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// 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.
#ifndef DAWNNATIVE_D3D12_TEXTURECOPYSPLITTER_H_
#define DAWNNATIVE_D3D12_TEXTURECOPYSPLITTER_H_
#include "dawn_native/dawn_platform.h"
#include <array>
namespace dawn::native {
struct TexelBlockInfo;
} // namespace dawn::native
namespace dawn::native::d3d12 {
struct TextureCopySubresource {
static constexpr unsigned int kMaxTextureCopyRegions = 4;
struct CopyInfo {
uint64_t alignedOffset = 0;
Origin3D textureOffset;
Origin3D bufferOffset;
Extent3D bufferSize;
Extent3D copySize;
};
CopyInfo* AddCopy();
uint32_t count = 0;
std::array<CopyInfo, kMaxTextureCopyRegions> copies;
};
struct TextureCopySplits {
static constexpr uint32_t kMaxTextureCopySubresources = 2;
std::array<TextureCopySubresource, kMaxTextureCopySubresources> copySubresources;
};
// This function is shared by 2D and 3D texture copy splitter. But it only knows how to handle
// 2D non-arrayed textures correctly, and just forwards "copySize.depthOrArrayLayers". See
// details in Compute{2D|3D}TextureCopySplits about how we generate copy regions for 2D array
// and 3D textures based on this function.
// The resulting copies triggered by API like CopyTextureRegion are equivalent to the copy
// regions defines by the arguments of TextureCopySubresource returned by this function and its
// counterparts. These arguments should strictly conform to particular invariants. Otherwise,
// D3D12 driver may report validation errors when we call CopyTextureRegion. Some important
// invariants are listed below. For more details
// of these invariants, see src/tests/unittests/d3d12/CopySplitTests.cpp.
// - Inside each copy region: 1) its buffer offset plus copy size should be less than its
// buffer size, 2) its buffer offset on y-axis should be less than copy format's
// blockInfo.height, 3) its buffer offset on z-axis should be 0.
// - Each copy region has an offset (aka alignedOffset) aligned to
// D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT
// - The buffer footprint of each copy region should be entirely within the copied buffer,
// which means that the last "texel" of the buffer footprint doesn't go past the end of
// the buffer even though the last "texel" might not be copied.
// - If there are multiple copy regions, each copy region should not overlap with the others.
// - Copy region(s) combined should exactly be equivalent to the texture region to be copied.
// - Every pixel accessed by every copy region should not be out of the bound of the copied
// texture and buffer.
TextureCopySubresource Compute2DTextureCopySubresource(Origin3D origin,
Extent3D copySize,
const TexelBlockInfo& blockInfo,
uint64_t offset,
uint32_t bytesPerRow);
TextureCopySplits Compute2DTextureCopySplits(Origin3D origin,
Extent3D copySize,
const TexelBlockInfo& blockInfo,
uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage);
TextureCopySubresource Compute3DTextureCopySplits(Origin3D origin,
Extent3D copySize,
const TexelBlockInfo& blockInfo,
uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage);
} // namespace dawn::native::d3d12
#endif // DAWNNATIVE_D3D12_TEXTURECOPYSPLITTER_H_