desc.size = {GetWidth(Aspect::Color), GetHeight(Aspect::Color), 1}; |
| desc.format = UncompressedTextureFormat(GetFormat().format); |
| desc.mipLevelCount = 1; |
| desc.sampleCount = 1; |
| |
| Ref<Texture> interimTexture; |
| DAWN_TRY_ASSIGN(interimTexture, |
| CreateInternal(ToBackend(GetDevice()), Unpack(&desc), Kind::Interim)); |
| |
| float color = 0.0f; |
| if (clearValue == ClearValue::NonZero) { |
| // Ensure value 1 per byte rather than per component. This is required in this test case: |
| // https://source.chromium.org/chromium/chromium/src/+/refs/heads/main:third_party/dawn/src/dawn/tests/end2end/NonzeroTextureCreationTests.cpp;drc=7a6604d0564b56cce77b72ae759b3773a756423c;l=244 |
| double valueOnePerByte; |
| switch (desc.format) { |
| case wgpu::TextureFormat::RGBA16Uint: |
| valueOnePerByte = 0x0101; |
| break; |
| case wgpu::TextureFormat::RGBA32Uint: |
| valueOnePerByte = 0x01010101; |
| break; |
| default: |
| DAWN_UNREACHABLE(); |
| } |
| color = valueOnePerByte; |
| } |
| float depth = clearValue == ClearValue::Zero ? 0.0f : 1.0f; |
| uint8_t stencil = clearValue == ClearValue::Zero ? 0u : 1u; |
| D3D11ClearValue d3d11ClearValue = {{color, color, color, color}, depth, stencil}; |
| DAWN_TRY(interimTexture->ClearRenderable(commandContext, |
| SubresourceRange::MakeFull(Aspect::Color, 1, 1), |
| clearValue, d3d11ClearValue)); |
| |
| D3D11_BOX srcBox; |
| srcBox.left = 0; |
| srcBox.top = 0; |
| srcBox.front = 0; |
| srcBox.back = 1; |
| uint32_t srcSubresource = interimTexture->GetSubresourceIndex(0, 0, Aspect::Color); |
| // Copy from the interim texture to the dest texture. |
| for (uint32_t layer = range.baseArrayLayer; layer < range.baseArrayLayer + range.layerCount; |
| ++layer) { |
| for (uint32_t level = range.baseMipLevel; level < range.baseMipLevel + range.levelCount; |
| ++level) { |
| if (clearValue == TextureBase::ClearValue::Zero && |
| IsSubresourceContentInitialized( |
| SubresourceRange::SingleMipAndLayer(level, layer, range.aspects))) { |
| // Skip lazy clears if already initialized. |
| continue; |
| } |
| uint32_t dstSubresource = GetSubresourceIndex(level, layer, Aspect::Color); |
| auto physicalSize = GetMipLevelSingleSubresourcePhysicalSize(level, Aspect::Color); |
| // The documentation says D3D11_BOX's coordinates should be in texels for |
| // textures. However the validation layer seemingly assumes them to be in |
| // blocks. Otherwise it would complain like this: |
| // ID3D11DeviceContext::CopySubresourceRegion: When offset by the |
| // destination coordinates and converted to block dimensions, pSrcBox does |
| // not fit on the destination subresource. OffsetSrcBox = { left:0, top:0, |
| // front:0, right:128, bottom:128, back:1 } (in blocks). DstSubresource = { |
| // left:0, top:0, front:0, right:32, bottom:32, back:1 } (in blocks). [ |
| // RESOURCE_MANIPULATION ERROR #280:COPYSUBRESOURCEREGION_INVALIDSOURCEBOX] |
| srcBox.right = physicalSize.width / blockInfo.width; |
| srcBox.bottom = physicalSize.height / blockInfo.height; |
| commandContext->CopySubresourceRegion(GetD3D11Resource(), dstSubresource, 0, 0, 0, |
| interimTexture->GetD3D11Resource(), |
| srcSubresource, &srcBox); |
| } |
| } |
| |
| return {}; |
| } |
| |
| void Texture::SetLabelHelper(const char* prefix) { |
| SetDebugName(ToBackend(GetDevice()), mD3d11Resource.Get(), prefix, GetLabel()); |
| } |
| |
| void Texture::SetLabelImpl() { |
| SetLabelHelper("Dawn_InternalTexture"); |
| } |
| |
| MaybeError Texture::EnsureSubresourceContentInitialized( |
| const ScopedCommandRecordingContext* commandContext, |
| const SubresourceRange& range) { |
| if (!ToBackend(GetDevice())->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) { |
| return {}; |
| } |
| if (!IsSubresourceContentInitialized(range)) { |
| // If subresource has not been initialized, clear it to black as it could contain |
| // dirty bits from recycled memory |
| DAWN_TRY(Clear(commandContext, range, TextureBase::ClearValue::Zero)); |
| } |
| return {}; |
| } |
| |
| MaybeError Texture::Write(const ScopedCommandRecordingContext* commandContext, |
| const SubresourceRange& subresources, |
