blob: cc36c9d8b39654857a955210ab5b7ddbdd7dce92 [file] [log] [blame]
// 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/TextureD3D12.h"
#include "dawn_native/d3d12/DescriptorHeapAllocator.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/ResourceAllocator.h"
namespace dawn_native { namespace d3d12 {
namespace {
D3D12_RESOURCE_STATES D3D12TextureUsage(dawn::TextureUsageBit usage, const Format& format) {
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_COMMON;
// Present is an exclusive flag.
if (usage & dawn::TextureUsageBit::Present) {
return D3D12_RESOURCE_STATE_PRESENT;
}
if (usage & dawn::TextureUsageBit::CopySrc) {
resourceState |= D3D12_RESOURCE_STATE_COPY_SOURCE;
}
if (usage & dawn::TextureUsageBit::CopyDst) {
resourceState |= D3D12_RESOURCE_STATE_COPY_DEST;
}
if (usage & dawn::TextureUsageBit::Sampled) {
resourceState |= (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
}
if (usage & dawn::TextureUsageBit::Storage) {
resourceState |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
if (usage & dawn::TextureUsageBit::OutputAttachment) {
if (format.HasDepthOrStencil()) {
resourceState |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
} else {
resourceState |= D3D12_RESOURCE_STATE_RENDER_TARGET;
}
}
return resourceState;
}
D3D12_RESOURCE_FLAGS D3D12ResourceFlags(dawn::TextureUsageBit usage,
const Format& format,
bool isMultisampledTexture) {
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE;
if (usage & dawn::TextureUsageBit::Storage) {
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
// A multisampled resource must have either D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or
// D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL set in D3D12_RESOURCE_DESC::Flags.
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_resource_desc
// Currently all textures are zero-initialized via the render-target path so always add
// the render target flag, except for compressed textures for which the render-target
// flag is invalid.
// TODO(natlee@microsoft.com, jiawei.shao@intel.com): do not require render target for
// lazy clearing.
if ((usage & dawn::TextureUsageBit::OutputAttachment) || isMultisampledTexture ||
!format.isCompressed) {
if (format.HasDepthOrStencil()) {
flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
} else {
flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
}
ASSERT(!(flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) ||
flags == D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
return flags;
}
D3D12_RESOURCE_DIMENSION D3D12TextureDimension(dawn::TextureDimension dimension) {
switch (dimension) {
case dawn::TextureDimension::e2D:
return D3D12_RESOURCE_DIMENSION_TEXTURE2D;
default:
UNREACHABLE();
}
}
} // namespace
DXGI_FORMAT D3D12TextureFormat(dawn::TextureFormat format) {
switch (format) {
case dawn::TextureFormat::R8Unorm:
return DXGI_FORMAT_R8_UNORM;
case dawn::TextureFormat::R8Snorm:
return DXGI_FORMAT_R8_SNORM;
case dawn::TextureFormat::R8Uint:
return DXGI_FORMAT_R8_UINT;
case dawn::TextureFormat::R8Sint:
return DXGI_FORMAT_R8_SINT;
case dawn::TextureFormat::R16Unorm:
return DXGI_FORMAT_R16_UNORM;
case dawn::TextureFormat::R16Snorm:
return DXGI_FORMAT_R16_SNORM;
case dawn::TextureFormat::R16Uint:
return DXGI_FORMAT_R16_UINT;
case dawn::TextureFormat::R16Sint:
return DXGI_FORMAT_R16_SINT;
case dawn::TextureFormat::R16Float:
return DXGI_FORMAT_R16_FLOAT;
case dawn::TextureFormat::RG8Unorm:
return DXGI_FORMAT_R8G8_UNORM;
case dawn::TextureFormat::RG8Snorm:
return DXGI_FORMAT_R8G8_SNORM;
case dawn::TextureFormat::RG8Uint:
return DXGI_FORMAT_R8G8_UINT;
case dawn::TextureFormat::RG8Sint:
return DXGI_FORMAT_R8G8_SINT;
case dawn::TextureFormat::R32Uint:
return DXGI_FORMAT_R32_UINT;
case dawn::TextureFormat::R32Sint:
return DXGI_FORMAT_R32_SINT;
case dawn::TextureFormat::R32Float:
return DXGI_FORMAT_R32_FLOAT;
case dawn::TextureFormat::RG16Unorm:
