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// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn_native/Format.h"
#include "dawn_native/Device.h"
#include "dawn_native/Extensions.h"
#include <bitset>
namespace dawn_native {
// Format
// static
Format::Type Format::TextureComponentTypeToFormatType(
wgpu::TextureComponentType componentType) {
switch (componentType) {
case wgpu::TextureComponentType::Float:
case wgpu::TextureComponentType::Sint:
case wgpu::TextureComponentType::Uint:
break;
default:
UNREACHABLE();
}
// Check that Type correctly mirrors TextureComponentType except for "Other".
static_assert(static_cast<Type>(wgpu::TextureComponentType::Float) == Type::Float, "");
static_assert(static_cast<Type>(wgpu::TextureComponentType::Sint) == Type::Sint, "");
static_assert(static_cast<Type>(wgpu::TextureComponentType::Uint) == Type::Uint, "");
return static_cast<Type>(componentType);
}
// static
wgpu::TextureComponentType Format::FormatTypeToTextureComponentType(Type type) {
switch (type) {
case Type::Float:
case Type::Sint:
case Type::Uint:
break;
default:
UNREACHABLE();
}
// Check that Type correctly mirrors TextureComponentType except for "Other".
static_assert(static_cast<Type>(wgpu::TextureComponentType::Float) == Type::Float, "");
static_assert(static_cast<Type>(wgpu::TextureComponentType::Sint) == Type::Sint, "");
static_assert(static_cast<Type>(wgpu::TextureComponentType::Uint) == Type::Uint, "");
return static_cast<wgpu::TextureComponentType>(type);
}
bool Format::IsColor() const {
return aspect == Aspect::Color;
}
bool Format::HasDepth() const {
return aspect == Depth || aspect == DepthStencil;
}
bool Format::HasStencil() const {
return aspect == Stencil || aspect == DepthStencil;
}
bool Format::HasDepthOrStencil() const {
return aspect != Color;
}
bool Format::HasComponentType(Type componentType) const {
// Depth stencil textures need to be special cased but we don't support sampling them yet.
if (aspect != Color) {
return false;
}
return componentType == type;
}
size_t Format::GetIndex() const {
return ComputeFormatIndex(format);
}
// Implementation details of the format table of the DeviceBase
// For the enum for formats are packed but this might change when we have a broader extension
// mechanism for webgpu.h. Formats start at 1 because 0 is the undefined format.
size_t ComputeFormatIndex(wgpu::TextureFormat format) {
// This takes advantage of overflows to make the index of TextureFormat::Undefined outside
// of the range of the FormatTable.
static_assert(static_cast<uint32_t>(wgpu::TextureFormat::Undefined) - 1 > kKnownFormatCount,
"");
return static_cast<size_t>(static_cast<uint32_t>(format) - 1);
}
FormatTable BuildFormatTable(const DeviceBase* device) {
FormatTable table;
std::bitset<kKnownFormatCount> formatsSet;
using Type = Format::Type;
using Aspect = Format::Aspect;
auto AddFormat = [&table, &formatsSet](Format format) {
size_t index = ComputeFormatIndex(format.format);
ASSERT(index < table.size());
// This checks that each format is set at most once, the first part of checking that all
// formats are set exactly once.