| const Origin3D& origin, |
| const Extent3D& size, |
| const uint8_t* data, |
| uint32_t bytesPerRow, |
| uint32_t rowsPerImage) { |
| if (IsCompleteSubresourceCopiedTo(this, size, subresources.baseMipLevel, |
| subresources.aspects)) { |
| SetIsSubresourceContentInitialized(true, subresources); |
| } else { |
| // Dawn validation should have ensured that full subresources write for depth/stencil |
| // textures. |
| DAWN_ASSERT(!GetFormat().HasDepthOrStencil()); |
| DAWN_TRY(EnsureSubresourceContentInitialized(commandContext, subresources)); |
| } |
| DAWN_TRY( |
| WriteInternal(commandContext, subresources, origin, size, data, bytesPerRow, rowsPerImage)); |
| |
| return {}; |
| } |
| |
| MaybeError Texture::WriteInternal(const ScopedCommandRecordingContext* commandContext, |
| const SubresourceRange& subresources, |
| const Origin3D& origin, |
| const Extent3D& size, |
| const uint8_t* data, |
| uint32_t bytesPerRow, |
| uint32_t rowsPerImage) { |
| DAWN_ASSERT(size.width != 0 && size.height != 0 && size.depthOrArrayLayers != 0); |
| DAWN_ASSERT(subresources.levelCount == 1); |
| |
| if (d3d::IsDepthStencil(d3d::DXGITextureFormat(GetFormat().format))) { |
| DAWN_TRY(WriteDepthStencilInternal(commandContext, subresources, origin, size, data, |
| bytesPerRow, rowsPerImage)); |
| return {}; |
| } |
| |
| D3D11_BOX dstBox; |
| dstBox.left = origin.x; |
| dstBox.right = origin.x + size.width; |
| dstBox.top = origin.y; |
| dstBox.bottom = origin.y + size.height; |
| |
| if (GetDimension() == wgpu::TextureDimension::e3D) { |
| dstBox.front = origin.z; |
| dstBox.back = origin.z + size.depthOrArrayLayers; |
| uint32_t subresource = |
| GetSubresourceIndex(subresources.baseMipLevel, 0, D3D11Aspect(subresources.aspects)); |
| commandContext->UpdateSubresource1(GetD3D11Resource(), subresource, &dstBox, data, |
| bytesPerRow, bytesPerRow * rowsPerImage, |
| /*CopyFlags=*/0); |
| } else { |
| dstBox.front = 0; |
| dstBox.back = 1; |
| for (uint32_t layer = 0; layer < subresources.layerCount; ++layer) { |
| uint32_t subresource = |
| GetSubresourceIndex(subresources.baseMipLevel, subresources.baseArrayLayer + layer, |
| D3D11Aspect(subresources.aspects)); |
| D3D11_BOX* pDstBox = GetFormat().HasDepthOrStencil() ? nullptr : &dstBox; |
| commandContext->UpdateSubresource1(GetD3D11Resource(), subresource, pDstBox, data, |
| bytesPerRow, 0, /*CopyFlags=*/0); |
| data += rowsPerImage * bytesPerRow; |
| } |
| } |
| |
| return {}; |
| } |
| |
| MaybeError Texture::WriteDepthStencilInternal(const ScopedCommandRecordingContext* commandContext, |
| const SubresourceRange& subresources, |
| const Origin3D& origin, |
| const Extent3D& size, |
| const uint8_t* data, |
| uint32_t bytesPerRow, |
| uint32_t rowsPerImage) { |
| TextureDescriptor desc = {}; |
| desc.label = "WriteStencilTextureStaging"; |
| desc.dimension = GetDimension(); |
| desc.size = size; |
| desc.format = GetFormat().format; |
| desc.mipLevelCount = 1; |
| desc.sampleCount = GetSampleCount(); |
| |
| Ref<Texture> stagingTexture; |
| DAWN_TRY_ASSIGN(stagingTexture, |
| CreateInternal(ToBackend(GetDevice()), Unpack(&desc), Kind::Staging)); |
| |
| // Depth-stencil subresources can only be written to completely and not partially. |
| DAWN_ASSERT( |
| IsCompleteSubresourceCopiedTo(this, size, subresources.baseMipLevel, subresources.aspects)); |
| |
| SubresourceRange otherRange = subresources; |
| Aspect otherAspects = GetFormat().aspects & ~subresources.aspects; |
| DAWN_ASSERT(HasZeroOrOneBits(otherAspects)); |
| otherRange.aspects = otherAspects; |
| // We need to copy the texture over if the other aspect is present and initialized so that it is |
| // preserved during the write. |
| bool shouldCopyExistingDataFirst = |
| HasOneBit(otherAspects) && IsSubresourceContentInitialized(otherRange); |
| |
| if (shouldCopyExistingDataFirst) { |
| // Copy the dest texture to a staging texture. |
| CopyTextureToTextureCmd copyCmd; |
| copyCmd.source.texture = this; |
| copyCmd.source.origin = origin; |
| copyCmd.source.mipLevel = subresources.baseMipLevel; |
| copyCmd.source.aspect = otherAspects; |
| copyCmd.destination.texture = stagingTexture.Get(); |
