| // Copyright 2020 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/CopyTextureForBrowserHelper.h" |
| |
| #include "dawn_native/BindGroup.h" |
| #include "dawn_native/BindGroupLayout.h" |
| #include "dawn_native/Buffer.h" |
| #include "dawn_native/CommandBuffer.h" |
| #include "dawn_native/CommandEncoder.h" |
| #include "dawn_native/CommandValidation.h" |
| #include "dawn_native/Device.h" |
| #include "dawn_native/InternalPipelineStore.h" |
| #include "dawn_native/Queue.h" |
| #include "dawn_native/RenderPassEncoder.h" |
| #include "dawn_native/RenderPipeline.h" |
| #include "dawn_native/Sampler.h" |
| #include "dawn_native/Texture.h" |
| #include "dawn_native/ValidationUtils_autogen.h" |
| |
| #include <unordered_set> |
| |
| namespace dawn_native { |
| namespace { |
| // TODO(crbug.com/1221110): Remove this header macro by merging vertex and |
| // fragment shaders into one shader source. Now it blocks by |
| // crbug.com/dawn/947 and crbug.com/tint/915 |
| #define HEADER \ |
| " [[block]] struct Uniforms {\n" \ |
| " u_scale: vec2<f32>;\n" \ |
| " u_offset: vec2<f32>;\n" \ |
| " u_alphaOp: u32;\n" \ |
| " };\n" |
| |
| static const char sCopyTextureForBrowserVertex[] = HEADER R"( |
| [[binding(0), group(0)]] var<uniform> uniforms : Uniforms; |
| |
| struct VertexOutputs { |
| [[location(0)]] texcoords : vec2<f32>; |
| [[builtin(position)]] position : vec4<f32>; |
| }; |
| |
| [[stage(vertex)]] fn main( |
| [[builtin(vertex_index)]] VertexIndex : u32 |
| ) -> VertexOutputs { |
| var texcoord = array<vec2<f32>, 3>( |
| vec2<f32>(-0.5, 0.0), |
| vec2<f32>( 1.5, 0.0), |
| vec2<f32>( 0.5, 2.0)); |
| |
| var output : VertexOutputs; |
| output.position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0); |
| |
| // Y component of scale is calculated by the copySizeHeight / textureHeight. Only |
| // flipY case can get negative number. |
| var flipY = uniforms.u_scale.y < 0.0; |
| |
| // Texture coordinate takes top-left as origin point. We need to map the |
| // texture to triangle carefully. |
| if (flipY) { |
| // We need to get the mirror positions(mirrored based on y = 0.5) on flip cases. |
| // Adopt transform to src texture and then mapping it to triangle coord which |
| // do a +1 shift on Y dimension will help us got that mirror position perfectly. |
| output.texcoords = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) * |
| vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0); |
| } else { |
| // For the normal case, we need to get the exact position. |
| // So mapping texture to triangle firstly then adopt the transform. |
| output.texcoords = (texcoord[VertexIndex] * |
| vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) * |
| uniforms.u_scale + uniforms.u_offset; |
| } |
| |
| return output; |
| } |
| )"; |
| |
| static const char sCopyTextureForBrowserFragment[] = HEADER R"( |
| [[binding(0), group(0)]] var<uniform> uniforms : Uniforms; |
| [[binding(1), group(0)]] var mySampler: sampler; |
| [[binding(2), group(0)]] var myTexture: texture_2d<f32>; |
| |
| [[stage(fragment)]] fn main( |
| [[location(0)]] texcoord : vec2<f32> |
| ) -> [[location(0)]] vec4<f32> { |
| // Clamp the texcoord and discard the out-of-bound pixels. |
| var clampedTexcoord = |
| clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0)); |
| if (!all(clampedTexcoord == texcoord)) { |
