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// Copyright 2020 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/CopyTextureForBrowserHelper.h"
#include "dawn_native/BindGroup.h"
#include "dawn_native/BindGroupLayout.h"
#include "dawn_native/Buffer.h"
#include "dawn_native/CommandBuffer.h"
#include "dawn_native/CommandEncoder.h"
#include "dawn_native/CommandValidation.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"
#include "dawn_native/Sampler.h"
#include "dawn_native/Texture.h"
#include <unordered_set>
namespace dawn_native {
namespace {
// TODO(shaobo.yan@intel.com) : Support premultiplay-alpha
static const char sCopyTextureForBrowserVertex[] = R"(
[[block]] struct Uniforms {
u_scale : vec2<f32>;
u_offset : vec2<f32>;
};
const texcoord : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-0.5, 0.0),
vec2<f32>( 1.5, 0.0),
vec2<f32>( 0.5, 2.0));
[[location(0)]] var<out> v_texcoord: vec2<f32>;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
[[stage(vertex)]] fn main() -> void {
Position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
// Y component of scale is calculated by the copySizeHeight / textureHeight. Only
// flipY case can get negative number.
var flipY : bool = uniforms.u_scale.y < 0.0;
// Texture coordinate takes top-left as origin point. We need to map the
// texture to triangle carefully.
if (flipY) {
// We need to get the mirror positions(mirrored based on y = 0.5) on flip cases.
// Adopt transform to src texture and then mapping it to triangle coord which
// do a +1 shift on Y dimension will help us got that mirror position perfectly.
v_texcoord = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) *
vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0);
} else {
// For the normal case, we need to get the exact position.
// So mapping texture to triangle firstly then adopt the transform.
v_texcoord = (texcoord[VertexIndex] *
vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
uniforms.u_scale + uniforms.u_offset;
}
}
)";
static const char sCopyTextureForBrowserFragment[] = R"(
[[binding(1), group(0)]] var mySampler: sampler;
[[binding(2), group(0)]] var myTexture: texture_2d<f32>;
[[location(0)]] var<in> v_texcoord : vec2<f32>;
[[location(0)]] var<out> outputColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
// Clamp the texcoord and discard the out-of-bound pixels.
var clampedTexcoord : vec2<f32> =
clamp(v_texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
if (all(clampedTexcoord == v_texcoord)) {
var srcColor : vec4<f32> = textureSample(myTexture, mySampler, v_texcoord);
// Swizzling of texture formats when sampling / rendering is handled by the
// hardware so we don't need special logic in this shader. This is covered by tests.
outputColor = srcColor;
}
}
)";
// TODO(shaobo.yan@intel.com): Expand copyTextureForBrowser to support any
// non-depth, non-stencil, non-compressed texture format pair copy. Now this API
// supports CopyImageBitmapToTexture normal format pairs.
MaybeError ValidateCopyTextureFormatConversion(const wgpu::TextureFormat srcFormat,
const wgpu::TextureFormat dstFormat) {
switch (srcFormat) {
case wgpu::TextureFormat::BGRA8Unorm:
case wgpu::TextureFormat::RGBA8Unorm:
break;
default:
return DAWN_VALIDATION_ERROR(
"Unsupported src texture format for CopyTextureForBrowser.");
}
switch (dstFormat) {
case wgpu::TextureFormat::RGBA8Unorm:
case wgpu::TextureFormat::BGRA8Unorm:
case wgpu::TextureFormat::RGBA32Float:
case wgpu::TextureFormat::RG8Unorm:
case wgpu::TextureFormat::RGBA16Float:
case wgpu::TextureFormat::RG16Float:
case wgpu::TextureFormat::RGB10A2Unorm:
break;
default:
return DAWN_VALIDATION_ERROR(
"Unsupported dst texture format for CopyTextureForBrowser.");
}
return {};
}
MaybeError ValidateCopyTextureForBrowserOptions(
const CopyTextureForBrowserOptions* options) {
if (options->nextInChain != nullptr) {
return DAWN_VALIDATION_ERROR(
"CopyTextureForBrowserOptions: nextInChain must be nullptr");
}
return {};
}
RenderPipelineBase* GetCachedPipeline(InternalPipelineStore* store,
wgpu::TextureFormat dstFormat) {
auto pipeline = store->copyTextureForBrowserPipelines.find(dstFormat);
if (pipeline != store->copyTextureForBrowserPipelines.end()) {
return pipeline->second.Get();
}
return nullptr;
}
RenderPipelineBase* GetOrCreateCopyTextureForBrowserPipeline(
DeviceBase* device,
wgpu::TextureFormat dstFormat) {
InternalPipelineStore* store = device->GetInternalPipelineStore();
if (GetCachedPipeline(store, dstFormat) == nullptr) {
// Create vertex shader module if not cached before.