| copyCmd.destination.origin = {0, 0, 0}; |
| copyCmd.destination.mipLevel = 0; |
| copyCmd.destination.aspect = otherAspects; |
| copyCmd.copySize = size; |
| DAWN_TRY(Texture::CopyInternal(commandContext, ©Cmd)); |
| } |
| |
| const auto aspectLayout = |
| DepthStencilAspectLayout(d3d::DXGITextureFormat(GetFormat().format), subresources.aspects); |
| |
| // Map and write to the staging texture. |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| const uint8_t* pSrcData = data; |
| for (uint32_t layer = 0; layer < size.depthOrArrayLayers; ++layer) { |
| DAWN_TRY(CheckHRESULT(commandContext->Map(stagingTexture->GetD3D11Resource(), layer, |
| D3D11_MAP_READ, 0, &mappedResource), |
| "D3D11 map staging texture")); |
| uint8_t* pDstData = static_cast<uint8_t*>(mappedResource.pData); |
| for (uint32_t y = 0; y < size.height; ++y) { |
| const uint8_t* pSrcRow = pSrcData; |
| uint8_t* pDstRow = pDstData; |
| pDstRow += aspectLayout.componentOffset; |
| for (uint32_t x = 0; x < size.width; ++x) { |
| std::memcpy(pDstRow, pSrcRow, aspectLayout.componentSize); |
| pDstRow += aspectLayout.texelSize; |
| pSrcRow += aspectLayout.componentSize; |
| } |
| pDstData += mappedResource.RowPitch; |
| pSrcData += bytesPerRow; |
| } |
| commandContext->Unmap(stagingTexture->GetD3D11Resource(), layer); |
| DAWN_ASSERT(size.height <= rowsPerImage); |
| // Skip the padding rows. |
| pSrcData += (rowsPerImage - size.height) * bytesPerRow; |
| } |
| |
| // Copy to the dest texture from the staging texture. |
| CopyTextureToTextureCmd copyCmd; |
| copyCmd.source.texture = stagingTexture.Get(); |
| copyCmd.source.origin = {0, 0, 0}; |
| copyCmd.source.mipLevel = 0; |
| copyCmd.source.aspect = GetFormat().aspects; |
| copyCmd.destination.texture = this; |
| copyCmd.destination.origin = origin; |
| copyCmd.destination.mipLevel = subresources.baseMipLevel; |
| copyCmd.destination.aspect = GetFormat().aspects; |
| copyCmd.copySize = size; |
| DAWN_TRY(Texture::CopyInternal(commandContext, ©Cmd)); |
| |
| return {}; |
| } |
| |
| MaybeError Texture::ReadStaging(const ScopedCommandRecordingContext* commandContext, |
| const SubresourceRange& subresources, |
| const Origin3D& origin, |
| Extent3D size, |
| uint32_t dstBytesPerRow, |
| uint32_t dstRowsPerImage, |
| Texture::ReadCallback callback) { |
| DAWN_ASSERT(size.width != 0 && size.height != 0 && size.depthOrArrayLayers != 0); |
| DAWN_ASSERT(mKind == Kind::Staging); |
| DAWN_ASSERT(subresources.baseArrayLayer == 0); |
| DAWN_ASSERT(origin.z == 0); |
| |
| const TexelBlockInfo& blockInfo = GetFormat().GetAspectInfo(subresources.aspects).block; |
| const bool hasStencil = GetFormat().HasStencil(); |
| DAWN_ASSERT(size.width % blockInfo.width == 0); |
| DAWN_ASSERT(size.height % blockInfo.height == 0); |
| const uint32_t bytesPerRow = blockInfo.byteSize * (size.width / blockInfo.width); |
| const uint32_t rowsPerImage = size.height / blockInfo.height; |
| |
| if (GetDimension() == wgpu::TextureDimension::e2D) { |
| for (uint32_t layer = 0; layer < subresources.layerCount; ++layer) { |
| // Copy the staging texture to the buffer. |
| // The Map() will block until the GPU is done with the texture. |
| // TODO(dawn:1705): avoid blocking the CPU. |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| DAWN_TRY(CheckHRESULT( |
| commandContext->Map(GetD3D11Resource(), layer, D3D11_MAP_READ, 0, &mappedResource), |
| "D3D11 map staging texture")); |
| |
| uint8_t* pSrcData = static_cast<uint8_t*>(mappedResource.pData); |
| uint64_t dstOffset = dstBytesPerRow * dstRowsPerImage * layer; |
| if (dstBytesPerRow == bytesPerRow && mappedResource.RowPitch == bytesPerRow) { |
| // If there is no padding in the rows, we can upload the whole image |
| // in one read. |
| DAWN_TRY(callback(pSrcData, dstOffset, dstBytesPerRow * rowsPerImage)); |
| } else if (hasStencil) { |
| // We need to read texel by texel for depth-stencil formats. |
| std::vector<uint8_t> depthOrStencilData(size.width * blockInfo.byteSize); |
| const auto aspectLayout = DepthStencilAspectLayout( |
| d3d::DXGITextureFormat(GetFormat().format), subresources.aspects); |