| discard; |
| } |
| |
| // Swizzling of texture formats when sampling / rendering is handled by the |
| // hardware so we don't need special logic in this shader. This is covered by tests. |
| var srcColor = textureSample(myTexture, mySampler, texcoord); |
| |
| // Handle alpha. Alpha here helps on the source content and dst content have |
| // different alpha config. There are three possible ops: DontChange, Premultiply |
| // and Unpremultiply. |
| // TODO(crbug.com/1217153): if wgsl support `constexpr` and allow it |
| // to be case selector, Replace 0u/1u/2u with a constexpr variable with |
| // meaningful name. |
| switch(uniforms.u_alphaOp) { |
| case 0u: { // AlphaOp: DontChange |
| break; |
| } |
| case 1u: { // AlphaOp: Premultiply |
| srcColor = vec4<f32>(srcColor.rgb * srcColor.a, srcColor.a); |
| break; |
| } |
| case 2u: { // AlphaOp: Unpremultiply |
| if (srcColor.a != 0.0) { |
| srcColor = vec4<f32>(srcColor.rgb / srcColor.a, srcColor.a); |
| } |
| break; |
| } |
| default: { |
| break; |
| } |
| } |
| |
| return srcColor; |
| } |
| )"; |
| |
| struct Uniform { |
| float scaleX; |
| float scaleY; |
| float offsetX; |
| float offsetY; |
| wgpu::AlphaOp alphaOp; |
| }; |
| static_assert(sizeof(Uniform) == 20, ""); |
| |
| // TODO(crbug.com/dawn/856): Expand copyTextureForBrowser to support any |
| // non-depth, non-stencil, non-compressed texture format pair copy. Now this API |
| // supports CopyImageBitmapToTexture normal format pairs. |
| MaybeError ValidateCopyTextureFormatConversion(const wgpu::TextureFormat srcFormat, |
| const wgpu::TextureFormat dstFormat) { |
| switch (srcFormat) { |
| case wgpu::TextureFormat::BGRA8Unorm: |
| case wgpu::TextureFormat::RGBA8Unorm: |
| break; |
| default: |
| return DAWN_VALIDATION_ERROR( |
| "Unsupported src texture format for CopyTextureForBrowser."); |
| } |
| |
| switch (dstFormat) { |
| case wgpu::TextureFormat::RGBA8Unorm: |
| case wgpu::TextureFormat::BGRA8Unorm: |
| case wgpu::TextureFormat::RGBA32Float: |
| case wgpu::TextureFormat::RG8Unorm: |
| case wgpu::TextureFormat::RGBA16Float: |
| case wgpu::TextureFormat::RG16Float: |
| case wgpu::TextureFormat::RGB10A2Unorm: |
| break; |
| default: |
| return DAWN_VALIDATION_ERROR( |
| "Unsupported dst texture format for CopyTextureForBrowser."); |
| } |
| |
| return {}; |
| } |
| |
| MaybeError ValidateCopyTextureForBrowserOptions( |
| const CopyTextureForBrowserOptions* options) { |
| if (options->nextInChain != nullptr) { |
| return DAWN_VALIDATION_ERROR( |
| "CopyTextureForBrowserOptions: nextInChain must be nullptr"); |
| } |
| |
| DAWN_TRY(ValidateAlphaOp(options->alphaOp)); |
| |
| return {}; |
| } |
| |
| MaybeError ValidateSourceOriginAndCopyExtent(const ImageCopyTexture source, |
| const Extent3D copySize) { |
| if (source.origin.z > 0) { |
| return DAWN_VALIDATION_ERROR("Source origin cannot have non-zero z value"); |
| } |
| |
| if (copySize.depthOrArrayLayers > 1) { |
| return DAWN_VALIDATION_ERROR("Cannot copy to multiple slices"); |
| } |
| |
| return {}; |
| } |
| |
| MaybeError ValidateSourceAndDestinationTextureSampleCount( |
| const ImageCopyTexture source, |
| const ImageCopyTexture destination) { |
| if (source.texture->GetSampleCount() > 1 || destination.texture->GetSampleCount() > 1) { |
| return DAWN_VALIDATION_ERROR( |
