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// Copyright 2023 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/BlitDepthStencilToBuffer.h"
#include <utility>
#include "dawn/common/Assert.h"
#include "dawn/native/BindGroup.h"
#include "dawn/native/CommandBuffer.h"
#include "dawn/native/CommandEncoder.h"
#include "dawn/native/ComputePassEncoder.h"
#include "dawn/native/ComputePipeline.h"
#include "dawn/native/Device.h"
#include "dawn/native/InternalPipelineStore.h"
#include "dawn/native/Queue.h"
#include "dawn/native/utils/WGPUHelpers.h"
namespace dawn::native {
namespace {
constexpr uint32_t kWorkgroupSizeX = 8;
constexpr uint32_t kWorkgroupSizeY = 8;
constexpr char kBlitDepth32FloatToBufferShaders[] = R"(
@group(0) @binding(0) var src_tex : texture_depth_2d_array;
@group(0) @binding(1) var<storage, read_write> dst_buf : array<f32>;
struct Params {
// copyExtent
srcOrigin: vec3u,
pad0: u32,
srcExtent: vec3u,
pad1: u32,
// GPUImageDataLayout
indicesPerRow: u32,
rowsPerImage: u32,
indicesOffset: u32,
};
@group(0) @binding(2) var<uniform> params : Params;
override workgroupSizeX: u32;
override workgroupSizeY: u32;
// Load the depth value and write to storage buffer.
@compute @workgroup_size(workgroupSizeX, workgroupSizeY, 1) fn blit_depth_to_buffer(@builtin(global_invocation_id) id : vec3u) {
let srcBoundary = params.srcOrigin + params.srcExtent;
let coord = id + params.srcOrigin;
if (any(coord >= srcBoundary)) {
return;
}
let dstOffset = params.indicesOffset + id.x + id.y * params.indicesPerRow + id.z * params.indicesPerRow * params.rowsPerImage;
dst_buf[dstOffset] = textureLoad(src_tex, coord.xy, coord.z, 0);
}
)";
// ShaderF16 extension is only enabled by GL_AMD_gpu_shader_half_float for GL
// so we should not use it generally for the emulation.
// As a result we are using f32 and array<u32> to do all the math and byte manipulation.
// If we have 2-byte scalar type (f16, u16) it can be a bit easier when writing to the storage
// buffer.
constexpr char kBlitDepth16UnormToBufferShaders[] = R"(
@group(0) @binding(0) var src_tex : texture_depth_2d_array;
@group(0) @binding(1) var<storage, read_write> dst_buf : array<u32>;
struct Params {
// copyExtent
srcOrigin: vec3u,
pad0: u32,
srcExtent: vec3u,
pad1: u32,
// GPUImageDataLayout
indicesPerRow: u32,
rowsPerImage: u32,
indicesOffset: u32,
};
@group(0) @binding(2) var<uniform> params : Params;
// Range of v is [0.0, 1.0]
fn getUnorm16Bits(v: f32) -> u32 {
var bits: u32 = u32(v * 65535.0);
return bits;
}
override workgroupSizeX: u32;
override workgroupSizeY: u32;
// Load the depth value and write to storage buffer.
// Each thread is responsible for reading 2 u16 values and packing them into 1 u32 value.
@compute @workgroup_size(workgroupSizeX, workgroupSizeY, 1) fn blit_depth_to_buffer(@builtin(global_invocation_id) id : vec3u) {
let srcBoundary = params.srcOrigin + params.srcExtent;
let coord0 = vec3u(id.x * 2, id.y, id.z) + params.srcOrigin;
if (any(coord0 >= srcBoundary)) {
return;
}
let v0: f32 = textureLoad(src_tex, coord0.xy, coord0.z, 0);
let r0: u32 = getUnorm16Bits(v0);
let dstOffset = params.indicesOffset + id.x + id.y * params.indicesPerRow + id.z * params.indicesPerRow * params.rowsPerImage;
var result: u32 = r0;
let coord1 = coord0 + vec3u(1, 0, 0);
if (coord1.x < srcBoundary.x) {
// Make sure coord1 is still within the copy boundary
// then read and write this value.
let v1: f32 = textureLoad(src_tex, coord1.xy, coord1.z, 0);
let r1: u32 = getUnorm16Bits(v1);
result += (r1 << 16);
} else {
// Otherwise, srcExtent.x is an odd number and this thread is at right edge of the texture
// To preserve the original buffer content, we need to read from the buffer and pack it
// together with r0 to avoid it being overwritten.