| DAWN_ASSERT(blockInfo.byteSize == aspectLayout.componentSize); |
| for (uint32_t y = 0; y < rowsPerImage; ++y) { |
| // Filter the depth/stencil data out. |
| uint8_t* src = pSrcData; |
| uint8_t* dst = depthOrStencilData.data(); |
| src += aspectLayout.componentOffset; |
| for (uint32_t x = 0; x < size.width; ++x) { |
| std::memcpy(dst, src, aspectLayout.componentSize); |
| src += aspectLayout.texelSize; |
| dst += aspectLayout.componentSize; |
| } |
| DAWN_TRY(callback(depthOrStencilData.data(), dstOffset, bytesPerRow)); |
| dstOffset += dstBytesPerRow; |
| pSrcData += mappedResource.RowPitch; |
| } |
| } else { |
| // Otherwise, we need to read each row separately. |
| for (uint32_t y = 0; y < rowsPerImage; ++y) { |
| DAWN_TRY(callback(pSrcData, dstOffset, bytesPerRow)); |
| dstOffset += dstBytesPerRow; |
| pSrcData += mappedResource.RowPitch; |
| } |
| } |
| commandContext->Unmap(GetD3D11Resource(), layer); |
| } |
| return {}; |
| } |
| |
| // 3D textures are copied one slice at a time. |
| // Copy the staging texture to the buffer. |
| // The Map() will block until the GPU is done with the texture. |
| // TODO(dawn:1705): avoid blocking the CPU. |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| DAWN_TRY( |
| CheckHRESULT(commandContext->Map(GetD3D11Resource(), 0, D3D11_MAP_READ, 0, &mappedResource), |
| "D3D11 map staging texture")); |
| |
| for (uint32_t z = 0; z < size.depthOrArrayLayers; ++z) { |
| uint64_t dstOffset = dstBytesPerRow * dstRowsPerImage * z; |
| uint8_t* pSrcData = |
| static_cast<uint8_t*>(mappedResource.pData) + z * mappedResource.DepthPitch; |
| if (dstBytesPerRow == bytesPerRow && mappedResource.RowPitch == bytesPerRow) { |
| // If there is no padding in the rows, we can upload the whole image |
| // in one read. |
| DAWN_TRY(callback(pSrcData, dstOffset, bytesPerRow * size.height)); |
| } else { |
| // Otherwise, we need to read each row separately. |
| for (uint32_t y = 0; y < size.height; ++y) { |
| DAWN_TRY(callback(pSrcData, dstOffset, bytesPerRow)); |
| dstOffset += dstBytesPerRow; |
| pSrcData += mappedResource.RowPitch; |
| } |
| } |
| } |
| commandContext->Unmap(GetD3D11Resource(), 0); |
| |
| return {}; |
| } |
| |
| MaybeError Texture::Read(const ScopedCommandRecordingContext* commandContext, |
| const SubresourceRange& subresources, |
| const Origin3D& origin, |
| Extent3D size, |
| uint32_t dstBytesPerRow, |
| uint32_t dstRowsPerImage, |
| Texture::ReadCallback callback) { |
| DAWN_ASSERT(size.width != 0 && size.height != 0 && size.depthOrArrayLayers != 0); |
| DAWN_ASSERT(mKind != Kind::Staging); |
| |
| DAWN_TRY(EnsureSubresourceContentInitialized(commandContext, subresources)); |
| TextureDescriptor desc = {}; |
| desc.label = "CopyTextureToBufferStaging"; |
| desc.dimension = GetDimension(); |
| desc.size = size; |
| desc.format = GetFormat().format; |
| desc.mipLevelCount = subresources.levelCount; |
| desc.sampleCount = GetSampleCount(); |
| |
| Ref<Texture> stagingTexture; |
| DAWN_TRY_ASSIGN(stagingTexture, |
| CreateInternal(ToBackend(GetDevice()), Unpack(&desc), Kind::Staging)); |
| |
| CopyTextureToTextureCmd copyCmd; |
| copyCmd.source.texture = this; |
| copyCmd.source.origin = origin; |
| copyCmd.source.mipLevel = subresources.baseMipLevel; |
| copyCmd.source.aspect = subresources.aspects; |
| copyCmd.destination.texture = stagingTexture.Get(); |
| copyCmd.destination.origin = {0, 0, 0}; |
| copyCmd.destination.mipLevel = 0; |
| copyCmd.destination.aspect = subresources.aspects; |
| copyCmd.copySize = size; |
| |
| DAWN_TRY(Texture::Copy(commandContext, ©Cmd)); |
| SubresourceRange stagingSubresources = SubresourceRange::MakeFull( |
| subresources.aspects, subresources.layerCount, subresources.levelCount); |
| |
| return stagingTexture->ReadStaging(commandContext, stagingSubresources, {0, 0, 0}, size, |
| dstBytesPerRow, dstRowsPerImage, callback); |
| } |
| |
| // static |
| MaybeError Texture::Copy(const ScopedCommandRecordingContext* commandContext, |
| CopyTextureToTextureCmd* copy) { |
| DAWN_ASSERT(copy->copySize.width != 0 && copy->copySize.height != 0 && |
| copy->copySize.depthOrArrayLayers != 0); |
| |
| auto& src = copy->source; |