return DXGI_FORMAT_R16G16_UNORM;
case dawn::TextureFormat::RG16Snorm:
return DXGI_FORMAT_R16G16_SNORM;
case dawn::TextureFormat::RG16Uint:
return DXGI_FORMAT_R16G16_UINT;
case dawn::TextureFormat::RG16Sint:
return DXGI_FORMAT_R16G16_SINT;
case dawn::TextureFormat::RG16Float:
return DXGI_FORMAT_R16G16_FLOAT;
case dawn::TextureFormat::RGBA8Unorm:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case dawn::TextureFormat::RGBA8UnormSrgb:
return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
case dawn::TextureFormat::RGBA8Snorm:
return DXGI_FORMAT_R8G8B8A8_SNORM;
case dawn::TextureFormat::RGBA8Uint:
return DXGI_FORMAT_R8G8B8A8_UINT;
case dawn::TextureFormat::RGBA8Sint:
return DXGI_FORMAT_R8G8B8A8_SINT;
case dawn::TextureFormat::BGRA8Unorm:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case dawn::TextureFormat::BGRA8UnormSrgb:
return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
case dawn::TextureFormat::RGB10A2Unorm:
return DXGI_FORMAT_R10G10B10A2_UNORM;
case dawn::TextureFormat::RG11B10Float:
return DXGI_FORMAT_R11G11B10_FLOAT;
case dawn::TextureFormat::RG32Uint:
return DXGI_FORMAT_R32G32_UINT;
case dawn::TextureFormat::RG32Sint:
return DXGI_FORMAT_R32G32_SINT;
case dawn::TextureFormat::RG32Float:
return DXGI_FORMAT_R32G32_FLOAT;
case dawn::TextureFormat::RGBA16Unorm:
return DXGI_FORMAT_R16G16B16A16_UNORM;
case dawn::TextureFormat::RGBA16Snorm:
return DXGI_FORMAT_R16G16B16A16_SNORM;
case dawn::TextureFormat::RGBA16Uint:
return DXGI_FORMAT_R16G16B16A16_UINT;
case dawn::TextureFormat::RGBA16Sint:
return DXGI_FORMAT_R16G16B16A16_SINT;
case dawn::TextureFormat::RGBA16Float:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case dawn::TextureFormat::RGBA32Uint:
return DXGI_FORMAT_R32G32B32A32_UINT;
case dawn::TextureFormat::RGBA32Sint:
return DXGI_FORMAT_R32G32B32A32_SINT;
case dawn::TextureFormat::RGBA32Float:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case dawn::TextureFormat::Depth32Float:
return DXGI_FORMAT_D32_FLOAT;
case dawn::TextureFormat::Depth24Plus:
return DXGI_FORMAT_D32_FLOAT;
case dawn::TextureFormat::Depth24PlusStencil8:
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
case dawn::TextureFormat::BC1RGBAUnorm:
return DXGI_FORMAT_BC1_UNORM;
case dawn::TextureFormat::BC1RGBAUnormSrgb:
return DXGI_FORMAT_BC1_UNORM_SRGB;
case dawn::TextureFormat::BC2RGBAUnorm:
return DXGI_FORMAT_BC2_UNORM;
case dawn::TextureFormat::BC2RGBAUnormSrgb:
return DXGI_FORMAT_BC2_UNORM_SRGB;
case dawn::TextureFormat::BC3RGBAUnorm:
return DXGI_FORMAT_BC3_UNORM;
case dawn::TextureFormat::BC3RGBAUnormSrgb:
return DXGI_FORMAT_BC3_UNORM_SRGB;
case dawn::TextureFormat::BC4RSnorm:
return DXGI_FORMAT_BC4_SNORM;
case dawn::TextureFormat::BC4RUnorm:
return DXGI_FORMAT_BC4_UNORM;
case dawn::TextureFormat::BC5RGSnorm:
return DXGI_FORMAT_BC5_SNORM;
case dawn::TextureFormat::BC5RGUnorm:
return DXGI_FORMAT_BC5_UNORM;
case dawn::TextureFormat::BC6HRGBSfloat:
return DXGI_FORMAT_BC6H_SF16;
case dawn::TextureFormat::BC6HRGBUfloat:
return DXGI_FORMAT_BC6H_UF16;
case dawn::TextureFormat::BC7RGBAUnorm:
return DXGI_FORMAT_BC7_UNORM;
case dawn::TextureFormat::BC7RGBAUnormSrgb:
return DXGI_FORMAT_BC7_UNORM_SRGB;
default:
UNREACHABLE();
}
}
Texture::Texture(Device* device, const TextureDescriptor* descriptor)
: TextureBase(device, descriptor, TextureState::OwnedInternal) {
D3D12_RESOURCE_DESC resourceDescriptor;
resourceDescriptor.Dimension = D3D12TextureDimension(GetDimension());
resourceDescriptor.Alignment = 0;
const Extent3D& size = GetSize();
resourceDescriptor.Width = size.width;
resourceDescriptor.Height = size.height;
resourceDescriptor.DepthOrArraySize = GetDepthOrArraySize();
resourceDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
resourceDescriptor.Format = D3D12TextureFormat(GetFormat().format);
resourceDescriptor.SampleDesc.Count = descriptor->sampleCount;
// TODO(bryan.bernhart@intel.com): investigate how to specify standard MSAA sample pattern.
