| // Copyright 2023 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #include "dawn/native/BlitBufferToDepthStencil.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/Device.h" |
| #include "dawn/native/InternalPipelineStore.h" |
| #include "dawn/native/Queue.h" |
| #include "dawn/native/RenderPassEncoder.h" |
| #include "dawn/native/RenderPipeline.h" |
| |
| namespace dawn::native { |
| |
| namespace { |
| |
| constexpr char kBlitRG8ToDepthShaders[] = R"( |
| |
| @vertex fn vert_fullscreen_quad( |
| @builtin(vertex_index) vertex_index : u32 |
| ) -> @builtin(position) vec4f { |
| const pos = array( |
| vec2f(-1.0, -1.0), |
| vec2f( 3.0, -1.0), |
| vec2f(-1.0, 3.0)); |
| return vec4f(pos[vertex_index], 0.0, 1.0); |
| } |
| |
| struct Params { |
| origin : vec2u |
| }; |
| |
| @group(0) @binding(0) var src_tex : texture_2d<u32>; |
| @group(0) @binding(1) var<uniform> params : Params; |
| |
| @fragment fn blit_to_depth( |
| @builtin(position) position : vec4f |
| ) -> @builtin(frag_depth) f32 { |
| // Load the source texel. |
| let src_texel = textureLoad( |
| src_tex, vec2u(position.xy) - params.origin, 0u); |
| |
| let depth_u16_val = (src_texel.y << 8u) + src_texel.x; |
| |
| const one_over_max : f32 = 1.0 / f32(0xFFFFu); |
| return f32(depth_u16_val) * one_over_max; |
| } |
| |
| )"; |
| |
| constexpr char kBlitStencilShaders[] = R"( |
| |
| struct VertexOutputs { |
| @location(0) @interpolate(flat) stencil_val : u32, |
| @builtin(position) position : vec4f, |
| }; |
| |
| // The instance_index here is not used for instancing. |
| // It represents the current stencil mask we're testing in the |
| // source. |
| // This is a cheap way to get the stencil value into the shader |
| // since WebGPU doesn't have push constants. |
| @vertex fn vert_fullscreen_quad( |
| @builtin(vertex_index) vertex_index : u32, |
| @builtin(instance_index) instance_index: u32, |
| ) -> VertexOutputs { |
| const pos = array( |
| vec2f(-1.0, -1.0), |
| vec2f( 3.0, -1.0), |
| vec2f(-1.0, 3.0)); |
| return VertexOutputs( |
| instance_index, |
| vec4f(pos[vertex_index], 0.0, 1.0), |
| ); |
| } |
| |
| struct Params { |
| origin : vec2u |
| }; |
| |
| @group(0) @binding(0) var src_tex : texture_2d<u32>; |
| @group(0) @binding(1) var<uniform> params : Params; |
| |
| // Do nothing (but also don't discard). Used for clearing |
| // stencil to 0. |
| @fragment fn frag_noop() {} |
| |
| // Discard the fragment if the source texture doesn't |
| // have the stencil_val. |
| @fragment fn frag_check_src_stencil(input : VertexOutputs) { |
| // Load the source stencil value. |
| let src_val : u32 = textureLoad( |
| src_tex, vec2u(input.position.xy) - params.origin, 0u)[0]; |
| |
| // Discard it if it doesn't contain the stencil reference. |
| if ((src_val & input.stencil_val) == 0u) { |
| discard; |
| } |
| } |
| |
| )"; |
| |
| ResultOrError<Ref<RenderPipelineBase>> GetOrCreateRG8ToDepth16UnormPipeline(DeviceBase* device) { |
| InternalPipelineStore* store = device->GetInternalPipelineStore(); |
| if (store->blitRG8ToDepth16UnormPipeline != nullptr) { |
| return store->blitRG8ToDepth16UnormPipeline; |
| } |
| |
| ShaderModuleWGSLDescriptor wgslDesc = {}; |
| ShaderModuleDescriptor shaderModuleDesc = {}; |
| shaderModuleDesc.nextInChain = &wgslDesc; |
| wgslDesc.code = kBlitRG8ToDepthShaders; |
