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// Copyright 2019 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/Format.h"
#include "dawn_native/Device.h"
#include "dawn_native/EnumMaskIterator.h"
#include "dawn_native/Extensions.h"
#include "dawn_native/Texture.h"
#include <bitset>
namespace dawn_native {
// Format
// TODO(dawn:527): Remove when unused.
ComponentTypeBit ToComponentTypeBit(wgpu::TextureComponentType type) {
switch (type) {
case wgpu::TextureComponentType::Float:
case wgpu::TextureComponentType::Sint:
case wgpu::TextureComponentType::Uint:
case wgpu::TextureComponentType::DepthComparison:
// When the compiler complains that you need to add a case statement here, please
// also add a corresponding static assert below!
break;
}
// Check that ComponentTypeBit bits are in the same position / order as the respective
// wgpu::TextureComponentType value.
static_assert(ComponentTypeBit::Float ==
static_cast<ComponentTypeBit>(
1 << static_cast<uint32_t>(wgpu::TextureComponentType::Float)),
"");
static_assert(ComponentTypeBit::Uint ==
static_cast<ComponentTypeBit>(
1 << static_cast<uint32_t>(wgpu::TextureComponentType::Uint)),
"");
static_assert(ComponentTypeBit::Sint ==
static_cast<ComponentTypeBit>(
1 << static_cast<uint32_t>(wgpu::TextureComponentType::Sint)),
"");
static_assert(
ComponentTypeBit::DepthComparison ==
static_cast<ComponentTypeBit>(
1 << static_cast<uint32_t>(wgpu::TextureComponentType::DepthComparison)),
"");
return static_cast<ComponentTypeBit>(1 << static_cast<uint32_t>(type));
}
ComponentTypeBit SampleTypeToComponentTypeBit(wgpu::TextureSampleType sampleType) {
switch (sampleType) {
case wgpu::TextureSampleType::Float:
case wgpu::TextureSampleType::UnfilterableFloat:
return ComponentTypeBit::Float;
case wgpu::TextureSampleType::Sint:
return ComponentTypeBit::Sint;
case wgpu::TextureSampleType::Uint:
return ComponentTypeBit::Uint;
case wgpu::TextureSampleType::Depth:
return ComponentTypeBit::DepthComparison;
case wgpu::TextureSampleType::Undefined:
UNREACHABLE();
}
// TODO(dawn:527): Ideally we can get this path to use that static_cast method as well.
}
bool Format::IsColor() const {
return aspects == Aspect::Color;
}
bool Format::HasDepth() const {
return (aspects & Aspect::Depth) != 0;
}
bool Format::HasStencil() const {
return (aspects & Aspect::Stencil) != 0;
}
bool Format::HasDepthOrStencil() const {
return (aspects & (Aspect::Depth | Aspect::Stencil)) != 0;
}
bool Format::IsMultiPlanar() const {
return (aspects & (Aspect::Plane0 | Aspect::Plane1)) != 0;
}
const AspectInfo& Format::GetAspectInfo(wgpu::TextureAspect aspect) const {
return GetAspectInfo(SelectFormatAspects(*this, aspect));
}
const AspectInfo& Format::GetAspectInfo(Aspect aspect) const {
ASSERT(HasOneBit(aspect));
ASSERT(aspects & aspect);
const size_t aspectIndex = GetAspectIndex(aspect);
ASSERT(aspectIndex < GetAspectCount(aspects));
return aspectInfo[aspectIndex];
}
size_t Format::GetIndex() const {
return ComputeFormatIndex(format);
}
// Implementation details of the format table of the DeviceBase
// For the enum for formats are packed but this might change when we have a broader extension
// mechanism for webgpu.h. Formats start at 1 because 0 is the undefined format.
size_t ComputeFormatIndex(wgpu::TextureFormat format) {
// This takes advantage of overflows to make the index of TextureFormat::Undefined outside
// of the range of the FormatTable.
static_assert(static_cast<uint32_t>(wgpu::TextureFormat::Undefined) - 1 > kKnownFormatCount,
"");
return static_cast<size_t>(static_cast<uint32_t>(format) - 1);
}
FormatTable BuildFormatTable(const DeviceBase* device) {
FormatTable table;
std::bitset<kKnownFormatCount> formatsSet;
using Type = wgpu::TextureComponentType;
auto AddFormat = [&table, &formatsSet](Format format) {
size_t index = ComputeFormatIndex(format.format);
ASSERT(index < table.size());
// This checks that each format is set at most once, the first part of checking that all
// formats are set exactly once.