// TODO(dawn:1782): profiling against making a separate pass for this edge case
// as it require reading from dst_buf.
let original: u32 = dst_buf[dstOffset];
result += original & 0xffff0000;
}
dst_buf[dstOffset] = result;
}
)";
constexpr char kBlitStencil8ToBufferShaders[] = R"(
@group(0) @binding(0) var src_tex : texture_2d_array<u32>;
@group(0) @binding(1) var<storage, read_write> dst_buf : array<u32>;
struct Params {
// copyExtent
srcOrigin: vec3u,
pad0: u32,
srcExtent: vec3u,
pad1: u32,
// GPUImageDataLayout
indicesPerRow: u32,
rowsPerImage: u32,
indicesOffset: u32,
};
@group(0) @binding(2) var<uniform> params : Params;
override workgroupSizeX: u32;
override workgroupSizeY: u32;
// Load the stencil value and write to storage buffer.
// Each thread is responsible for reading 4 u8 values and packing them into 1 u32 value.
@compute @workgroup_size(workgroupSizeX, workgroupSizeY, 1) fn blit_stencil_to_buffer(@builtin(global_invocation_id) id : vec3u) {
let srcBoundary = params.srcOrigin + params.srcExtent;
let coord0 = vec3u(id.x * 4, id.y, id.z) + params.srcOrigin;
if (any(coord0 >= srcBoundary)) {
return;
}
let r0: u32 = 0x000000ff & textureLoad(src_tex, coord0.xy, coord0.z, 0).r;
let dstOffset = params.indicesOffset + id.x + id.y * params.indicesPerRow + id.z * params.indicesPerRow * params.rowsPerImage;
var result: u32 = r0;
let coord4 = coord0 + vec3u(4, 0, 0);
if (coord4.x <= srcBoundary.x) {
// All 4 texels for this thread are within texture bounds.
for (var i = 1u; i < 4u; i = i + 1u) {
let coordi = coord0 + vec3u(i, 0, 0);
let ri: u32 = 0x000000ff & textureLoad(src_tex, coordi.xy, coordi.z, 0).r;
result += ri << (i * 8u);
}
} else {
// Otherwise, srcExtent.x is not a multiply of 4 and this thread is at right edge of the texture
// To preserve the original buffer content, we need to read from the buffer and pack it together with other values.
let original: u32 = dst_buf[dstOffset];
result += original & 0xffffff00;
for (var i = 1u; i < 4u; i = i + 1u) {
let coordi = coord0 + vec3u(i, 0, 0);
if (coordi.x >= srcBoundary.x) {
break;
}
let ri: u32 = 0x000000ff & textureLoad(src_tex, coordi.xy, coordi.z, 0).r;
result += ri << (i * 8u);
}
}
dst_buf[dstOffset] = result;
}
)";
ResultOrError<Ref<ComputePipelineBase>> CreateDepthBlitComputePipeline(DeviceBase* device,
InternalPipelineStore* store,
wgpu::TextureFormat format) {
ShaderModuleWGSLDescriptor wgslDesc = {};
ShaderModuleDescriptor shaderModuleDesc = {};
shaderModuleDesc.nextInChain = &wgslDesc;
switch (format) {
case wgpu::TextureFormat::Depth16Unorm:
wgslDesc.code = kBlitDepth16UnormToBufferShaders;
break;
case wgpu::TextureFormat::Depth32Float:
wgslDesc.code = kBlitDepth32FloatToBufferShaders;
break;
default:
UNREACHABLE();
break;
}
Ref<ShaderModuleBase> shaderModule;
DAWN_TRY_ASSIGN(shaderModule, device->CreateShaderModule(&shaderModuleDesc));
Ref<BindGroupLayoutBase> bindGroupLayout;
DAWN_TRY_ASSIGN(bindGroupLayout,
utils::MakeBindGroupLayout(
device,
{
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Depth,
wgpu::TextureViewDimension::e2DArray},
{1, wgpu::ShaderStage::Compute, kInternalStorageBufferBinding},
