| // 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/d3d12/d3d12_platform.h" |
| |
| namespace backend { namespace d3d12 { |
| |
| namespace { |
| void ComputeTexelOffsets(uint32_t offset, |
| uint32_t rowPitch, |
| uint32_t slicePitch, |
| uint32_t texelSize, |
| uint32_t* texelOffsetX, |
| uint32_t* texelOffsetY, |
| uint32_t* texelOffsetZ) { |
| uint32_t byteOffsetX = offset % rowPitch; |
| offset -= byteOffsetX; |
| uint32_t byteOffsetY = offset % slicePitch; |
| uint32_t byteOffsetZ = offset - byteOffsetY; |
| |
| *texelOffsetX = byteOffsetX / texelSize; |
| *texelOffsetY = byteOffsetY / rowPitch; |
| *texelOffsetZ = byteOffsetZ / slicePitch; |
| } |
| } // namespace |
| |
| TextureCopySplit ComputeTextureCopySplit(uint32_t x, |
| uint32_t y, |
| uint32_t z, |
| uint32_t width, |
| uint32_t height, |
| uint32_t depth, |
| uint32_t texelSize, |
| uint32_t offset, |
| uint32_t rowPitch) { |
| TextureCopySplit copy; |
| |
| if (z != 0 || depth > 1) { |
| // TODO(enga@google.com): Handle 3D / 2D arrays |
| ASSERT(false); |
| return copy; |
| } |
| |
| ASSERT(rowPitch % texelSize == 0); |
| |
| uint32_t alignedOffset = offset & ~(D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT - 1); |
| |
| copy.offset = alignedOffset; |
| if (offset == alignedOffset) { |
| copy.count = 1; |
| |
| copy.copies[0].textureOffset.x = x; |
| copy.copies[0].textureOffset.y = y; |
| copy.copies[0].textureOffset.z = z; |
| |
| copy.copies[0].copySize.width = width; |
| copy.copies[0].copySize.height = height; |
| copy.copies[0].copySize.depth = depth; |
| |
| copy.copies[0].bufferOffset.x = 0; |
| copy.copies[0].bufferOffset.y = 0; |
| copy.copies[0].bufferOffset.z = 0; |
| copy.copies[0].bufferSize.width = width; |
| copy.copies[0].bufferSize.height = height; |
| copy.copies[0].bufferSize.depth = depth; |
| |
| // Return early. There is only one copy needed because the offset is already 512-byte |
| // aligned |
| return copy; |
| } |
| |
| ASSERT(alignedOffset < offset); |
| |
| uint32_t texelOffsetX, texelOffsetY, texelOffsetZ; |
| ComputeTexelOffsets(offset - alignedOffset, rowPitch, rowPitch * height, texelSize, |
| &texelOffsetX, &texelOffsetY, &texelOffsetZ); |
| |
| uint32_t rowPitchInTexels = rowPitch / texelSize; |
| |
| if (width + texelOffsetX <= rowPitchInTexels) { |
| // The region's rows fit inside the row pitch. In this case, extend the width of the |
| // PlacedFootprint and copy the buffer with an offset location |
| // |<--------------- row pitch --------------->| |
| // |
| // |-------------------------------------------| |
| // | | |
| // | +++++++++++++++++~~~~~~~~~| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++~~~~~~~~~| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++~~~~~~~~~| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++~~~~~~~~~| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++ | |
| // |-------------------------------------------| |
| |
| // Copy 0: |
| // |----------------------------------| |
| // | | |
| // | +++++++++++++++++| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++| |
| // |----------------------------------| |
| |
| copy.count = 1; |
| |
| copy.copies[0].textureOffset.x = x; |
| copy.copies[0].textureOffset.y = y; |
| copy.copies[0].textureOffset.z = z; |
| |
| copy.copies[0].copySize.width = width; |
| copy.copies[0].copySize.height = height; |
| copy.copies[0].copySize.depth = depth; |
| |
| copy.copies[0].bufferOffset.x = texelOffsetX; |
| copy.copies[0].bufferOffset.y = texelOffsetY; |
| copy.copies[0].bufferOffset.z = texelOffsetZ; |
| copy.copies[0].bufferSize.width = width + texelOffsetX; |
| copy.copies[0].bufferSize.height = height + texelOffsetY; |
| copy.copies[0].bufferSize.depth = depth + texelOffsetZ; |
| |
| return copy; |
| } |
| |
| // The region's rows straddle the row pitch. Split the copy into two copies |
| // |<--------------- row pitch --------------->| |
| // |
| // |-------------------------------------------| |
| // | | |
| // | ++++++++| |
| // |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |+++++++++ | |
| // |-------------------------------------------| |
| |
| // Copy 0: |
| // |-------------------------------------------| |
| // | | |
| // | ++++++++| |
| // |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |-------------------------------------------| |
| |
| // Copy 1: |
| // |---------| |
| // | | |
| // | | |
| // |+++++++++| |
| // |+++++++++| |
| // |+++++++++| |
| // |+++++++++| |
| // |+++++++++| |
| // |---------| |
| |
| copy.count = 2; |
| |
| copy.copies[0].textureOffset.x = x; |
| copy.copies[0].textureOffset.y = y; |
| copy.copies[0].textureOffset.z = z; |
| |
| ASSERT(rowPitchInTexels > texelOffsetX); |
| copy.copies[0].copySize.width = rowPitchInTexels - texelOffsetX; |
| copy.copies[0].copySize.height = height; |
| copy.copies[0].copySize.depth = depth; |
| |
| copy.copies[0].bufferOffset.x = texelOffsetX; |
| copy.copies[0].bufferOffset.y = texelOffsetY; |
| copy.copies[0].bufferOffset.z = texelOffsetZ; |
| copy.copies[0].bufferSize.width = rowPitchInTexels; |
| copy.copies[0].bufferSize.height = height + texelOffsetY; |
| copy.copies[0].bufferSize.depth = depth + texelOffsetZ; |
| |
| copy.copies[1].textureOffset.x = x + copy.copies[0].copySize.width; |
| copy.copies[1].textureOffset.y = y; |
| copy.copies[1].textureOffset.z = z; |
| |
| ASSERT(width > copy.copies[0].copySize.width); |
| copy.copies[1].copySize.width = width - copy.copies[0].copySize.width; |
| copy.copies[1].copySize.height = height; |
| copy.copies[1].copySize.depth = depth; |
| |
| copy.copies[1].bufferOffset.x = 0; |
| copy.copies[1].bufferOffset.y = texelOffsetY + 1; |
| copy.copies[1].bufferOffset.z = texelOffsetZ; |
| copy.copies[1].bufferSize.width = copy.copies[1].copySize.width; |
| copy.copies[1].bufferSize.height = height + texelOffsetY + 1; |
| copy.copies[1].bufferSize.depth = depth + texelOffsetZ; |
| |
| return copy; |
| } |
| |
| }} // namespace backend::d3d12 |