| |
| Ref<ShaderModuleBase> shaderModule; |
| DAWN_TRY_ASSIGN(shaderModule, device->CreateShaderModule(&shaderModuleDesc)); |
| |
| FragmentState fragmentState = {}; |
| fragmentState.module = shaderModule.Get(); |
| fragmentState.entryPoint = "blit_to_depth"; |
| |
| DepthStencilState dsState = {}; |
| dsState.format = wgpu::TextureFormat::Depth16Unorm; |
| dsState.depthWriteEnabled = true; |
| dsState.depthCompare = wgpu::CompareFunction::Always; |
| |
| RenderPipelineDescriptor renderPipelineDesc = {}; |
| renderPipelineDesc.vertex.module = shaderModule.Get(); |
| renderPipelineDesc.vertex.entryPoint = "vert_fullscreen_quad"; |
| renderPipelineDesc.depthStencil = &dsState; |
| renderPipelineDesc.fragment = &fragmentState; |
| |
| Ref<RenderPipelineBase> pipeline; |
| DAWN_TRY_ASSIGN(pipeline, device->CreateRenderPipeline(&renderPipelineDesc)); |
| |
| store->blitRG8ToDepth16UnormPipeline = pipeline; |
| return pipeline; |
| } |
| |
| ResultOrError<InternalPipelineStore::BlitR8ToStencilPipelines> GetOrCreateR8ToStencilPipelines( |
| DeviceBase* device, |
| wgpu::TextureFormat format, |
| BindGroupLayoutBase* bgl) { |
| InternalPipelineStore* store = device->GetInternalPipelineStore(); |
| { |
| auto it = store->blitR8ToStencilPipelines.find(format); |
| if (it != store->blitR8ToStencilPipelines.end()) { |
| return InternalPipelineStore::BlitR8ToStencilPipelines{it->second}; |
| } |
| } |
| |
| Ref<PipelineLayoutBase> pipelineLayout; |
| { |
| PipelineLayoutDescriptor plDesc = {}; |
| plDesc.bindGroupLayoutCount = 1; |
| |
| plDesc.bindGroupLayouts = &bgl; |
| DAWN_TRY_ASSIGN(pipelineLayout, device->CreatePipelineLayout(&plDesc)); |
| } |
| |
| ShaderModuleWGSLDescriptor wgslDesc = {}; |
| ShaderModuleDescriptor shaderModuleDesc = {}; |
| shaderModuleDesc.nextInChain = &wgslDesc; |
| wgslDesc.code = kBlitStencilShaders; |
| |
| Ref<ShaderModuleBase> shaderModule; |
| DAWN_TRY_ASSIGN(shaderModule, device->CreateShaderModule(&shaderModuleDesc)); |
| |
| FragmentState fragmentState = {}; |
| fragmentState.module = shaderModule.Get(); |
| |
| DepthStencilState dsState = {}; |
| dsState.format = format; |
| dsState.depthWriteEnabled = false; |
| dsState.depthCompare = wgpu::CompareFunction::Always; |
| dsState.stencilFront.passOp = wgpu::StencilOperation::Replace; |
| |
| RenderPipelineDescriptor renderPipelineDesc = {}; |
| renderPipelineDesc.layout = pipelineLayout.Get(); |
| renderPipelineDesc.vertex.module = shaderModule.Get(); |
| renderPipelineDesc.vertex.entryPoint = "vert_fullscreen_quad"; |
| renderPipelineDesc.depthStencil = &dsState; |
| renderPipelineDesc.fragment = &fragmentState; |
| |
| // Build a pipeline to clear stencil to 0. We need a pipeline, and not just a render pass load |
| // op because the copy region may be a subregion of the stencil texture. |
| Ref<RenderPipelineBase> clearPipeline; |
| fragmentState.entryPoint = "frag_noop"; |
| DAWN_TRY_ASSIGN(clearPipeline, device->CreateRenderPipeline(&renderPipelineDesc)); |
| |
| // Build 8 pipelines masked to replace each bit of the stencil. |
| std::array<Ref<RenderPipelineBase>, 8> setStencilPipelines; |
| fragmentState.entryPoint = "frag_check_src_stencil"; |
| for (uint32_t bit = 0; bit < 8; ++bit) { |
| dsState.stencilWriteMask = 1u << bit; |