resourceDescriptor.SampleDesc.Quality = 0;
resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDescriptor.Flags =
D3D12ResourceFlags(GetUsage(), GetFormat(), IsMultisampledTexture());
mResource = ToBackend(GetDevice())
->GetResourceAllocator()
->Allocate(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor,
D3D12_RESOURCE_STATE_COMMON);
if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
DescriptorHeapAllocator* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
if (GetFormat().HasDepthOrStencil()) {
TransitionUsageNow(device->GetPendingCommandList(),
D3D12_RESOURCE_STATE_DEPTH_WRITE);
DescriptorHeapHandle dsvHeap =
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(0);
device->GetD3D12Device()->CreateDepthStencilView(mResource.Get(), &dsvDesc,
dsvHandle);
D3D12_CLEAR_FLAGS clearFlags = {};
if (GetFormat().HasDepth()) {
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
}
if (GetFormat().HasStencil()) {
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
}
device->GetPendingCommandList()->ClearDepthStencilView(dsvHandle, clearFlags, 1.0f,
1u, 0, nullptr);
} else {
TransitionUsageNow(device->GetPendingCommandList(),
D3D12_RESOURCE_STATE_RENDER_TARGET);
DescriptorHeapHandle rtvHeap =
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
const float clearColor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
// TODO(natlee@microsoft.com): clear all array layers for 2D array textures
for (int i = 0; i < resourceDescriptor.MipLevels; i++) {
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc =
GetRTVDescriptor(i, 0, GetArrayLayers());
device->GetD3D12Device()->CreateRenderTargetView(mResource.Get(), &rtvDesc,
rtvHandle);
device->GetPendingCommandList()->ClearRenderTargetView(rtvHandle, clearColor, 0,
nullptr);
}
}
}
}
// With this constructor, the lifetime of the ID3D12Resource is externally managed.
Texture::Texture(Device* device,
const TextureDescriptor* descriptor,
ID3D12Resource* nativeTexture)
: TextureBase(device, descriptor, TextureState::OwnedExternal), mResource(nativeTexture) {
}
Texture::~Texture() {
DestroyInternal();
}
void Texture::DestroyImpl() {
// If we own the resource, release it.
ToBackend(GetDevice())->GetResourceAllocator()->Release(mResource);
mResource = nullptr;
}
DXGI_FORMAT Texture::GetD3D12Format() const {
return D3D12TextureFormat(GetFormat().format);
}
ID3D12Resource* Texture::GetD3D12Resource() const {
return mResource.Get();
}
UINT16 Texture::GetDepthOrArraySize() {
switch (GetDimension()) {
case dawn::TextureDimension::e2D:
return static_cast<UINT16>(GetArrayLayers());
default:
UNREACHABLE();
}
}
// When true is returned, a D3D12_RESOURCE_BARRIER has been created and must be used in a
// ResourceBarrier call. Failing to do so will cause the tracked state to become invalid and can
// cause subsequent errors.
bool Texture::TransitionUsageAndGetResourceBarrier(D3D12_RESOURCE_BARRIER* barrier,
dawn::TextureUsageBit newUsage) {
return TransitionUsageAndGetResourceBarrier(barrier,
D3D12TextureUsage(newUsage, GetFormat()));
}
// When true is returned, a D3D12_RESOURCE_BARRIER has been created and must be used in a
// ResourceBarrier call. Failing to do so will cause the tracked state to become invalid and can
// cause subsequent errors.
bool Texture::TransitionUsageAndGetResourceBarrier(D3D12_RESOURCE_BARRIER* barrier,
D3D12_RESOURCE_STATES newState) {
// Avoid transitioning the texture when it isn't needed.
// TODO(cwallez@chromium.org): Need some form of UAV barriers at some point.
if (mLastState == newState) {
return false;
}
D3D12_RESOURCE_STATES lastState = mLastState;
// The COMMON state represents a state where no write operations can be pending, and where
// all pixels are uncompressed. This makes it possible to transition to and from some states
// without synchronization (i.e. without an explicit ResourceBarrier call). Textures can be
// implicitly promoted to 1) a single write state, or 2) multiple read states. Textures will
// implicitly decay to the COMMON state when all of the following are true: 1) the texture
// is accessed on a command list, 2) the ExecuteCommandLists call that uses that command
// list has ended, and 3) the texture was promoted implicitly to a read-only state and is
// still in that state.
