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// Copyright 2023 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/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.source = 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;
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.source = 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.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[format] = pipelines;
return pipelines;
}
MaybeError BlitRG8ToDepth16Unorm(DeviceBase* device,
CommandEncoder* commandEncoder,
TextureBase* dataTexture,
const TextureCopy& dst,
const Extent3D& copyExtent) {
ASSERT(dst.texture->GetFormat().format == wgpu::TextureFormat::Depth16Unorm);
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.depthLoadOp = wgpu::LoadOp::Load;
dsAttachment.depthStoreOp = wgpu::StoreOp::Store;
RenderPassDescriptor rpDesc = {};
rpDesc.depthStencilAttachment = &dsAttachment;
Ref<RenderPassEncoder> pass = AcquireRef(commandEncoder->APIBeginRenderPass(&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->APIEnd();
}
return {};
}
MaybeError BlitR8ToStencil(DeviceBase* device,
CommandEncoder* commandEncoder,
TextureBase* dataTexture,
const TextureCopy& dst,
const Extent3D& copyExtent) {
const Format& format = dst.texture->GetFormat();
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.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 = AcquireRef(commandEncoder->APIBeginRenderPass(&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->APIEnd();
}
return {};
}
} // anonymous namespace
MaybeError BlitStagingBufferToDepth(DeviceBase* device,
BufferBase* buffer,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copyExtent) {
const Format& format = dst.texture->GetFormat();
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();
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, &copyExtent);
}
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, &copyExtent);
}
DAWN_TRY(BlitR8ToStencil(device, commandEncoder, dataTexture.Get(), dst, copyExtent));
return {};
}
} // namespace dawn::native