| DAWN_TRY_ASSIGN(setStencilPipelines[bit], |
| device->CreateRenderPipeline(&renderPipelineDesc)); |
| } |
| |
| InternalPipelineStore::BlitR8ToStencilPipelines pipelines{std::move(clearPipeline), |
| std::move(setStencilPipelines)}; |
| store->blitR8ToStencilPipelines.emplace(format, pipelines); |
| return pipelines; |
| } |
| |
| MaybeError BlitRG8ToDepth16Unorm(DeviceBase* device, |
| CommandEncoder* commandEncoder, |
| TextureBase* dataTexture, |
| const TextureCopy& dst, |
| const Extent3D& copyExtent) { |
| DAWN_ASSERT(device->IsLockedByCurrentThreadIfNeeded()); |
| DAWN_ASSERT(dst.texture->GetFormat().format == wgpu::TextureFormat::Depth16Unorm); |
| DAWN_ASSERT(dataTexture->GetFormat().format == wgpu::TextureFormat::RG8Uint); |
| |
| // Allow internal usages since we need to use the destination |
| // as a render attachment. |
| auto scope = commandEncoder->MakeInternalUsageScope(); |
| |
| Ref<RenderPipelineBase> pipeline; |
| DAWN_TRY_ASSIGN(pipeline, GetOrCreateRG8ToDepth16UnormPipeline(device)); |
| |
| Ref<BindGroupLayoutBase> bgl; |
| DAWN_TRY_ASSIGN(bgl, pipeline->GetBindGroupLayout(0)); |
| |
| for (uint32_t z = 0; z < copyExtent.depthOrArrayLayers; ++z) { |
| Ref<TextureViewBase> srcView; |
| { |
| TextureViewDescriptor viewDesc = {}; |
| viewDesc.dimension = wgpu::TextureViewDimension::e2D; |
| viewDesc.baseArrayLayer = z; |
| viewDesc.arrayLayerCount = 1; |
| viewDesc.mipLevelCount = 1; |
| DAWN_TRY_ASSIGN(srcView, dataTexture->CreateView(&viewDesc)); |
| } |
| |
| Ref<TextureViewBase> dstView; |
| { |
| TextureViewDescriptor viewDesc = {}; |
| viewDesc.dimension = wgpu::TextureViewDimension::e2D; |
| viewDesc.baseArrayLayer = dst.origin.z + z; |
| viewDesc.arrayLayerCount = 1; |
| viewDesc.baseMipLevel = dst.mipLevel; |
| viewDesc.mipLevelCount = 1; |
| DAWN_TRY_ASSIGN(dstView, dst.texture->CreateView(&viewDesc)); |
| } |
| |
| Ref<BufferBase> paramsBuffer; |
| { |
| BufferDescriptor bufferDesc = {}; |
| bufferDesc.size = sizeof(uint32_t) * 2; |
| bufferDesc.usage = wgpu::BufferUsage::Uniform; |
| bufferDesc.mappedAtCreation = true; |
| DAWN_TRY_ASSIGN(paramsBuffer, device->CreateBuffer(&bufferDesc)); |
| |
| uint32_t* params = |
| static_cast<uint32_t*>(paramsBuffer->GetMappedRange(0, bufferDesc.size)); |
| params[0] = dst.origin.x; |
| params[1] = dst.origin.y; |
| DAWN_TRY(paramsBuffer->Unmap()); |
| } |
| |
| Ref<BindGroupBase> bindGroup; |
| { |
| std::array<BindGroupEntry, 2> bgEntries = {}; |
| bgEntries[0].binding = 0; |
| bgEntries[0].textureView = srcView.Get(); |
| bgEntries[1].binding = 1; |
| bgEntries[1].buffer = paramsBuffer.Get(); |
| |
| BindGroupDescriptor bgDesc = {}; |
| bgDesc.layout = bgl.Get(); |
| bgDesc.entryCount = bgEntries.size(); |
| bgDesc.entries = bgEntries.data(); |
| DAWN_TRY_ASSIGN(bindGroup, device->CreateBindGroup(&bgDesc)); |
| } |
| |
| RenderPassDepthStencilAttachment dsAttachment; |
| dsAttachment.view = dstView.Get(); |
| dsAttachment.depthClearValue = 0.0; |
| dsAttachment.depthLoadOp = wgpu::LoadOp::Load; |
| dsAttachment.depthStoreOp = wgpu::StoreOp::Store; |
| |
| RenderPassDescriptor rpDesc = {}; |
| rpDesc.depthStencilAttachment = &dsAttachment; |
| |
| Ref<RenderPassEncoder> pass = commandEncoder->BeginRenderPass(&rpDesc); |
| // Bind the resources. |
| pass->APISetBindGroup(0, bindGroup.Get()); |