if (store->copyTextureForBrowserVS == nullptr) {
ShaderModuleDescriptor descriptor;
ShaderModuleWGSLDescriptor wgslDesc;
wgslDesc.source = sCopyTextureForBrowserVertex;
descriptor.nextInChain = reinterpret_cast<ChainedStruct*>(&wgslDesc);
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
store->copyTextureForBrowserVS =
AcquireRef(device->APICreateShaderModule(&descriptor));
}
ShaderModuleBase* vertexModule = store->copyTextureForBrowserVS.Get();
// Create fragment shader module if not cached before.
if (store->copyTextureForBrowserFS == nullptr) {
ShaderModuleDescriptor descriptor;
ShaderModuleWGSLDescriptor wgslDesc;
wgslDesc.source = sCopyTextureForBrowserFragment;
descriptor.nextInChain = reinterpret_cast<ChainedStruct*>(&wgslDesc);
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
store->copyTextureForBrowserFS =
AcquireRef(device->APICreateShaderModule(&descriptor));
}
ShaderModuleBase* fragmentModule = store->copyTextureForBrowserFS.Get();
// Prepare vertex stage.
VertexState vertex = {};
vertex.module = vertexModule;
vertex.entryPoint = "main";
// Prepare frgament stage.
FragmentState fragment = {};
fragment.module = fragmentModule;
fragment.entryPoint = "main";
// Prepare color state.
ColorTargetState target = {};
target.format = dstFormat;
// Create RenderPipeline.
RenderPipelineDescriptor2 renderPipelineDesc = {};
// Generate the layout based on shader modules.
renderPipelineDesc.layout = nullptr;
renderPipelineDesc.vertex = vertex;
renderPipelineDesc.fragment = &fragment;
renderPipelineDesc.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
fragment.targetCount = 1;
fragment.targets = &target;
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
store->copyTextureForBrowserPipelines.insert(
{dstFormat, AcquireRef(device->APICreateRenderPipeline2(&renderPipelineDesc))});
}
return GetCachedPipeline(store, dstFormat);
}
} // anonymous namespace
MaybeError ValidateCopyTextureForBrowser(DeviceBase* device,
const ImageCopyTexture* source,
const ImageCopyTexture* destination,
const Extent3D* copySize,
const CopyTextureForBrowserOptions* options) {
DAWN_TRY(device->ValidateObject(source->texture));
DAWN_TRY(device->ValidateObject(destination->texture));
DAWN_TRY(ValidateImageCopyTexture(device, *source, *copySize));
DAWN_TRY(ValidateImageCopyTexture(device, *destination, *copySize));
DAWN_TRY(ValidateCopyTextureForBrowserRestrictions(*source, *destination, *copySize));
DAWN_TRY(ValidateTextureCopyRange(device, *source, *copySize));
DAWN_TRY(ValidateTextureCopyRange(device, *destination, *copySize));
DAWN_TRY(ValidateCanUseAs(source->texture, wgpu::TextureUsage::CopySrc));
DAWN_TRY(ValidateCanUseAs(destination->texture, wgpu::TextureUsage::CopyDst));
DAWN_TRY(ValidateCopyTextureFormatConversion(source->texture->GetFormat().format,
destination->texture->GetFormat().format));
DAWN_TRY(ValidateCopyTextureForBrowserOptions(options));
return {};
}
MaybeError DoCopyTextureForBrowser(DeviceBase* device,
const ImageCopyTexture* source,
const ImageCopyTexture* destination,
const Extent3D* copySize,
const CopyTextureForBrowserOptions* options) {
// TODO(shaobo.yan@intel.com): In D3D12 and Vulkan, compatible texture format can directly
// copy to each other. This can be a potential fast path.
RenderPipelineBase* pipeline = GetOrCreateCopyTextureForBrowserPipeline(
device, destination->texture->GetFormat().format);
// Prepare bind group layout.