// https://docs.microsoft.com/en-us/windows/desktop/direct3d12/using-resource-barriers-to-synchronize-resource-states-in-direct3d-12#implicit-state-transitions
// To track implicit decays, we must record the pending serial on which that transition will
// occur. When that texture is used again, the previously recorded serial must be compared
// to the last completed serial to determine if the texture has implicity decayed to the
// common state.
const Serial pendingCommandSerial = ToBackend(GetDevice())->GetPendingCommandSerial();
if (mValidToDecay && pendingCommandSerial > mLastUsedSerial) {
lastState = D3D12_RESOURCE_STATE_COMMON;
}
// Update the tracked state.
mLastState = newState;
// Destination states that qualify for an implicit promotion for a non-simultaneous-access
// texture: NON_PIXEL_SHADER_RESOURCE, PIXEL_SHADER_RESOURCE, COPY_SRC, COPY_DEST.
{
static constexpr D3D12_RESOURCE_STATES kD3D12TextureReadOnlyStates =
D3D12_RESOURCE_STATE_COPY_SOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
if (lastState == D3D12_RESOURCE_STATE_COMMON) {
if (newState == (newState & kD3D12TextureReadOnlyStates)) {
// Implicit texture state decays can only occur when the texture was implicitly
// transitioned to a read-only state. mValidToDecay is needed to differentiate
// between resources that were implictly or explicitly transitioned to a
// read-only state.
mValidToDecay = true;
mLastUsedSerial = pendingCommandSerial;
return false;
} else if (newState == D3D12_RESOURCE_STATE_COPY_DEST) {
mValidToDecay = false;
return false;
}
}
}
barrier->Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier->Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier->Transition.pResource = mResource.Get();
barrier->Transition.StateBefore = lastState;
barrier->Transition.StateAfter = newState;
barrier->Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
mValidToDecay = false;
return true;
}
void Texture::TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList,
dawn::TextureUsageBit usage) {
TransitionUsageNow(commandList, D3D12TextureUsage(usage, GetFormat()));
}
void Texture::TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList,
D3D12_RESOURCE_STATES newState) {
D3D12_RESOURCE_BARRIER barrier;
if (TransitionUsageAndGetResourceBarrier(&barrier, newState)) {
commandList->ResourceBarrier(1, &barrier);
}
}
D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t baseMipLevel,
uint32_t baseArrayLayer,
uint32_t layerCount) const {
ASSERT(GetDimension() == dawn::TextureDimension::e2D);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = GetD3D12Format();
if (IsMultisampledTexture()) {
ASSERT(GetNumMipLevels() == 1);
ASSERT(layerCount == 1);
ASSERT(baseArrayLayer == 0);
ASSERT(baseMipLevel == 0);
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
} else {
// Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
// layer and layer count in D3D12_TEX2D_RTV. For 2D texture views, we treat them as
// 1-layer 2D array textures. (Just like how we treat SRVs)
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_rtv
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array
// _rtv
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer;
rtvDesc.Texture2DArray.ArraySize = layerCount;
rtvDesc.Texture2DArray.MipSlice = baseMipLevel;
rtvDesc.Texture2DArray.PlaneSlice = 0;
}
return rtvDesc;
}
D3D12_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(uint32_t baseMipLevel) const {
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = GetD3D12Format();
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
ASSERT(baseMipLevel == 0);
if (IsMultisampledTexture()) {
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
} else {
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = baseMipLevel;
}
return dsvDesc;
}
void Texture::ClearTexture(ComPtr<ID3D12GraphicsCommandList> commandList,
uint32_t baseMipLevel,
uint32_t levelCount,
uint32_t baseArrayLayer,
uint32_t layerCount) {
// TODO(jiawei.shao@intel.com): initialize the textures in compressed formats with copies.