{2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform},
},
/* allowInternalBinding */ true));
Ref<PipelineLayoutBase> pipelineLayout;
DAWN_TRY_ASSIGN(pipelineLayout, utils::MakeBasicPipelineLayout(device, bindGroupLayout));
ComputePipelineDescriptor computePipelineDescriptor = {};
computePipelineDescriptor.layout = pipelineLayout.Get();
computePipelineDescriptor.compute.module = shaderModule.Get();
computePipelineDescriptor.compute.entryPoint = "blit_depth_to_buffer";
constexpr std::array<ConstantEntry, 2> constants = {{
{nullptr, "workgroupSizeX", kWorkgroupSizeX},
{nullptr, "workgroupSizeY", kWorkgroupSizeY},
}};
computePipelineDescriptor.compute.constantCount = constants.size();
computePipelineDescriptor.compute.constants = constants.data();
Ref<ComputePipelineBase> pipeline;
DAWN_TRY_ASSIGN(pipeline, device->CreateComputePipeline(&computePipelineDescriptor));
switch (format) {
case wgpu::TextureFormat::Depth16Unorm:
store->blitDepth16UnormToBufferComputePipeline = pipeline;
break;
case wgpu::TextureFormat::Depth32Float:
store->blitDepth32FloatToBufferComputePipeline = pipeline;
break;
default:
UNREACHABLE();
break;
}
return pipeline;
}
ResultOrError<Ref<ComputePipelineBase>> GetOrCreateDepth32FloatToBufferPipeline(
DeviceBase* device) {
InternalPipelineStore* store = device->GetInternalPipelineStore();
if (store->blitDepth32FloatToBufferComputePipeline != nullptr) {
return store->blitDepth32FloatToBufferComputePipeline;
}
Ref<ComputePipelineBase> pipeline;
DAWN_TRY_ASSIGN(
pipeline, CreateDepthBlitComputePipeline(device, store, wgpu::TextureFormat::Depth32Float));
return pipeline;
}
ResultOrError<Ref<ComputePipelineBase>> GetOrCreateDepth16UnormToBufferPipeline(
DeviceBase* device) {
InternalPipelineStore* store = device->GetInternalPipelineStore();
if (store->blitDepth16UnormToBufferComputePipeline != nullptr) {
return store->blitDepth16UnormToBufferComputePipeline;
}
Ref<ComputePipelineBase> pipeline;
DAWN_TRY_ASSIGN(
pipeline, CreateDepthBlitComputePipeline(device, store, wgpu::TextureFormat::Depth16Unorm));
return pipeline;
}
ResultOrError<Ref<ComputePipelineBase>> GetOrCreateStencil8ToBufferPipeline(DeviceBase* device) {
InternalPipelineStore* store = device->GetInternalPipelineStore();
if (store->blitStencil8ToBufferComputePipeline != nullptr) {
return store->blitStencil8ToBufferComputePipeline;
}
ShaderModuleWGSLDescriptor wgslDesc = {};
ShaderModuleDescriptor shaderModuleDesc = {};
shaderModuleDesc.nextInChain = &wgslDesc;
wgslDesc.code = kBlitStencil8ToBufferShaders;
Ref<ShaderModuleBase> shaderModule;
DAWN_TRY_ASSIGN(shaderModule, device->CreateShaderModule(&shaderModuleDesc));
Ref<BindGroupLayoutBase> bindGroupLayout;
DAWN_TRY_ASSIGN(bindGroupLayout,
utils::MakeBindGroupLayout(
device,
{
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Uint,
wgpu::TextureViewDimension::e2DArray},
{1, wgpu::ShaderStage::Compute, kInternalStorageBufferBinding},
{2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform},
},
/* allowInternalBinding */ true));
Ref<PipelineLayoutBase> pipelineLayout;
DAWN_TRY_ASSIGN(pipelineLayout, utils::MakeBasicPipelineLayout(device, bindGroupLayout));