| auto& dst = copy->destination; |
| |
| DAWN_ASSERT(src.aspect == dst.aspect); |
| |
| // TODO(dawn:1705): support copy between textures with different dimensions. |
| if (src.texture->GetDimension() != dst.texture->GetDimension()) { |
| return DAWN_UNIMPLEMENTED_ERROR("Copy between textures with different dimensions"); |
| } |
| |
| SubresourceRange srcSubresources = GetSubresourcesAffectedByCopy(src, copy->copySize); |
| DAWN_TRY(ToBackend(src.texture) |
| ->EnsureSubresourceContentInitialized(commandContext, srcSubresources)); |
| |
| SubresourceRange dstSubresources = GetSubresourcesAffectedByCopy(dst, copy->copySize); |
| if (IsCompleteSubresourceCopiedTo(dst.texture.Get(), copy->copySize, dst.mipLevel, |
| dst.aspect)) { |
| dst.texture->SetIsSubresourceContentInitialized(true, dstSubresources); |
| } else { |
| // Partial update subresource of a depth/stencil texture is not allowed. |
| DAWN_ASSERT(!dst.texture->GetFormat().HasDepthOrStencil()); |
| DAWN_TRY(ToBackend(dst.texture) |
| ->EnsureSubresourceContentInitialized(commandContext, dstSubresources)); |
| } |
| |
| DAWN_TRY(CopyInternal(commandContext, copy)); |
| |
| return {}; |
| } |
| |
| // static |
| MaybeError Texture::CopyInternal(const ScopedCommandRecordingContext* commandContext, |
| CopyTextureToTextureCmd* copy) { |
| auto& src = copy->source; |
| auto& dst = copy->destination; |
| |
| SubresourceRange srcSubresources = GetSubresourcesAffectedByCopy(src, copy->copySize); |
| SubresourceRange dstSubresources = GetSubresourcesAffectedByCopy(dst, copy->copySize); |
| |
| D3D11_BOX srcBox; |
| srcBox.left = src.origin.x; |
| srcBox.right = src.origin.x + copy->copySize.width; |
| srcBox.top = src.origin.y; |
| srcBox.bottom = src.origin.y + copy->copySize.height; |
| switch (src.texture->GetDimension()) { |
| case wgpu::TextureDimension::Undefined: |
| DAWN_UNREACHABLE(); |
| case wgpu::TextureDimension::e1D: |
| case wgpu::TextureDimension::e2D: |
| srcBox.front = 0; |
| srcBox.back = 1; |
| break; |
| case wgpu::TextureDimension::e3D: |
| srcBox.front = src.origin.z; |
| srcBox.back = src.origin.z + copy->copySize.depthOrArrayLayers; |
| break; |
| } |
| |
| bool isWholeSubresource = |
| src.texture->CoversFullSubresource(src.mipLevel, src.aspect, copy->copySize) && |
| dst.texture->CoversFullSubresource(dst.mipLevel, dst.aspect, copy->copySize); |
| // Partial update subresource of a depth/stencil texture is not allowed. |
| DAWN_ASSERT(isWholeSubresource || !src.texture->GetFormat().HasDepthOrStencil()); |
| |
| for (uint32_t layer = 0; layer < srcSubresources.layerCount; ++layer) { |
| uint32_t srcSubresource = |
| src.texture->GetSubresourceIndex(src.mipLevel, srcSubresources.baseArrayLayer + layer, |
| D3D11Aspect(srcSubresources.aspects)); |
| uint32_t dstSubresource = |
| dst.texture->GetSubresourceIndex(dst.mipLevel, dstSubresources.baseArrayLayer + layer, |
| D3D11Aspect(dstSubresources.aspects)); |
| commandContext->CopySubresourceRegion( |
| ToBackend(dst.texture)->GetD3D11Resource(), dstSubresource, dst.origin.x, dst.origin.y, |
| dst.texture->GetDimension() == wgpu::TextureDimension::e3D ? dst.origin.z : 0, |
| ToBackend(src.texture)->GetD3D11Resource(), srcSubresource, |
| isWholeSubresource ? nullptr : &srcBox); |
| } |
| |
| return {}; |
| } |
| |
| ResultOrError<ExecutionSerial> Texture::EndAccess() { |
| // TODO(dawn:1705): submit pending commands if deferred context is used. |
| if (mLastUsageSerial) { |
| // Make the queue signal the fence in finite time. |
| DAWN_TRY(GetDevice()->GetQueue()->EnsureCommandsFlushed(*mLastUsageSerial)); |
| } |
| // Explicitly call reset() since std::move() on optional doesn't make it std::nullopt. |
| mLastUsageSerial.reset(); |
| return GetDevice()->GetQueue()->GetLastSubmittedCommandSerial(); |
| } |
| |
| ResultOrError<ComPtr<ID3D11ShaderResourceView>> Texture::GetStencilSRV( |
| const ScopedCommandRecordingContext* commandContext, |
| const TextureView* view) { |
| DAWN_ASSERT(GetFormat().HasStencil()); |
| |
| if (!mTextureForStencilSampling.Get()) { |
| // Create an interim texture of R8Uint format. |
| TextureDescriptor desc = {}; |