| // Discard all fragments outside the copy region. |
| pass->APISetScissorRect(dst.origin.x, dst.origin.y, copyExtent.width, copyExtent.height); |
| |
| // Draw to perform the blit. |
| pass->APISetPipeline(pipeline.Get()); |
| pass->APIDraw(3, 1, 0, 0); |
| |
| pass->End(); |
| } |
| return {}; |
| } |
| |
| MaybeError BlitR8ToStencil(DeviceBase* device, |
| CommandEncoder* commandEncoder, |
| TextureBase* dataTexture, |
| const TextureCopy& dst, |
| const Extent3D& copyExtent) { |
| DAWN_ASSERT(device->IsLockedByCurrentThreadIfNeeded()); |
| const Format& format = dst.texture->GetFormat(); |
| DAWN_ASSERT(dst.aspect == Aspect::Stencil); |
| |
| // Allow internal usages since we need to use the destination |
| // as a render attachment. |
| auto scope = commandEncoder->MakeInternalUsageScope(); |
| |
| // This bgl is the same for all the render pipelines. |
| Ref<BindGroupLayoutBase> bgl; |
| { |
| std::array<BindGroupLayoutEntry, 2> bglEntries = {}; |
| // Binding 0: the r8uint texture. |
| bglEntries[0].binding = 0; |
| bglEntries[0].visibility = wgpu::ShaderStage::Fragment; |
| bglEntries[0].texture.sampleType = wgpu::TextureSampleType::Uint; |
| // Binding 1: the params buffer. |
| bglEntries[1].binding = 1; |
| bglEntries[1].visibility = wgpu::ShaderStage::Fragment; |
| bglEntries[1].buffer.type = wgpu::BufferBindingType::Uniform; |
| bglEntries[1].buffer.minBindingSize = 2 * sizeof(uint32_t); |
| |
| BindGroupLayoutDescriptor bglDesc = {}; |
| bglDesc.entryCount = bglEntries.size(); |
| bglDesc.entries = bglEntries.data(); |
| |
| DAWN_TRY_ASSIGN(bgl, device->CreateBindGroupLayout(&bglDesc)); |
| } |
| |
| InternalPipelineStore::BlitR8ToStencilPipelines pipelines; |
| DAWN_TRY_ASSIGN(pipelines, GetOrCreateR8ToStencilPipelines(device, format.format, bgl.Get())); |
| |
| // Build the params buffer, containing the copy dst origin. |
| Ref<BufferBase> paramsBuffer; |
| { |
| BufferDescriptor bufferDesc = {}; |
| bufferDesc.size = sizeof(uint32_t) * 2; |
| bufferDesc.usage = wgpu::BufferUsage::Uniform; |
| bufferDesc.mappedAtCreation = true; |
| DAWN_TRY_ASSIGN(paramsBuffer, device->CreateBuffer(&bufferDesc)); |
| |
| uint32_t* params = static_cast<uint32_t*>(paramsBuffer->GetMappedRange(0, bufferDesc.size)); |
| params[0] = dst.origin.x; |
| params[1] = dst.origin.y; |
| DAWN_TRY(paramsBuffer->Unmap()); |
| } |
| |
| // For each layer, blit the stencil data. |
| for (uint32_t z = 0; z < copyExtent.depthOrArrayLayers; ++z) { |
| Ref<TextureViewBase> srcView; |
| { |
| TextureViewDescriptor viewDesc = {}; |
| viewDesc.dimension = wgpu::TextureViewDimension::e2D; |
| viewDesc.baseArrayLayer = z; |
| viewDesc.arrayLayerCount = 1; |
| viewDesc.mipLevelCount = 1; |
| DAWN_TRY_ASSIGN(srcView, dataTexture->CreateView(&viewDesc)); |
| } |
| |
| Ref<TextureViewBase> dstView; |
| { |
| TextureViewDescriptor viewDesc = {}; |
| viewDesc.dimension = wgpu::TextureViewDimension::e2D; |
| viewDesc.baseArrayLayer = dst.origin.z + z; |
| viewDesc.arrayLayerCount = 1; |
| viewDesc.baseMipLevel = dst.mipLevel; |
| viewDesc.mipLevelCount = 1; |
| DAWN_TRY_ASSIGN(dstView, dst.texture->CreateView(&viewDesc)); |
| } |
| |
| Ref<BindGroupBase> bindGroup; |
| { |
| std::array<BindGroupEntry, 2> bgEntries = {}; |
| bgEntries[0].binding = 0; |
| bgEntries[0].textureView = srcView.Get(); |