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
Ref<BindGroupLayoutBase> layout = AcquireRef(pipeline->APIGetBindGroupLayout(0));
// Prepare bind group descriptor
BindGroupEntry bindGroupEntries[3] = {};
BindGroupDescriptor bgDesc = {};
bgDesc.layout = layout.Get();
bgDesc.entryCount = 3;
bgDesc.entries = bindGroupEntries;
Extent3D srcTextureSize = source->texture->GetSize();
// Prepare binding 0 resource: uniform buffer.
float uniformData[] = {
copySize->width / static_cast<float>(srcTextureSize.width),
copySize->height / static_cast<float>(srcTextureSize.height), // scale
source->origin.x / static_cast<float>(srcTextureSize.width),
source->origin.y / static_cast<float>(srcTextureSize.height) // offset
};
// Handle flipY. FlipY here means we flip the source texture firstly and then
// do copy. This helps on the case which source texture is flipped and the copy
// need to unpack the flip.
if (options && options->flipY) {
uniformData[1] *= -1.0;
uniformData[3] += copySize->height / static_cast<float>(srcTextureSize.height);
}
BufferDescriptor uniformDesc = {};
uniformDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
uniformDesc.size = sizeof(uniformData);
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
Ref<BufferBase> uniformBuffer = AcquireRef(device->APICreateBuffer(&uniformDesc));
DAWN_TRY(device->GetQueue()->WriteBuffer(uniformBuffer.Get(), 0, uniformData,
sizeof(uniformData)));
// Prepare binding 1 resource: sampler
// Use default configuration, filterMode set to Nearest for min and mag.
SamplerDescriptor samplerDesc = {};
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
Ref<SamplerBase> sampler = AcquireRef(device->APICreateSampler(&samplerDesc));
// Prepare binding 2 resource: sampled texture
TextureViewDescriptor srcTextureViewDesc = {};
srcTextureViewDesc.baseMipLevel = source->mipLevel;
srcTextureViewDesc.mipLevelCount = 1;
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
Ref<TextureViewBase> srcTextureView =
AcquireRef(source->texture->APICreateView(&srcTextureViewDesc));
// Set bind group entries.
bindGroupEntries[0].binding = 0;
bindGroupEntries[0].buffer = uniformBuffer.Get();
bindGroupEntries[0].size = sizeof(uniformData);
bindGroupEntries[1].binding = 1;
bindGroupEntries[1].sampler = sampler.Get();
bindGroupEntries[2].binding = 2;
bindGroupEntries[2].textureView = srcTextureView.Get();
// Create bind group after all binding entries are set.
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
Ref<BindGroupBase> bindGroup = AcquireRef(device->APICreateBindGroup(&bgDesc));
// Create command encoder.
CommandEncoderDescriptor encoderDesc = {};
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
Ref<CommandEncoder> encoder = AcquireRef(device->APICreateCommandEncoder(&encoderDesc));
// Prepare dst texture view as color Attachment.
TextureViewDescriptor dstTextureViewDesc;
dstTextureViewDesc.baseMipLevel = destination->mipLevel;
dstTextureViewDesc.mipLevelCount = 1;
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
Ref<TextureViewBase> dstView =
AcquireRef(destination->texture->APICreateView(&dstTextureViewDesc));
// Prepare render pass color attachment descriptor.
RenderPassColorAttachmentDescriptor colorAttachmentDesc;
colorAttachmentDesc.attachment = dstView.Get();
colorAttachmentDesc.loadOp = wgpu::LoadOp::Load;
colorAttachmentDesc.storeOp = wgpu::StoreOp::Store;
colorAttachmentDesc.clearColor = {0.0, 0.0, 0.0, 1.0};
// Create render pass.
RenderPassDescriptor renderPassDesc;
renderPassDesc.colorAttachmentCount = 1;
renderPassDesc.colorAttachments = &colorAttachmentDesc;
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
Ref<RenderPassEncoder> passEncoder =
AcquireRef(encoder->APIBeginRenderPass(&renderPassDesc));
// Start pipeline and encode commands to complete
// the copy from src texture to dst texture with transformation.
passEncoder->APISetPipeline(pipeline);
passEncoder->APISetBindGroup(0, bindGroup.Get());
passEncoder->APISetViewport(destination->origin.x, destination->origin.y, copySize->width,
copySize->height, 0.0, 1.0);
passEncoder->APIDraw(3);
passEncoder->APIEndPass();
// Finsh encoding.
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
Ref<CommandBufferBase> commandBuffer = AcquireRef(encoder->APIFinish());
CommandBufferBase* submitCommandBuffer = commandBuffer.Get();
// Submit command buffer.
device->GetQueue()->APISubmit(1, &submitCommandBuffer);
return {};
}
} // namespace dawn_native