ComputePipelineDescriptor computePipelineDescriptor = {};
computePipelineDescriptor.layout = pipelineLayout.Get();
computePipelineDescriptor.compute.module = shaderModule.Get();
computePipelineDescriptor.compute.entryPoint = "blit_stencil_to_buffer";
constexpr std::array<ConstantEntry, 2> constants = {{
{nullptr, "workgroupSizeX", kWorkgroupSizeX},
{nullptr, "workgroupSizeY", kWorkgroupSizeY},
}};
computePipelineDescriptor.compute.constantCount = constants.size();
computePipelineDescriptor.compute.constants = constants.data();
Ref<ComputePipelineBase> pipeline;
DAWN_TRY_ASSIGN(pipeline, device->CreateComputePipeline(&computePipelineDescriptor));
store->blitStencil8ToBufferComputePipeline = pipeline;
return pipeline;
}
} // anonymous namespace
MaybeError BlitDepthToBuffer(DeviceBase* device,
CommandEncoder* commandEncoder,
const TextureCopy& src,
const BufferCopy& dst,
const Extent3D& copyExtent) {
const Format& format = src.texture->GetFormat();
Ref<BufferBase> destinationBuffer = dst.buffer;
bool useIntermediateCopyBuffer = false;
if (format.format == wgpu::TextureFormat::Depth16Unorm && dst.buffer->GetSize() % 4 != 0 &&
copyExtent.width % 2 != 0) {
// This path is made for OpenGL/GLES depth16unorm bliting a texture with an odd width,
// to a compact buffer. When we copy the last texel, we inevitably need to access an
// out of bounds location given by dst.buffer.size as we use array<u32> in the shader for
// the storage buffer. Although the allocated size of dst.buffer is aligned to 4 bytes for
// OpenGL/GLES backend, the size of the storage buffer binding for the shader is not. Thus
// we make an intermediate buffer aligned to 4 bytes for the compute shader to safely
// access, and perform an additional buffer to buffer copy at the end. This path should be
// hit rarely.
useIntermediateCopyBuffer = true;
BufferDescriptor descriptor = {};
descriptor.size = Align(dst.buffer->GetSize(), 4);
// TODO(dawn:1485): adding CopyDst usage to add kInternalStorageBuffer usage internally.
descriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
DAWN_TRY_ASSIGN(destinationBuffer, device->CreateBuffer(&descriptor));
}
Ref<ComputePipelineBase> pipeline;
uint32_t workgroupCountX = 1;
uint32_t workgroupCountY = 1;
uint32_t workgroupCountZ = copyExtent.depthOrArrayLayers;
switch (format.format) {
case wgpu::TextureFormat::Depth16Unorm:
// One thread is responsible for writing two texel values (x, y) and (x+1, y).
workgroupCountX = (copyExtent.width + 2 * kWorkgroupSizeX - 1) / (2 * kWorkgroupSizeX);
workgroupCountY = (copyExtent.height + kWorkgroupSizeY - 1) / kWorkgroupSizeY;
DAWN_TRY_ASSIGN(pipeline, GetOrCreateDepth16UnormToBufferPipeline(device));
break;
case wgpu::TextureFormat::Depth32Float:
workgroupCountX = (copyExtent.width + kWorkgroupSizeX - 1) / kWorkgroupSizeX;
workgroupCountY = (copyExtent.height + kWorkgroupSizeY - 1) / kWorkgroupSizeY;
DAWN_TRY_ASSIGN(pipeline, GetOrCreateDepth32FloatToBufferPipeline(device));
break;
default:
// Other formats (e.g. Depth32FloatStencil8) are not supported on OpenGL/OpenGLES where
// we enabled this workaround. They only support Depth24PlusStencil8.