ASSERT(!formatsSet[index]);
// Vulkan describes bytesPerRow in units of texels. If there's any format for which this
// ASSERT isn't true, then additional validation on bytesPerRow must be added.
const bool hasMultipleAspects = !HasOneBit(format.aspects);
ASSERT(hasMultipleAspects ||
(kTextureBytesPerRowAlignment % format.aspectInfo[0].block.byteSize) == 0);
table[index] = format;
formatsSet.set(index);
};
auto AddColorFormat = [&AddFormat](wgpu::TextureFormat format, bool renderable,
bool supportsStorageUsage, uint32_t byteSize,
Type type) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = renderable;
internalFormat.isCompressed = false;
internalFormat.isSupported = true;
internalFormat.supportsStorageUsage = supportsStorageUsage;
internalFormat.aspects = Aspect::Color;
AspectInfo* firstAspect = internalFormat.aspectInfo.data();
firstAspect->block.byteSize = byteSize;
firstAspect->block.width = 1;
firstAspect->block.height = 1;
firstAspect->baseType = type;
firstAspect->supportedComponentTypes = ToComponentTypeBit(type);
firstAspect->format = format;
AddFormat(internalFormat);
};
auto AddDepthFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = true;
internalFormat.isCompressed = false;
internalFormat.isSupported = true;
internalFormat.supportsStorageUsage = false;
internalFormat.aspects = Aspect::Depth;
AspectInfo* firstAspect = internalFormat.aspectInfo.data();
firstAspect->block.byteSize = byteSize;
firstAspect->block.width = 1;
firstAspect->block.height = 1;
firstAspect->baseType = wgpu::TextureComponentType::Float;
firstAspect->supportedComponentTypes =
ComponentTypeBit::Float | ComponentTypeBit::DepthComparison;
firstAspect->format = format;
AddFormat(internalFormat);
};
auto AddStencilFormat = [&AddFormat](wgpu::TextureFormat format) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = true;
internalFormat.isCompressed = false;
internalFormat.isSupported = false;
internalFormat.supportsStorageUsage = false;
internalFormat.aspects = Aspect::Stencil;
AspectInfo* firstAspect = internalFormat.aspectInfo.data();
firstAspect->block.byteSize = 1;
firstAspect->block.width = 1;
firstAspect->block.height = 1;
firstAspect->baseType = wgpu::TextureComponentType::Uint;
firstAspect->supportedComponentTypes = ComponentTypeBit::Uint;
firstAspect->format = format;
AddFormat(internalFormat);
};
auto AddCompressedFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
uint32_t width, uint32_t height, bool isSupported) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = false;
internalFormat.isCompressed = true;
internalFormat.isSupported = isSupported;
internalFormat.supportsStorageUsage = false;
internalFormat.aspects = Aspect::Color;
AspectInfo* firstAspect = internalFormat.aspectInfo.data();
firstAspect->block.byteSize = byteSize;
firstAspect->block.width = width;
firstAspect->block.height = height;
firstAspect->baseType = wgpu::TextureComponentType::Float;
firstAspect->supportedComponentTypes = ComponentTypeBit::Float;
firstAspect->format = format;
AddFormat(internalFormat);
};
auto AddMultiAspectFormat = [&AddFormat, &table](wgpu::TextureFormat format, Aspect aspects,
wgpu::TextureFormat firstFormat,
wgpu::TextureFormat secondFormat,
bool isRenderable, bool isSupported) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = isRenderable;
internalFormat.isCompressed = false;
internalFormat.isSupported = isSupported;
internalFormat.supportsStorageUsage = false;
internalFormat.aspects = aspects;
const size_t firstFormatIndex = ComputeFormatIndex(firstFormat);
const size_t secondFormatIndex = ComputeFormatIndex(secondFormat);
internalFormat.aspectInfo[0] = table[firstFormatIndex].aspectInfo[0];
internalFormat.aspectInfo[1] = table[secondFormatIndex].aspectInfo[0];
AddFormat(internalFormat);
};
// clang-format off
// 1 byte color formats
AddColorFormat(wgpu::TextureFormat::R8Unorm, true, false, 1, Type::Float);
AddColorFormat(wgpu::TextureFormat::R8Snorm, false, false, 1, Type::Float);
AddColorFormat(wgpu::TextureFormat::R8Uint, true, false, 1, Type::Uint);
AddColorFormat(wgpu::TextureFormat::R8Sint, true, false, 1, Type::Sint);
// 2 bytes color formats
AddColorFormat(wgpu::TextureFormat::R16Uint, true, false, 2, Type::Uint);
AddColorFormat(wgpu::TextureFormat::R16Sint, true, false, 2, Type::Sint);