| bgEntries[1].binding = 1; |
| bgEntries[1].buffer = paramsBuffer.Get(); |
| |
| BindGroupDescriptor bgDesc = {}; |
| bgDesc.layout = bgl.Get(); |
| bgDesc.entryCount = bgEntries.size(); |
| bgDesc.entries = bgEntries.data(); |
| DAWN_TRY_ASSIGN(bindGroup, |
| device->CreateBindGroup(&bgDesc, UsageValidationMode::Internal)); |
| } |
| |
| RenderPassDepthStencilAttachment dsAttachment; |
| dsAttachment.depthClearValue = 0.0; |
| dsAttachment.view = dstView.Get(); |
| if (format.HasDepth()) { |
| dsAttachment.depthLoadOp = wgpu::LoadOp::Load; |
| dsAttachment.depthStoreOp = wgpu::StoreOp::Store; |
| } |
| dsAttachment.stencilLoadOp = wgpu::LoadOp::Load; |
| dsAttachment.stencilStoreOp = wgpu::StoreOp::Store; |
| |
| RenderPassDescriptor rpDesc = {}; |
| rpDesc.depthStencilAttachment = &dsAttachment; |
| |
| Ref<RenderPassEncoder> pass = commandEncoder->BeginRenderPass(&rpDesc); |
| // Bind the resources. |
| pass->APISetBindGroup(0, bindGroup.Get()); |
| // Discard all fragments outside the copy region. |
| pass->APISetScissorRect(dst.origin.x, dst.origin.y, copyExtent.width, copyExtent.height); |
| |
| // Clear the copy region to 0. |
| pass->APISetStencilReference(0); |
| pass->APISetPipeline(pipelines.clearPipeline.Get()); |
| pass->APIDraw(3, 1, 0, 0); |
| |
| // Perform 8 draws. Each will load the source stencil data, and will |
| // set the bit index in the destination stencil attachment if it the |
| // source also has that bit using stencil operation `Replace`. |
| // If it doesn't match, the fragment will be discarded. |
| pass->APISetStencilReference(255); |
| for (uint32_t bit = 0; bit < 8; ++bit) { |
| pass->APISetPipeline(pipelines.setStencilPipelines[bit].Get()); |
| // Draw one instance, and use the stencil value as firstInstance. |
| // This is a cheap way to get the stencil value into the shader |
| // since WebGPU doesn't have push constants. |
| pass->APIDraw(3, 1, 0, 1u << bit); |
| } |
| pass->End(); |
| } |
| return {}; |
| } |
| |
| } // anonymous namespace |
| |
| MaybeError BlitStagingBufferToDepth(DeviceBase* device, |
| BufferBase* buffer, |
| const TextureDataLayout& src, |
| const TextureCopy& dst, |
| const Extent3D& copyExtent) { |
| const Format& format = dst.texture->GetFormat(); |
| DAWN_ASSERT(format.format == wgpu::TextureFormat::Depth16Unorm); |
| |
| TextureDescriptor dataTextureDesc = {}; |
| dataTextureDesc.format = wgpu::TextureFormat::RG8Uint; |
| dataTextureDesc.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding; |
| dataTextureDesc.size = copyExtent; |
| |
| Ref<TextureBase> dataTexture; |
| DAWN_TRY_ASSIGN(dataTexture, device->CreateTexture(&dataTextureDesc)); |
| { |
| TextureCopy rg8Dst; |
| rg8Dst.texture = dataTexture.Get(); |
| rg8Dst.mipLevel = 0; |
| rg8Dst.origin = {}; |
| rg8Dst.aspect = Aspect::Color; |
| DAWN_TRY(device->CopyFromStagingToTexture(buffer, src, rg8Dst, copyExtent)); |
| } |
| |
| Ref<CommandEncoderBase> commandEncoder; |
| DAWN_TRY_ASSIGN(commandEncoder, device->CreateCommandEncoder()); |
| |
| DAWN_TRY( |
| BlitRG8ToDepth16Unorm(device, commandEncoder.Get(), dataTexture.Get(), dst, copyExtent)); |
| |
| Ref<CommandBufferBase> commandBuffer; |
| DAWN_TRY_ASSIGN(commandBuffer, commandEncoder->Finish()); |
| |
| CommandBufferBase* commands = commandBuffer.Get(); |