| "Source and destiantion textures cannot be multisampled"); |
| } |
| |
| return {}; |
| } |
| |
| RenderPipelineBase* GetCachedPipeline(InternalPipelineStore* store, |
| wgpu::TextureFormat dstFormat) { |
| auto pipeline = store->copyTextureForBrowserPipelines.find(dstFormat); |
| if (pipeline != store->copyTextureForBrowserPipelines.end()) { |
| return pipeline->second.Get(); |
| } |
| return nullptr; |
| } |
| |
| ResultOrError<RenderPipelineBase*> GetOrCreateCopyTextureForBrowserPipeline( |
| DeviceBase* device, |
| wgpu::TextureFormat dstFormat) { |
| InternalPipelineStore* store = device->GetInternalPipelineStore(); |
| |
| if (GetCachedPipeline(store, dstFormat) == nullptr) { |
| // Create vertex shader module if not cached before. |
| if (store->copyTextureForBrowserVS == nullptr) { |
| ShaderModuleDescriptor descriptor; |
| ShaderModuleWGSLDescriptor wgslDesc; |
| wgslDesc.source = sCopyTextureForBrowserVertex; |
| descriptor.nextInChain = reinterpret_cast<ChainedStruct*>(&wgslDesc); |
| |
| DAWN_TRY_ASSIGN(store->copyTextureForBrowserVS, |
| device->CreateShaderModule(&descriptor)); |
| } |
| |
| ShaderModuleBase* vertexModule = store->copyTextureForBrowserVS.Get(); |
| |
| // Create fragment shader module if not cached before. |
| if (store->copyTextureForBrowserFS == nullptr) { |
| ShaderModuleDescriptor descriptor; |
| ShaderModuleWGSLDescriptor wgslDesc; |
| wgslDesc.source = sCopyTextureForBrowserFragment; |
| descriptor.nextInChain = reinterpret_cast<ChainedStruct*>(&wgslDesc); |
| DAWN_TRY_ASSIGN(store->copyTextureForBrowserFS, |
| device->CreateShaderModule(&descriptor)); |
| } |
| |
| ShaderModuleBase* fragmentModule = store->copyTextureForBrowserFS.Get(); |
| |
| // Prepare vertex stage. |
| VertexState vertex = {}; |
| vertex.module = vertexModule; |
| vertex.entryPoint = "main"; |
| |
| // Prepare frgament stage. |
| FragmentState fragment = {}; |
| fragment.module = fragmentModule; |
| fragment.entryPoint = "main"; |
| |
| // Prepare color state. |
| ColorTargetState target = {}; |
| target.format = dstFormat; |
| |
| // Create RenderPipeline. |
| RenderPipelineDescriptor renderPipelineDesc = {}; |
| |
| // Generate the layout based on shader modules. |
| renderPipelineDesc.layout = nullptr; |
| |
| renderPipelineDesc.vertex = vertex; |
| renderPipelineDesc.fragment = &fragment; |
| |
| renderPipelineDesc.primitive.topology = wgpu::PrimitiveTopology::TriangleList; |
| |
| fragment.targetCount = 1; |
| fragment.targets = ⌖ |
| |
| Ref<RenderPipelineBase> pipeline; |
| DAWN_TRY_ASSIGN(pipeline, device->CreateRenderPipeline(&renderPipelineDesc)); |
| store->copyTextureForBrowserPipelines.insert({dstFormat, std::move(pipeline)}); |
| } |
| |
| return GetCachedPipeline(store, dstFormat); |
| } |
| |
| } // anonymous namespace |
| |
| MaybeError ValidateCopyTextureForBrowser(DeviceBase* device, |
| const ImageCopyTexture* source, |
| const ImageCopyTexture* destination, |
| const Extent3D* copySize, |
| const CopyTextureForBrowserOptions* options) { |
| DAWN_TRY(device->ValidateObject(source->texture)); |
| DAWN_TRY(device->ValidateObject(destination->texture)); |
| |
| DAWN_TRY(ValidateImageCopyTexture(device, *source, *copySize)); |
| DAWN_TRY(ValidateImageCopyTexture(device, *destination, *copySize)); |
| |
| DAWN_TRY(ValidateSourceOriginAndCopyExtent(*source, *copySize)); |