AddColorFormat(wgpu::TextureFormat::R16Float, true, false, 2, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG8Unorm, true, false, 2, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG8Snorm, false, false, 2, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG8Uint, true, false, 2, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RG8Sint, true, false, 2, Type::Sint);
// 4 bytes color formats
AddColorFormat(wgpu::TextureFormat::R32Uint, true, true, 4, Type::Uint);
AddColorFormat(wgpu::TextureFormat::R32Sint, true, true, 4, Type::Sint);
AddColorFormat(wgpu::TextureFormat::R32Float, true, true, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG16Uint, true, false, 4, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RG16Sint, true, false, 4, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RG16Float, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8Unorm, true, true, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8UnormSrgb, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8Snorm, false, true, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA8Uint, true, true, 4, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RGBA8Sint, true, true, 4, Type::Sint);
AddColorFormat(wgpu::TextureFormat::BGRA8Unorm, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::BGRA8UnormSrgb, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGB10A2Unorm, true, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RG11B10Ufloat, false, false, 4, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGB9E5Ufloat, false, false, 4, Type::Float);
// 8 bytes color formats
AddColorFormat(wgpu::TextureFormat::RG32Uint, true, true, 8, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RG32Sint, true, true, 8, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RG32Float, true, true, 8, Type::Float);
AddColorFormat(wgpu::TextureFormat::RGBA16Uint, true, true, 8, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RGBA16Sint, true, true, 8, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RGBA16Float, true, true, 8, Type::Float);
// 16 bytes color formats
AddColorFormat(wgpu::TextureFormat::RGBA32Uint, true, true, 16, Type::Uint);
AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, 16, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, 16, Type::Float);
// Depth-stencil formats
AddDepthFormat(wgpu::TextureFormat::Depth32Float, 4);
AddDepthFormat(wgpu::TextureFormat::Depth24Plus, 4);
// TODO(dawn:666): Implement the stencil8 format
AddStencilFormat(wgpu::TextureFormat::Stencil8);
// TODO(cwallez@chromium.org): It isn't clear if this format should be copyable
// because its size isn't well defined, is it 4, 5 or 8?
AddMultiAspectFormat(wgpu::TextureFormat::Depth24PlusStencil8,
Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth24Plus, wgpu::TextureFormat::Stencil8, true, true);
// TODO(dawn:690): Implement Depth16Unorm, Depth24UnormStencil8, Depth32FloatStencil8.
// BC compressed formats
bool isBCFormatSupported = device->IsExtensionEnabled(Extension::TextureCompressionBC);
AddCompressedFormat(wgpu::TextureFormat::BC1RGBAUnorm, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC1RGBAUnormSrgb, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC4RSnorm, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC4RUnorm, 8, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC2RGBAUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC2RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC3RGBAUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC3RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC5RGSnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC5RGUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC6HRGBFloat, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC6HRGBUfloat, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC7RGBAUnorm, 16, 4, 4, isBCFormatSupported);
AddCompressedFormat(wgpu::TextureFormat::BC7RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported);
// multi-planar formats
const bool isMultiPlanarFormatSupported = device->IsExtensionEnabled(Extension::MultiPlanarFormats);
AddMultiAspectFormat(wgpu::TextureFormat::R8BG8Biplanar420Unorm, Aspect::Plane0 | Aspect::Plane1,
wgpu::TextureFormat::R8Unorm, wgpu::TextureFormat::RG8Unorm, false, isMultiPlanarFormatSupported);
// clang-format on
// This checks that each format is set at least once, the second part of checking that all
// formats are checked exactly once.
ASSERT(formatsSet.all());
return table;
}
} // namespace dawn_native