ASSERT(!formatsSet[index]);
table[index] = format;
formatsSet.set(index);
};
auto AddColorFormat = [&AddFormat](wgpu::TextureFormat format, bool renderable,
bool supportsStorageUsage, uint32_t byteSize,
Type type) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = renderable;
internalFormat.isCompressed = false;
internalFormat.isSupported = true;
internalFormat.supportsStorageUsage = supportsStorageUsage;
internalFormat.aspect = Aspect::Color;
internalFormat.type = type;
internalFormat.blockByteSize = byteSize;
internalFormat.blockWidth = 1;
internalFormat.blockHeight = 1;
AddFormat(internalFormat);
};
auto AddDepthStencilFormat = [&AddFormat](wgpu::TextureFormat format, Format::Aspect aspect,
uint32_t byteSize) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = true;
internalFormat.isCompressed = false;
internalFormat.isSupported = true;
internalFormat.supportsStorageUsage = false;
internalFormat.aspect = aspect;
internalFormat.type = Type::Other;
internalFormat.blockByteSize = byteSize;
internalFormat.blockWidth = 1;
internalFormat.blockHeight = 1;
AddFormat(internalFormat);
};
auto AddCompressedFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
uint32_t width, uint32_t height, bool isSupported) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = false;
internalFormat.isCompressed = true;
internalFormat.isSupported = isSupported;
internalFormat.supportsStorageUsage = false;
internalFormat.aspect = Aspect::Color;
internalFormat.type = Type::Float;
internalFormat.blockByteSize = byteSize;
internalFormat.blockWidth = width;
internalFormat.blockHeight = height;
AddFormat(internalFormat);
};
// clang-format off
// 1 byte color formats
AddColorFormat(wgpu::TextureFormat::R8Unorm, true, false, 1, Type::Float);
AddColorFormat(wgpu::TextureFormat::R8Snorm, false, false, 1, Type::Float);
AddColorFormat(wgpu::TextureFormat::R8Uint, true, false, 1, Type::Uint);
AddColorFormat(wgpu::TextureFormat::R8Sint, true, false, 1, Type::Sint);
// 2 bytes color formats
AddColorFormat(wgpu::TextureFormat::R16Uint, true, false, 2, Type::Uint);
AddColorFormat(wgpu::TextureFormat::R16Sint, true, false, 2, Type::Sint);
AddColorFormat(wgpu::TextureFormat::R16Float, true, false, 2, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG8Unorm, true, false, 2, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG8Snorm, false, false, 2, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG8Uint, true, false, 2, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RG8Sint, true, false, 2, Type::Sint);
// 4 bytes color formats
AddColorFormat(wgpu::TextureFormat::R32Uint, true, true, 4, Type::Uint);
AddColorFormat(wgpu::TextureFormat::R32Sint, true, true, 4, Type::Sint);
AddColorFormat(wgpu::TextureFormat::R32Float, true, true, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG16Uint, true, false, 4, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RG16Sint, true, false, 4, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RG16Float, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8Unorm, true, true, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8UnormSrgb, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8Snorm, false, true, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8Uint, true, true, 4, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RGBA8Sint, true, true, 4, Type::Sint);
AddColorFormat(wgpu::TextureFormat::BGRA8Unorm, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::BGRA8UnormSrgb, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGB10A2Unorm, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG11B10Float, false, false, 4, Type::Float);
// 8 bytes color formats
AddColorFormat(wgpu::TextureFormat::RG32Uint, true, true, 8, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RG32Sint, true, true, 8, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RG32Float, true, true, 8, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA16Uint, true, true, 8, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RGBA16Sint, true, true, 8, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RGBA16Float, true, true, 8, Type::Float);
// 16 bytes color formats
AddColorFormat(wgpu::TextureFormat::RGBA32Uint, true, true, 16, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, 16, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, 16, Type::Float);
// Depth stencil formats
AddDepthStencilFormat(wgpu::TextureFormat::Depth32Float, Aspect::Depth, 4);
AddDepthStencilFormat(wgpu::TextureFormat::Depth24Plus, Aspect::Depth, 4);
// TODO(cwallez@chromium.org): It isn't clear if this format should be copyable
// because its size isn't well defined, is it 4, 5 or 8?
AddDepthStencilFormat(wgpu::TextureFormat::Depth24PlusStencil8, Aspect::DepthStencil, 4);
// BC compressed formats
bool isBCFormatSupported = device->IsExtensionEnabled(Extension::TextureCompressionBC);
AddCompressedFormat(wgpu::TextureFormat::BC1RGBAUnorm, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC1RGBAUnormSrgb, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC4RSnorm, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC4RUnorm, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC2RGBAUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC2RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC3RGBAUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC3RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC5RGSnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC5RGUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC6HRGBSfloat, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC6HRGBUfloat, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC7RGBAUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC7RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported);
// clang-format on
// This checks that each format is set at least once, the second part of checking that all
// formats are checked exactly once.
ASSERT(formatsSet.all());
return table;
}
} // namespace dawn_native