| desc.label = "InterimStencilTexture"; |
| desc.dimension = GetDimension(); |
| desc.size = GetSize(Aspect::Stencil); |
| desc.format = wgpu::TextureFormat::R8Uint; |
| desc.mipLevelCount = GetNumMipLevels(); |
| desc.sampleCount = GetSampleCount(); |
| desc.usage = wgpu::TextureUsage::TextureBinding; |
| |
| DAWN_TRY_ASSIGN(mTextureForStencilSampling, |
| CreateInternal(ToBackend(GetDevice()), Unpack(&desc), Kind::Interim)); |
| } |
| |
| // Sync the stencil data of this texture to the interim stencil-view texture. |
| // TODO(dawn:1705): Improve to only sync as few as possible. |
| const auto range = view->GetSubresourceRange(); |
| const TexelBlockInfo& blockInfo = GetFormat().GetAspectInfo(range.aspects).block; |
| Extent3D size = GetMipLevelSubresourceVirtualSize(range.baseMipLevel, range.aspects); |
| uint32_t bytesPerRow = blockInfo.byteSize * size.width; |
| uint32_t rowsPerImage = size.height; |
| uint64_t byteLength; |
| DAWN_TRY_ASSIGN(byteLength, |
| ComputeRequiredBytesInCopy(blockInfo, size, bytesPerRow, rowsPerImage)); |
| |
| std::vector<uint8_t> stagingData(byteLength); |
| for (uint32_t layer = range.baseArrayLayer; layer < range.baseArrayLayer + range.layerCount; |
| ++layer) { |
| for (uint32_t level = range.baseMipLevel; level < range.baseMipLevel + range.levelCount; |
| ++level) { |
| size = GetMipLevelSubresourceVirtualSize(level, range.aspects); |
| bytesPerRow = blockInfo.byteSize * size.width; |
| rowsPerImage = size.height; |
| auto singleRange = SubresourceRange::MakeSingle(range.aspects, layer, level); |
| |
| Texture::ReadCallback callback = [&](const uint8_t* data, uint64_t offset, |
| uint64_t length) -> MaybeError { |
| std::memcpy(static_cast<uint8_t*>(stagingData.data()) + offset, data, length); |
| return {}; |
| }; |
| |
| // TODO(dawn:1705): Work out a way of GPU-GPU copy, rather than the CPU-GPU round trip. |
| GetDevice()->EmitWarningOnce("Sampling the stencil component is rather slow now."); |
| DAWN_TRY(Read(commandContext, singleRange, {0, 0, 0}, size, bytesPerRow, rowsPerImage, |
| callback)); |
| |
| DAWN_TRY(mTextureForStencilSampling->WriteInternal(commandContext, singleRange, |
| {0, 0, 0}, size, stagingData.data(), |
| bytesPerRow, rowsPerImage)); |
| } |
| } |
| |
| Ref<TextureViewBase> textureView; |
| TextureViewDescriptor viewDesc = {}; |
| viewDesc.label = "InterimStencilTextureView"; |
| viewDesc.format = wgpu::TextureFormat::R8Uint; |
| viewDesc.dimension = view->GetDimension(); |
| viewDesc.baseArrayLayer = view->GetBaseArrayLayer(); |
| viewDesc.arrayLayerCount = view->GetLayerCount(); |
| viewDesc.baseMipLevel = view->GetBaseMipLevel(); |
| viewDesc.mipLevelCount = view->GetLevelCount(); |
| DAWN_TRY_ASSIGN(textureView, mTextureForStencilSampling->CreateView(&viewDesc)); |
| |
| ComPtr<ID3D11ShaderResourceView> srv; |
| DAWN_TRY_ASSIGN(srv, ToBackend(textureView)->GetOrCreateD3D11ShaderResourceView()); |
| return srv; |
| } |
| |
| // static |
| Ref<TextureView> TextureView::Create(TextureBase* texture, |
| const UnpackedPtr<TextureViewDescriptor>& descriptor) { |
| return AcquireRef(new TextureView(texture, descriptor)); |
| } |
| |
| TextureView::~TextureView() = default; |
| |
| void TextureView::DestroyImpl() { |
| TextureViewBase::DestroyImpl(); |
| mD3d11RenderTargetViews.clear(); |
| } |
| |
| ResultOrError<ID3D11ShaderResourceView*> TextureView::GetOrCreateD3D11ShaderResourceView() { |
| if (mD3d11SharedResourceView) { |
| return mD3d11SharedResourceView.Get(); |
| } |
| |
| Device* device = ToBackend(GetDevice()); |
| D3D11_SHADER_RESOURCE_VIEW_DESC1 srvDesc; |
| srvDesc.Format = d3d::DXGITextureFormat(GetFormat().format); |
| |
| const Format& textureFormat = GetTexture()->GetFormat(); |
| // TODO(dawn:1705): share below code with D3D12? |
| if (textureFormat.HasDepthOrStencil()) { |
| // Configure the SRV descriptor to reinterpret the texture allocated as |
| // TYPELESS as a single-plane shader-accessible view. |
| switch (textureFormat.format) { |
| case wgpu::TextureFormat::Depth32Float: |
| case wgpu::TextureFormat::Depth24Plus: |
| srvDesc.Format = DXGI_FORMAT_R32_FLOAT; |
| break; |
