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// Copyright 2017 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/d3d12/TextureCopySplitter.h"
#include "common/Assert.h"
#include "dawn_native/Format.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
namespace {
Origin3D ComputeTexelOffsets(const Format& format,
uint32_t offset,
uint32_t bytesPerRow,
uint32_t slicePitch) {
ASSERT(bytesPerRow != 0);
ASSERT(slicePitch != 0);
uint32_t byteOffsetX = offset % bytesPerRow;
offset -= byteOffsetX;
uint32_t byteOffsetY = offset % slicePitch;
uint32_t byteOffsetZ = offset - byteOffsetY;
return {byteOffsetX / format.blockByteSize * format.blockWidth,
byteOffsetY / bytesPerRow * format.blockHeight, byteOffsetZ / slicePitch};
}
} // namespace
TextureCopySplit ComputeTextureCopySplit(Origin3D origin,
Extent3D copySize,
const Format& format,
uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage) {
TextureCopySplit copy;
ASSERT(bytesPerRow % format.blockByteSize == 0);
uint64_t alignedOffset =
offset & ~static_cast<uint64_t>(D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT - 1);
copy.offset = alignedOffset;
if (offset == alignedOffset) {
copy.count = 1;
copy.copies[0].textureOffset = origin;
copy.copies[0].copySize = copySize;
copy.copies[0].bufferOffset.x = 0;
copy.copies[0].bufferOffset.y = 0;
copy.copies[0].bufferOffset.z = 0;
copy.copies[0].bufferSize = copySize;
// Return early. There is only one copy needed because the offset is already 512-byte
// aligned
return copy;
}
ASSERT(alignedOffset < offset);
ASSERT(offset - alignedOffset < D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
uint32_t slicePitch = bytesPerRow * (rowsPerImage / format.blockHeight);
Origin3D texelOffset = ComputeTexelOffsets(
format, static_cast<uint32_t>(offset - alignedOffset), bytesPerRow, slicePitch);
uint32_t copyBytesPerRowPitch = copySize.width / format.blockWidth * format.blockByteSize;
uint32_t byteOffsetInRowPitch = texelOffset.x / format.blockWidth * format.blockByteSize;
if (copyBytesPerRowPitch + byteOffsetInRowPitch <= bytesPerRow) {
// The region's rows fit inside the bytes per row. In this case, extend the width of the
// PlacedFootprint and copy the buffer with an offset location
// |<------------- bytes per row ------------->|
//
// |-------------------------------------------|
// | |
// | +++++++++++++++++~~~~~~~~~|
// |~~~~~~~~~~~~~~~~~+++++++++++++++++~~~~~~~~~|
// |~~~~~~~~~~~~~~~~~+++++++++++++++++~~~~~~~~~|
// |~~~~~~~~~~~~~~~~~+++++++++++++++++~~~~~~~~~|
// |~~~~~~~~~~~~~~~~~+++++++++++++++++ |
// |-------------------------------------------|
// Copy 0:
// |----------------------------------|
// | |
// | +++++++++++++++++|
// |~~~~~~~~~~~~~~~~~+++++++++++++++++|
// |~~~~~~~~~~~~~~~~~+++++++++++++++++|
// |~~~~~~~~~~~~~~~~~+++++++++++++++++|
// |~~~~~~~~~~~~~~~~~+++++++++++++++++|
// |----------------------------------|
copy.count = 1;
copy.copies[0].textureOffset = origin;
copy.copies[0].copySize = copySize;
copy.copies[0].bufferOffset = texelOffset;
copy.copies[0].bufferSize.width = copySize.width + texelOffset.x;
copy.copies[0].bufferSize.height = rowsPerImage + texelOffset.y;
copy.copies[0].bufferSize.depth = copySize.depth + texelOffset.z;
return copy;
}
// The region's rows straddle the bytes per row. Split the copy into two copies
// |<------------- bytes per row ------------->|
//
// |-------------------------------------------|
// | |
// | ++++++++|
// |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++|
// |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++|
// |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++|
// |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++|
// |+++++++++ |
// |-------------------------------------------|
// Copy 0:
// |-------------------------------------------|
// | |
// | ++++++++|
// |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++|
// |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++|
// |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++|
// |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++|
// |-------------------------------------------|
// Copy 1:
// |---------|
// | |
// | |
// |+++++++++|
// |+++++++++|
// |+++++++++|
// |+++++++++|
// |+++++++++|
// |---------|
copy.count = 2;
copy.copies[0].textureOffset = origin;
ASSERT(bytesPerRow > byteOffsetInRowPitch);
uint32_t texelsPerRow = bytesPerRow / format.blockByteSize * format.blockWidth;
copy.copies[0].copySize.width = texelsPerRow - texelOffset.x;
copy.copies[0].copySize.height = copySize.height;
copy.copies[0].copySize.depth = copySize.depth;
copy.copies[0].bufferOffset = texelOffset;
copy.copies[0].bufferSize.width = texelsPerRow;
copy.copies[0].bufferSize.height = rowsPerImage + texelOffset.y;
copy.copies[0].bufferSize.depth = copySize.depth + texelOffset.z;
copy.copies[1].textureOffset.x = origin.x + copy.copies[0].copySize.width;
copy.copies[1].textureOffset.y = origin.y;
copy.copies[1].textureOffset.z = origin.z;
ASSERT(copySize.width > copy.copies[0].copySize.width);
copy.copies[1].copySize.width = copySize.width - copy.copies[0].copySize.width;
copy.copies[1].copySize.height = copySize.height;
copy.copies[1].copySize.depth = copySize.depth;
copy.copies[1].bufferOffset.x = 0;
copy.copies[1].bufferOffset.y = texelOffset.y + format.blockHeight;
copy.copies[1].bufferOffset.z = texelOffset.z;
copy.copies[1].bufferSize.width = copy.copies[1].copySize.width;
copy.copies[1].bufferSize.height = rowsPerImage + texelOffset.y + format.blockHeight;
copy.copies[1].bufferSize.depth = copySize.depth + texelOffset.z;
return copy;
}
}} // namespace dawn_native::d3d12