UNREACHABLE();
}
// Allow internal usages since we need to use the source as a texture binding
// and buffer as a storage binding.
auto scope = commandEncoder->MakeInternalUsageScope();
Ref<BindGroupLayoutBase> bindGroupLayout;
DAWN_TRY_ASSIGN(bindGroupLayout, pipeline->GetBindGroupLayout(0));
Ref<BufferBase> uniformBuffer;
{
BufferDescriptor bufferDesc = {};
// Uniform buffer size needs to be multiple of 16 bytes
bufferDesc.size = sizeof(uint32_t) * 12;
bufferDesc.usage = wgpu::BufferUsage::Uniform;
bufferDesc.mappedAtCreation = true;
DAWN_TRY_ASSIGN(uniformBuffer, device->CreateBuffer(&bufferDesc));
uint32_t* params =
static_cast<uint32_t*>(uniformBuffer->GetMappedRange(0, bufferDesc.size));
// srcOrigin: vec3u
params[0] = src.origin.x;
params[1] = src.origin.y;
// src.origin.z is set at textureView.baseArrayLayer
params[2] = 0;
// srcExtent: vec3u
params[4] = copyExtent.width;
params[5] = copyExtent.height;
params[6] = copyExtent.depthOrArrayLayers;
// Turn bytesPerRow, (bytes)offset to use array index as unit
// We use array<u32> for depth16unorm copy and array<f32> for depth32float copy
// Both array element sizes are 4 bytes.
params[8] = dst.bytesPerRow / 4;
params[9] = dst.rowsPerImage;
params[10] = dst.offset / 4;
DAWN_TRY(uniformBuffer->Unmap());
}
TextureViewDescriptor viewDesc = {};
viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
viewDesc.dimension = wgpu::TextureViewDimension::e2DArray;
viewDesc.baseMipLevel = src.mipLevel;
viewDesc.mipLevelCount = 1;
viewDesc.baseArrayLayer = src.origin.z;
viewDesc.arrayLayerCount = copyExtent.depthOrArrayLayers;
Ref<TextureViewBase> srcView;
DAWN_TRY_ASSIGN(srcView, src.texture->CreateView(&viewDesc));
Ref<BindGroupBase> bindGroup;
DAWN_TRY_ASSIGN(bindGroup, utils::MakeBindGroup(device, bindGroupLayout,
{
{0, srcView},
{1, destinationBuffer},
{2, uniformBuffer},
},
UsageValidationMode::Internal));
Ref<ComputePassEncoder> pass = commandEncoder->BeginComputePass();
pass->APISetPipeline(pipeline.Get());
pass->APISetBindGroup(0, bindGroup.Get());
pass->APIDispatchWorkgroups(workgroupCountX, workgroupCountY, workgroupCountZ);
pass->APIEnd();
if (useIntermediateCopyBuffer) {
ASSERT(destinationBuffer->GetSize() <= dst.buffer->GetAllocatedSize());
commandEncoder->InternalCopyBufferToBufferWithAllocatedSize(
destinationBuffer.Get(), 0, dst.buffer.Get(), 0, destinationBuffer->GetSize());
}
return {};
}
MaybeError BlitStencilToBuffer(DeviceBase* device,
CommandEncoder* commandEncoder,
const TextureCopy& src,
const BufferCopy& dst,
const Extent3D& copyExtent) {
const Format& format = src.texture->GetFormat();
Ref<BufferBase> destinationBuffer = dst.buffer;
bool useIntermediateCopyBuffer = false;
if (dst.buffer->GetSize() % 4 != 0 && copyExtent.width % 4 != 0) {
// This path is made for OpenGL/GLES stencil8 bliting a texture with an width % 4 != 0,
// to a compact buffer. When we copy the last texel, we inevitably need to access an
// out of bounds location given by dst.buffer.size as we use array<u32> in the shader for
// the storage buffer. Although the allocated size of dst.buffer is aligned to 4 bytes for
// OpenGL/GLES backend, the size of the storage buffer binding for the shader is not. Thus
// we make an intermediate buffer aligned to 4 bytes for the compute shader to safely
// access, and perform an additional buffer to buffer copy at the end. This path should be
// hit rarely.
useIntermediateCopyBuffer = true;
BufferDescriptor descriptor = {};
descriptor.size = Align(dst.buffer->GetSize(), 4);
// TODO(dawn:1485): adding CopyDst usage to add kInternalStorageBuffer usage internally.
descriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
DAWN_TRY_ASSIGN(destinationBuffer, device->CreateBuffer(&descriptor));
}
// Supported format = {Stencil8, Depth24PlusStencil8}
// Depth32FloatStencil8 is not supported on OpenGL/OpenGLES where we enabled this workaround.