| case wgpu::TextureFormat::Depth16Unorm: |
| srvDesc.Format = DXGI_FORMAT_R16_UNORM; |
| break; |
| case wgpu::TextureFormat::Stencil8: { |
| Aspect aspects = GetAspects(); |
| DAWN_ASSERT(aspects != Aspect::None); |
| if (!HasZeroOrOneBits(aspects)) { |
| // A single aspect is not selected. The texture view must not be |
| // sampled. |
| srvDesc.Format = DXGI_FORMAT_UNKNOWN; |
| break; |
| } |
| switch (aspects) { |
| case Aspect::Depth: |
| srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; |
| break; |
| case Aspect::Stencil: |
| srvDesc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT; |
| break; |
| default: |
| DAWN_UNREACHABLE(); |
| break; |
| } |
| break; |
| } |
| case wgpu::TextureFormat::Depth24PlusStencil8: |
| case wgpu::TextureFormat::Depth32FloatStencil8: { |
| Aspect aspects = GetAspects(); |
| DAWN_ASSERT(aspects != Aspect::None); |
| if (!HasZeroOrOneBits(aspects)) { |
| // A single aspect is not selected. The texture view must not be |
| // sampled. |
| srvDesc.Format = DXGI_FORMAT_UNKNOWN; |
| break; |
| } |
| switch (aspects) { |
| case Aspect::Depth: |
| srvDesc.Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS; |
| break; |
| case Aspect::Stencil: |
| srvDesc.Format = DXGI_FORMAT_X32_TYPELESS_G8X24_UINT; |
| break; |
| default: |
| DAWN_UNREACHABLE(); |
| break; |
| } |
| break; |
| } |
| default: |
| DAWN_UNREACHABLE(); |
| break; |
| } |
| } |
| |
| // Currently we always use D3D11_TEX2D_ARRAY_SRV because we cannot specify base array |
| // layer and layer count in D3D11_TEX2D_SRV. For 2D texture views, we treat them as |
| // 1-layer 2D array textures. Multisampled textures may only be one array layer, so we |
| // use D3D11_SRV_DIMENSION_TEXTURE2DMS. |
| // https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_srv |
| // https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_array_srv |
| if (GetTexture()->IsMultisampledTexture()) { |
| switch (GetDimension()) { |
| case wgpu::TextureViewDimension::e2DArray: |
| DAWN_ASSERT(GetTexture()->GetArrayLayers() == 1); |
| [[fallthrough]]; |
| case wgpu::TextureViewDimension::e2D: |
| DAWN_ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e2D); |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS; |
| break; |
| |
| default: |
| DAWN_UNREACHABLE(); |
| } |
| } else { |
| switch (GetDimension()) { |
| case wgpu::TextureViewDimension::e1D: |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D; |
| srvDesc.Texture1D.MipLevels = GetLevelCount(); |
| srvDesc.Texture1D.MostDetailedMip = GetBaseMipLevel(); |
| break; |
| |
| case wgpu::TextureViewDimension::e2D: |
| case wgpu::TextureViewDimension::e2DArray: |
| DAWN_ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e2D); |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; |
| srvDesc.Texture2DArray.ArraySize = GetLayerCount(); |
| srvDesc.Texture2DArray.FirstArraySlice = GetBaseArrayLayer(); |
| srvDesc.Texture2DArray.MipLevels = GetLevelCount(); |
| srvDesc.Texture2DArray.MostDetailedMip = GetBaseMipLevel(); |
| srvDesc.Texture2DArray.PlaneSlice = GetAspectIndex(GetAspects()); |
| break; |
| case wgpu::TextureViewDimension::Cube: |
| case wgpu::TextureViewDimension::CubeArray: |
| DAWN_ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e2D); |
| DAWN_ASSERT(GetLayerCount() % 6 == 0); |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY; |
| srvDesc.TextureCubeArray.First2DArrayFace = GetBaseArrayLayer(); |
| srvDesc.TextureCubeArray.NumCubes = GetLayerCount() / 6; |
| srvDesc.TextureCubeArray.MipLevels = GetLevelCount(); |
| srvDesc.TextureCubeArray.MostDetailedMip = GetBaseMipLevel(); |
| break; |
| case wgpu::TextureViewDimension::e3D: |
| DAWN_ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e3D); |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D; |
| srvDesc.Texture3D.MostDetailedMip = GetBaseMipLevel(); |
| srvDesc.Texture3D.MipLevels = GetLevelCount(); |
| break; |
| |
| case wgpu::TextureViewDimension::Undefined: |
| DAWN_UNREACHABLE(); |
| } |
| } |
| |
| ComPtr<ID3D11ShaderResourceView1> srv; |
| DAWN_TRY(CheckHRESULT(device->GetD3D11Device5()->CreateShaderResourceView1( |