| device->GetQueue()->APISubmit(1, &commands); |
| return {}; |
| } |
| |
| MaybeError BlitBufferToDepth(DeviceBase* device, |
| CommandEncoder* commandEncoder, |
| BufferBase* buffer, |
| const TextureDataLayout& src, |
| const TextureCopy& dst, |
| const Extent3D& copyExtent) { |
| const Format& format = dst.texture->GetFormat(); |
| DAWN_ASSERT(format.format == wgpu::TextureFormat::Depth16Unorm); |
| |
| TextureDescriptor dataTextureDesc = {}; |
| dataTextureDesc.format = wgpu::TextureFormat::RG8Uint; |
| dataTextureDesc.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding; |
| dataTextureDesc.size = copyExtent; |
| |
| Ref<TextureBase> dataTexture; |
| DAWN_TRY_ASSIGN(dataTexture, device->CreateTexture(&dataTextureDesc)); |
| { |
| ImageCopyBuffer bufferSrc; |
| bufferSrc.buffer = buffer; |
| bufferSrc.layout = src; |
| |
| ImageCopyTexture textureDst; |
| textureDst.texture = dataTexture.Get(); |
| commandEncoder->APICopyBufferToTexture(&bufferSrc, &textureDst, ©Extent); |
| } |
| |
| DAWN_TRY(BlitRG8ToDepth16Unorm(device, commandEncoder, dataTexture.Get(), dst, copyExtent)); |
| return {}; |
| } |
| |
| MaybeError BlitStagingBufferToStencil(DeviceBase* device, |
| BufferBase* buffer, |
| const TextureDataLayout& src, |
| const TextureCopy& dst, |
| const Extent3D& copyExtent) { |
| TextureDescriptor dataTextureDesc = {}; |
| dataTextureDesc.format = wgpu::TextureFormat::R8Uint; |
| dataTextureDesc.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding; |
| dataTextureDesc.size = copyExtent; |
| |
| Ref<TextureBase> dataTexture; |
| DAWN_TRY_ASSIGN(dataTexture, device->CreateTexture(&dataTextureDesc)); |
| { |
| TextureCopy r8Dst; |
| r8Dst.texture = dataTexture.Get(); |
| r8Dst.mipLevel = 0; |
| r8Dst.origin = {}; |
| r8Dst.aspect = Aspect::Color; |
| DAWN_TRY(device->CopyFromStagingToTexture(buffer, src, r8Dst, copyExtent)); |
| } |
| |
| Ref<CommandEncoderBase> commandEncoder; |
| DAWN_TRY_ASSIGN(commandEncoder, device->CreateCommandEncoder()); |
| |
| DAWN_TRY(BlitR8ToStencil(device, commandEncoder.Get(), dataTexture.Get(), dst, copyExtent)); |
| |
| Ref<CommandBufferBase> commandBuffer; |
| DAWN_TRY_ASSIGN(commandBuffer, commandEncoder->Finish()); |
| |
| CommandBufferBase* commands = commandBuffer.Get(); |
| device->GetQueue()->APISubmit(1, &commands); |
| return {}; |
| } |
| |
| MaybeError BlitBufferToStencil(DeviceBase* device, |
| CommandEncoder* commandEncoder, |
| BufferBase* buffer, |
| const TextureDataLayout& src, |
| const TextureCopy& dst, |
| const Extent3D& copyExtent) { |
| TextureDescriptor dataTextureDesc = {}; |
| dataTextureDesc.format = wgpu::TextureFormat::R8Uint; |
| dataTextureDesc.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding; |
| dataTextureDesc.size = copyExtent; |
| |
| Ref<TextureBase> dataTexture; |
| DAWN_TRY_ASSIGN(dataTexture, device->CreateTexture(&dataTextureDesc)); |
| { |
| ImageCopyBuffer bufferSrc; |
| bufferSrc.buffer = buffer; |
| bufferSrc.layout = src; |
| |
| ImageCopyTexture textureDst; |
| textureDst.texture = dataTexture.Get(); |
| commandEncoder->APICopyBufferToTexture(&bufferSrc, &textureDst, ©Extent); |
| } |
| |
| DAWN_TRY(BlitR8ToStencil(device, commandEncoder, dataTexture.Get(), dst, copyExtent)); |
| return {}; |
| } |
| |
| } // namespace dawn::native |