ASSERT(format.format == wgpu::TextureFormat::Stencil8 ||
format.format == wgpu::TextureFormat::Depth24PlusStencil8);
uint32_t workgroupCountX = (copyExtent.width + 4 * kWorkgroupSizeX - 1) / (4 * kWorkgroupSizeX);
uint32_t workgroupCountY = (copyExtent.height + kWorkgroupSizeY - 1) / kWorkgroupSizeY;
uint32_t workgroupCountZ = copyExtent.depthOrArrayLayers;
Ref<ComputePipelineBase> pipeline;
DAWN_TRY_ASSIGN(pipeline, GetOrCreateStencil8ToBufferPipeline(device));
// Allow internal usages since we need to use the source as a texture binding
// and buffer as a storage binding.
auto scope = commandEncoder->MakeInternalUsageScope();
Ref<BindGroupLayoutBase> bindGroupLayout;
DAWN_TRY_ASSIGN(bindGroupLayout, pipeline->GetBindGroupLayout(0));
Ref<BufferBase> uniformBuffer;
{
BufferDescriptor bufferDesc = {};
// Uniform buffer size needs to be multiple of 16 bytes
bufferDesc.size = sizeof(uint32_t) * 12;
bufferDesc.usage = wgpu::BufferUsage::Uniform;
bufferDesc.mappedAtCreation = true;
DAWN_TRY_ASSIGN(uniformBuffer, device->CreateBuffer(&bufferDesc));
uint32_t* params =
static_cast<uint32_t*>(uniformBuffer->GetMappedRange(0, bufferDesc.size));
// srcOrigin: vec3u
params[0] = src.origin.x;
params[1] = src.origin.y;
// src.origin.z is set at textureView.baseArrayLayer
params[2] = 0;
// srcExtent: vec3u
params[4] = copyExtent.width;
params[5] = copyExtent.height;
params[6] = copyExtent.depthOrArrayLayers;
// Turn bytesPerRow, (bytes)offset to use array index as unit
// We use array<u32> for stencil8
params[8] = dst.bytesPerRow / 4;
params[9] = dst.rowsPerImage;
params[10] = dst.offset / 4;
DAWN_TRY(uniformBuffer->Unmap());
}
TextureViewDescriptor viewDesc = {};
viewDesc.aspect = wgpu::TextureAspect::StencilOnly;
viewDesc.dimension = wgpu::TextureViewDimension::e2DArray;
viewDesc.baseMipLevel = src.mipLevel;
viewDesc.mipLevelCount = 1;
viewDesc.baseArrayLayer = src.origin.z;
viewDesc.arrayLayerCount = copyExtent.depthOrArrayLayers;
Ref<TextureViewBase> srcView;
DAWN_TRY_ASSIGN(srcView, src.texture->CreateView(&viewDesc));
Ref<BindGroupBase> bindGroup;
DAWN_TRY_ASSIGN(bindGroup, utils::MakeBindGroup(device, bindGroupLayout,
{
{0, srcView},
{1, destinationBuffer},
{2, uniformBuffer},
},
UsageValidationMode::Internal));
Ref<ComputePassEncoder> pass = commandEncoder->BeginComputePass();
pass->APISetPipeline(pipeline.Get());
pass->APISetBindGroup(0, bindGroup.Get());
pass->APIDispatchWorkgroups(workgroupCountX, workgroupCountY, workgroupCountZ);
pass->APIEnd();
if (useIntermediateCopyBuffer) {
ASSERT(destinationBuffer->GetSize() <= dst.buffer->GetAllocatedSize());
commandEncoder->InternalCopyBufferToBufferWithAllocatedSize(
destinationBuffer.Get(), 0, dst.buffer.Get(), 0, destinationBuffer->GetSize());
}
return {};
}
} // namespace dawn::native