if (GetFormat().isCompressed) {
SetIsSubresourceContentInitialized(baseMipLevel, levelCount, baseArrayLayer,
layerCount);
return;
}
Device* device = ToBackend(GetDevice());
DescriptorHeapAllocator* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
if (GetFormat().HasDepthOrStencil()) {
TransitionUsageNow(commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
DescriptorHeapHandle dsvHeap =
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(baseMipLevel);
device->GetD3D12Device()->CreateDepthStencilView(mResource.Get(), &dsvDesc, dsvHandle);
D3D12_CLEAR_FLAGS clearFlags = {};
if (GetFormat().HasDepth()) {
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
}
if (GetFormat().HasStencil()) {
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
}
commandList->ClearDepthStencilView(dsvHandle, clearFlags, 0.0f, 0u, 0, nullptr);
} else {
TransitionUsageNow(commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
DescriptorHeapHandle rtvHeap =
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
const float clearColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
// TODO(natlee@microsoft.com): clear all array layers for 2D array textures
for (uint32_t i = baseMipLevel; i < baseMipLevel + levelCount; i++) {
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc =
GetRTVDescriptor(i, baseArrayLayer, layerCount);
device->GetD3D12Device()->CreateRenderTargetView(mResource.Get(), &rtvDesc,
rtvHandle);
commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
}
}
SetIsSubresourceContentInitialized(baseMipLevel, levelCount, baseArrayLayer, layerCount);
GetDevice()->IncrementLazyClearCountForTesting();
}
void Texture::EnsureSubresourceContentInitialized(ComPtr<ID3D12GraphicsCommandList> commandList,
uint32_t baseMipLevel,
uint32_t levelCount,
uint32_t baseArrayLayer,
uint32_t layerCount) {
if (!ToBackend(GetDevice())->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) {
return;
}
if (!IsSubresourceContentInitialized(baseMipLevel, levelCount, baseArrayLayer,
layerCount)) {
// If subresource has not been initialized, clear it to black as it could contain
// dirty bits from recycled memory
ClearTexture(commandList, baseMipLevel, levelCount, baseArrayLayer, layerCount);
}
}
TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor)
: TextureViewBase(texture, descriptor) {
mSrvDesc.Format = D3D12TextureFormat(descriptor->format);
mSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
// Currently we always use D3D12_TEX2D_ARRAY_SRV because we cannot specify base array layer
// and layer count in D3D12_TEX2D_SRV. For 2D texture views, we treat them as 1-layer 2D
// array textures.
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_srv
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array_srv
// TODO(jiawei.shao@intel.com): support more texture view dimensions.
// TODO(jiawei.shao@intel.com): support creating SRV on multisampled textures.
switch (descriptor->dimension) {
case dawn::TextureViewDimension::e2D:
case dawn::TextureViewDimension::e2DArray:
ASSERT(texture->GetDimension() == dawn::TextureDimension::e2D);
mSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
mSrvDesc.Texture2DArray.ArraySize = descriptor->arrayLayerCount;
mSrvDesc.Texture2DArray.FirstArraySlice = descriptor->baseArrayLayer;
mSrvDesc.Texture2DArray.MipLevels = descriptor->mipLevelCount;
mSrvDesc.Texture2DArray.MostDetailedMip = descriptor->baseMipLevel;
mSrvDesc.Texture2DArray.PlaneSlice = 0;
mSrvDesc.Texture2DArray.ResourceMinLODClamp = 0;
break;
case dawn::TextureViewDimension::Cube:
case dawn::TextureViewDimension::CubeArray:
ASSERT(texture->GetDimension() == dawn::TextureDimension::e2D);
ASSERT(descriptor->arrayLayerCount % 6 == 0);
mSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
mSrvDesc.TextureCubeArray.First2DArrayFace = descriptor->baseArrayLayer;
mSrvDesc.TextureCubeArray.NumCubes = descriptor->arrayLayerCount / 6;
mSrvDesc.TextureCubeArray.MostDetailedMip = descriptor->baseMipLevel;
mSrvDesc.TextureCubeArray.MipLevels = descriptor->mipLevelCount;
mSrvDesc.TextureCubeArray.ResourceMinLODClamp = 0;
break;
default:
UNREACHABLE();
}
}
DXGI_FORMAT TextureView::GetD3D12Format() const {
return D3D12TextureFormat(GetFormat().format);
}
const D3D12_SHADER_RESOURCE_VIEW_DESC& TextureView::GetSRVDescriptor() const {
return mSrvDesc;
}
D3D12_RENDER_TARGET_VIEW_DESC TextureView::GetRTVDescriptor() const {
return ToBackend(GetTexture())
->GetRTVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount());
}
D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const {
// TODO(jiawei.shao@intel.com): support rendering into a layer of a texture.
ASSERT(GetLayerCount() == 1);
ASSERT(GetLevelCount() == 1);
ASSERT(GetBaseMipLevel() == 0);
ASSERT(GetBaseArrayLayer() == 0);
return ToBackend(GetTexture())->GetDSVDescriptor(GetBaseMipLevel());
}
}} // namespace dawn_native::d3d12