| ToBackend(GetTexture())->GetD3D11Resource(), &srvDesc, &srv), |
| "CreateShaderResourceView1")); |
| mD3d11SharedResourceView = std::move(srv); |
| return mD3d11SharedResourceView.Get(); |
| } |
| |
| ResultOrError<ID3D11RenderTargetView*> TextureView::GetOrCreateD3D11RenderTargetView( |
| uint32_t depthSlice) { |
| DAWN_ASSERT(depthSlice < GetSingleSubresourceVirtualSize().depthOrArrayLayers); |
| |
| if (mD3d11RenderTargetViews.empty()) { |
| mD3d11RenderTargetViews.resize(GetSingleSubresourceVirtualSize().depthOrArrayLayers); |
| } |
| |
| if (mD3d11RenderTargetViews[depthSlice]) { |
| return mD3d11RenderTargetViews[depthSlice].Get(); |
| } |
| |
| // We have validated that the depthSlice in render pass's colorAttachments must be undefined for |
| // 2d RTVs, which value is set to 0. For 3d RTVs, the baseArrayLayer must be 0. So here we can |
| // simply use baseArrayLayer + depthSlice to specify the slice in RTVs without checking the |
| // view's dimension. |
| DAWN_TRY_ASSIGN(mD3d11RenderTargetViews[depthSlice], |
| ToBackend(GetTexture()) |
| ->CreateD3D11RenderTargetView( |
| GetFormat().format, GetBaseMipLevel(), GetBaseArrayLayer() + depthSlice, |
| GetLayerCount(), GetAspectIndex(GetAspects()))); |
| return mD3d11RenderTargetViews[depthSlice].Get(); |
| } |
| |
| ResultOrError<ID3D11DepthStencilView*> TextureView::GetOrCreateD3D11DepthStencilView( |
| bool depthReadOnly, |
| bool stencilReadOnly) { |
| // TODO: figure out if it is necessary to cache DSV for different properties. |
| if (mD3d11DepthStencilView && mD3d11DepthStencilViewDepthReadOnly == depthReadOnly && |
| mD3d11DepthStencilViewStencilReadOnly == stencilReadOnly) { |
| return mD3d11DepthStencilView.Get(); |
| } |
| |
| mD3d11DepthStencilView.Reset(); |
| DAWN_TRY_ASSIGN( |
| mD3d11DepthStencilView, |
| ToBackend(GetTexture()) |
| ->CreateD3D11DepthStencilView(GetSubresourceRange(), depthReadOnly, stencilReadOnly)); |
| mD3d11DepthStencilViewDepthReadOnly = depthReadOnly; |
| mD3d11DepthStencilViewStencilReadOnly = stencilReadOnly; |
| return mD3d11DepthStencilView.Get(); |
| } |
| |
| ResultOrError<ID3D11UnorderedAccessView*> TextureView::GetOrCreateD3D11UnorderedAccessView() { |
| if (mD3d11UnorderedAccessView) { |
| return mD3d11UnorderedAccessView.Get(); |
| } |
| |
| D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; |
| uavDesc.Format = d3d::DXGITextureFormat(GetFormat().format); |
| |
| DAWN_ASSERT(!GetTexture()->IsMultisampledTexture()); |
| switch (GetDimension()) { |
| case wgpu::TextureViewDimension::e1D: |
| uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE1D; |
| uavDesc.Texture1D.MipSlice = GetBaseMipLevel(); |
| break; |
| case wgpu::TextureViewDimension::e2D: |
| uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; |
| uavDesc.Texture2D.MipSlice = GetBaseMipLevel(); |
| break; |
| case wgpu::TextureViewDimension::e2DArray: |
| uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY; |
| uavDesc.Texture2DArray.FirstArraySlice = GetBaseArrayLayer(); |
| uavDesc.Texture2DArray.ArraySize = GetLayerCount(); |
| uavDesc.Texture2DArray.MipSlice = GetBaseMipLevel(); |
| break; |
| case wgpu::TextureViewDimension::e3D: |
| uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D; |
| uavDesc.Texture3D.FirstWSlice = 0; |
| uavDesc.Texture3D.WSize = |
| std::max(1u, GetSingleSubresourceVirtualSize().depthOrArrayLayers); |
| uavDesc.Texture3D.MipSlice = GetBaseMipLevel(); |
| break; |
| // Cube and Cubemap can't be used as storage texture. So there is no need to create UAV |
| // descriptor for them. |
| case wgpu::TextureViewDimension::Cube: |
| case wgpu::TextureViewDimension::CubeArray: |
| case wgpu::TextureViewDimension::Undefined: |
| DAWN_UNREACHABLE(); |
| } |
| |
| DAWN_TRY( |
| CheckHRESULT(ToBackend(GetDevice()) |
| ->GetD3D11Device() |
| ->CreateUnorderedAccessView(ToBackend(GetTexture())->GetD3D11Resource(), |
| &uavDesc, &mD3d11UnorderedAccessView), |
| "CreateUnorderedAccessView")); |
| |
| SetDebugName(ToBackend(GetDevice()), mD3d11UnorderedAccessView.Get(), "Dawn_TextureView", |
| GetLabel()); |
| |
| return mD3d11UnorderedAccessView.Get(); |
| } |
| |
| } // namespace dawn::native::d3d11 |