| DAWN_TRY(ValidateCopyTextureForBrowserRestrictions(*source, *destination, *copySize)); |
| DAWN_TRY(ValidateSourceAndDestinationTextureSampleCount(*source, *destination)); |
| |
| DAWN_TRY(ValidateTextureCopyRange(device, *source, *copySize)); |
| DAWN_TRY(ValidateTextureCopyRange(device, *destination, *copySize)); |
| |
| DAWN_TRY(ValidateCanUseAs(source->texture, wgpu::TextureUsage::CopySrc)); |
| DAWN_TRY(ValidateCanUseAs(source->texture, wgpu::TextureUsage::Sampled)); |
| |
| DAWN_TRY(ValidateCanUseAs(destination->texture, wgpu::TextureUsage::CopyDst)); |
| DAWN_TRY(ValidateCanUseAs(destination->texture, wgpu::TextureUsage::RenderAttachment)); |
| |
| DAWN_TRY(ValidateCopyTextureFormatConversion(source->texture->GetFormat().format, |
| destination->texture->GetFormat().format)); |
| |
| DAWN_TRY(ValidateCopyTextureForBrowserOptions(options)); |
| |
| return {}; |
| } |
| |
| MaybeError DoCopyTextureForBrowser(DeviceBase* device, |
| const ImageCopyTexture* source, |
| const ImageCopyTexture* destination, |
| const Extent3D* copySize, |
| const CopyTextureForBrowserOptions* options) { |
| // TODO(crbug.com/dawn/856): In D3D12 and Vulkan, compatible texture format can directly |
| // copy to each other. This can be a potential fast path. |
| |
| // Noop copy |
| if (copySize->width == 0 || copySize->height == 0 || copySize->depthOrArrayLayers == 0) { |
| return {}; |
| } |
| |
| RenderPipelineBase* pipeline; |
| DAWN_TRY_ASSIGN(pipeline, GetOrCreateCopyTextureForBrowserPipeline( |
| device, destination->texture->GetFormat().format)); |
| |
| // Prepare bind group layout. |
| Ref<BindGroupLayoutBase> layout; |
| DAWN_TRY_ASSIGN(layout, pipeline->GetBindGroupLayout(0)); |
| |
| // Prepare bind group descriptor |
| BindGroupEntry bindGroupEntries[3] = {}; |
| BindGroupDescriptor bgDesc = {}; |
| bgDesc.layout = layout.Get(); |
| bgDesc.entryCount = 3; |
| bgDesc.entries = bindGroupEntries; |
| |
| Extent3D srcTextureSize = source->texture->GetSize(); |
| |
| // Prepare binding 0 resource: uniform buffer. |
| Uniform uniformData = { |
| copySize->width / static_cast<float>(srcTextureSize.width), |
| copySize->height / static_cast<float>(srcTextureSize.height), // scale |
| source->origin.x / static_cast<float>(srcTextureSize.width), |
| source->origin.y / static_cast<float>(srcTextureSize.height), // offset |
| wgpu::AlphaOp::DontChange // alphaOp default value: DontChange |
| }; |
| |
| // Handle flipY. FlipY here means we flip the source texture firstly and then |
| // do copy. This helps on the case which source texture is flipped and the copy |
| // need to unpack the flip. |
| if (options->flipY) { |
| uniformData.scaleY *= -1.0; |
| uniformData.offsetY += copySize->height / static_cast<float>(srcTextureSize.height); |
| } |
| |
| // Set alpha op. |
| uniformData.alphaOp = options->alphaOp; |
| |
| BufferDescriptor uniformDesc = {}; |
| uniformDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform; |
| uniformDesc.size = sizeof(uniformData); |
| Ref<BufferBase> uniformBuffer; |
| DAWN_TRY_ASSIGN(uniformBuffer, device->CreateBuffer(&uniformDesc)); |
| |
| DAWN_TRY(device->GetQueue()->WriteBuffer(uniformBuffer.Get(), 0, &uniformData, |
| sizeof(uniformData))); |
| |
| // Prepare binding 1 resource: sampler |
