commit | 9680c9f874e484cad9e5235e20f488bdb0aef2c2 | [log] [tgz] |
---|---|---|
author | Yunchao He <yunchao.he@intel.com> | Thu Jun 03 18:19:06 2021 +0000 |
committer | Dawn LUCI CQ <dawn-scoped@luci-project-accounts.iam.gserviceaccount.com> | Thu Jun 03 18:19:06 2021 +0000 |
tree | b33b5d9946fb56e1098e825f616000e4da8a436c | |
parent | fec575ca7b2b7ed87ee7492a4ea907472d67af86 [diff] |
Polish 2D texture copy splitter on D3D12 In every copy region, its bufferSize.height minus rowsPerImage can be texture format's blockInfo.height (it is 1 for uncompressed formats) at most, and it appears only if bytesPerRow is 256 and copySize on height is a full copy. This change will benefit 3D texture copy splitter via removing unwanted empty rows issues. Because empty rows in 3D copy splitter may lead to recompute/modify copy regions and there might be new copy regions added. The removed empty row situations are: 1) Partial copy on height: copySize.height < rowsPerImage * blockInfo.height 2) bytesPerRow is greater than 512. For example, if bytesPerRow is 512 and data in one row straddles two rows and there is no empty row at the first part. The second part will have a fake empty row if we don't recompute its alignedOffset. 3) There are two empty rows in a copy region. For example: if data in one row straddles two rows and there is an empty row in the first copy region. Then there will be two empty rows in the copy region of the second part if we don't recompute the alignedOffset. This change also fixes an issue found by Corentin that copy related argument "rowsPerImage" should not take effect when we are copying one single depth or array slice. Bug: dawn:547 Change-Id: I603291d559de1d05e420e5ed1f4cabf53de5a93f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/52680 Reviewed-by: Corentin Wallez <cwallez@google.com> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com>
Dawn is an open-source and cross-platform implementation of the work-in-progress WebGPU standard. More precisely it implements webgpu.h
that is a one-to-one mapping with the WebGPU IDL. Dawn is meant to be integrated as part of a larger system and is the underlying implementation of WebGPU in Chromium.
Dawn provides several WebGPU building blocks:
webgpu.h
version that Dawn implements.webgpu.h
.Helpful links:
Developer documentation:
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
(TODO)
Apache 2.0 Public License, please see LICENSE.
This is not an officially supported Google product.