| // Use default configuration, filterMode set to Nearest for min and mag. |
| SamplerDescriptor samplerDesc = {}; |
| Ref<SamplerBase> sampler; |
| DAWN_TRY_ASSIGN(sampler, device->CreateSampler(&samplerDesc)); |
| |
| // Prepare binding 2 resource: sampled texture |
| TextureViewDescriptor srcTextureViewDesc = {}; |
| srcTextureViewDesc.baseMipLevel = source->mipLevel; |
| srcTextureViewDesc.mipLevelCount = 1; |
| srcTextureViewDesc.arrayLayerCount = 1; |
| Ref<TextureViewBase> srcTextureView; |
| DAWN_TRY_ASSIGN(srcTextureView, |
| device->CreateTextureView(source->texture, &srcTextureViewDesc)); |
| |
| // Set bind group entries. |
| bindGroupEntries[0].binding = 0; |
| bindGroupEntries[0].buffer = uniformBuffer.Get(); |
| bindGroupEntries[0].size = sizeof(uniformData); |
| bindGroupEntries[1].binding = 1; |
| bindGroupEntries[1].sampler = sampler.Get(); |
| bindGroupEntries[2].binding = 2; |
| bindGroupEntries[2].textureView = srcTextureView.Get(); |
| |
| // Create bind group after all binding entries are set. |
| Ref<BindGroupBase> bindGroup; |
| DAWN_TRY_ASSIGN(bindGroup, device->CreateBindGroup(&bgDesc)); |
| |
| // Create command encoder. |
| CommandEncoderDescriptor encoderDesc = {}; |
| // TODO(dawn:723): change to not use AcquireRef for reentrant object creation. |
| Ref<CommandEncoder> encoder = AcquireRef(device->APICreateCommandEncoder(&encoderDesc)); |
| |
| // Prepare dst texture view as color Attachment. |
| TextureViewDescriptor dstTextureViewDesc; |
| dstTextureViewDesc.baseMipLevel = destination->mipLevel; |
| dstTextureViewDesc.mipLevelCount = 1; |
| dstTextureViewDesc.baseArrayLayer = destination->origin.z; |
| dstTextureViewDesc.arrayLayerCount = 1; |
| Ref<TextureViewBase> dstView; |
| DAWN_TRY_ASSIGN(dstView, |
| device->CreateTextureView(destination->texture, &dstTextureViewDesc)); |
| |
| // Prepare render pass color attachment descriptor. |
| RenderPassColorAttachmentDescriptor colorAttachmentDesc; |
| |
| colorAttachmentDesc.view = dstView.Get(); |
| colorAttachmentDesc.loadOp = wgpu::LoadOp::Load; |
| colorAttachmentDesc.storeOp = wgpu::StoreOp::Store; |
| colorAttachmentDesc.clearColor = {0.0, 0.0, 0.0, 1.0}; |
| |
| // Create render pass. |
| RenderPassDescriptor renderPassDesc; |
| renderPassDesc.colorAttachmentCount = 1; |
| renderPassDesc.colorAttachments = &colorAttachmentDesc; |
| // TODO(dawn:723): change to not use AcquireRef for reentrant object creation. |
| Ref<RenderPassEncoder> passEncoder = |
| AcquireRef(encoder->APIBeginRenderPass(&renderPassDesc)); |
| |
| // Start pipeline and encode commands to complete |
| // the copy from src texture to dst texture with transformation. |
| passEncoder->APISetPipeline(pipeline); |
| passEncoder->APISetBindGroup(0, bindGroup.Get()); |
| passEncoder->APISetViewport(destination->origin.x, destination->origin.y, copySize->width, |
| copySize->height, 0.0, 1.0); |
| passEncoder->APIDraw(3); |
| passEncoder->APIEndPass(); |
| |
| // Finsh encoding. |
| // TODO(dawn:723): change to not use AcquireRef for reentrant object creation. |
| Ref<CommandBufferBase> commandBuffer = AcquireRef(encoder->APIFinish()); |
| CommandBufferBase* submitCommandBuffer = commandBuffer.Get(); |
| |
| // Submit command buffer. |
| device->GetQueue()->APISubmit(1, &submitCommandBuffer); |
| |
| return {}; |
| } |
| |
| } // namespace dawn_native |