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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/d3d11/TextureD3D11.h"
#include <algorithm>
#include <string>
#include <utility>
#include "dawn/common/Constants.h"
#include "dawn/common/Math.h"
#include "dawn/native/CommandBuffer.h"
#include "dawn/native/DynamicUploader.h"
#include "dawn/native/EnumMaskIterator.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/ToBackend.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d/UtilsD3D.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/Forward.h"
#include "dawn/native/d3d11/UtilsD3D11.h"
namespace dawn::native::d3d11 {
namespace {
UINT D3D11TextureBindFlags(wgpu::TextureUsage usage, const Format& format) {
bool isDepthOrStencilFormat = format.HasDepthOrStencil();
UINT bindFlags = 0;
if (usage & wgpu::TextureUsage::TextureBinding) {
bindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
if (usage & wgpu::TextureUsage::StorageBinding) {
bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
if (usage & wgpu::TextureUsage::RenderAttachment) {
bindFlags |= isDepthOrStencilFormat ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
}
return bindFlags;
}
} // namespace
// static
ResultOrError<Ref<Texture>> Texture::Create(Device* device, const TextureDescriptor* descriptor) {
Ref<Texture> texture = AcquireRef(new Texture(device, descriptor, TextureState::OwnedInternal));
DAWN_TRY(texture->InitializeAsInternalTexture());
return std::move(texture);
}
// static
ResultOrError<Ref<Texture>> Texture::Create(Device* device,
const TextureDescriptor* descriptor,
ComPtr<ID3D11Resource> d3d11Texture) {
Ref<Texture> dawnTexture =
AcquireRef(new Texture(device, descriptor, TextureState::OwnedExternal));
DAWN_TRY(dawnTexture->InitializeAsSwapChainTexture(std::move(d3d11Texture)));
return std::move(dawnTexture);
}
MaybeError Texture::InitializeAsInternalTexture() {
Device* device = ToBackend(GetDevice());
DXGI_FORMAT dxgiFormat = d3d::DXGITextureFormat(GetFormat().format);
switch (GetDimension()) {
case wgpu::TextureDimension::e1D: {
D3D11_TEXTURE1D_DESC textureDescriptor;
textureDescriptor.Width = GetSize().width;
textureDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
textureDescriptor.ArraySize = 1;
textureDescriptor.Format = dxgiFormat;
textureDescriptor.Usage = D3D11_USAGE_DEFAULT;
textureDescriptor.BindFlags = D3D11TextureBindFlags(GetUsage(), GetFormat());
textureDescriptor.CPUAccessFlags = 0;
textureDescriptor.MiscFlags = 0;
ComPtr<ID3D11Texture1D> d3d11Texture1D;
DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateTexture1D(
&textureDescriptor, nullptr, &d3d11Texture1D),
"D3D11 create texture1d"));
mD3d11Resource = std::move(d3d11Texture1D);
break;
}
case wgpu::TextureDimension::e2D: {
D3D11_TEXTURE2D_DESC textureDescriptor;
textureDescriptor.Width = GetSize().width;
textureDescriptor.Height = GetSize().height;
textureDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
textureDescriptor.ArraySize = GetArrayLayers();
textureDescriptor.Format = dxgiFormat;
textureDescriptor.SampleDesc.Count = GetSampleCount();
textureDescriptor.SampleDesc.Quality = 0;
textureDescriptor.Usage = D3D11_USAGE_DEFAULT;
textureDescriptor.BindFlags = D3D11TextureBindFlags(GetUsage(), GetFormat());
textureDescriptor.CPUAccessFlags = 0;
textureDescriptor.MiscFlags = 0;
if (GetArrayLayers() >= 6) {
// Texture layers are more than 6. It can be used as a cube map.
textureDescriptor.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
}
ComPtr<ID3D11Texture2D> d3d11Texture2D;
DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateTexture2D(
&textureDescriptor, nullptr, &d3d11Texture2D),
"D3D11 create texture2d"));
mD3d11Resource = std::move(d3d11Texture2D);
break;
}
case wgpu::TextureDimension::e3D: {
D3D11_TEXTURE3D_DESC textureDescriptor;
textureDescriptor.Width = GetSize().width;
textureDescriptor.Height = GetSize().height;
textureDescriptor.Depth = GetSize().depthOrArrayLayers;
textureDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
textureDescriptor.Format = dxgiFormat;
textureDescriptor.Usage = D3D11_USAGE_DEFAULT;
textureDescriptor.BindFlags = D3D11TextureBindFlags(GetUsage(), GetFormat());
textureDescriptor.CPUAccessFlags = 0;
textureDescriptor.MiscFlags = 0;
ComPtr<ID3D11Texture3D> d3d11Texture3D;
DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateTexture3D(
&textureDescriptor, nullptr, &d3d11Texture3D),
"D3D11 create texture3d"));
mD3d11Resource = std::move(d3d11Texture3D);
break;
}
}
if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
CommandRecordingContext* commandContext = device->GetPendingCommandContext();
DAWN_TRY(Clear(commandContext, GetAllSubresources(), TextureBase::ClearValue::NonZero));
}
SetLabelImpl();
return {};
}
MaybeError Texture::InitializeAsSwapChainTexture(ComPtr<ID3D11Resource> d3d11Texture) {
mD3d11Resource = std::move(d3d11Texture);
SetLabelHelper("Dawn_SwapChainTexture");
return {};
}
Texture::Texture(Device* device, const TextureDescriptor* descriptor, TextureState state)
: TextureBase(device, descriptor, state) {}
Texture::~Texture() = default;
void Texture::DestroyImpl() {
TextureBase::DestroyImpl();
mD3d11Resource = nullptr;
}
DXGI_FORMAT Texture::GetD3D11Format() const {
return d3d::DXGITextureFormat(GetFormat().format);
}
ID3D11Resource* Texture::GetD3D11Resource() const {
return mD3d11Resource.Get();
}
DXGI_FORMAT Texture::GetD3D11CopyableSubresourceFormat(Aspect aspect) const {
// TODO(dawn:1705): share the code with D3D12
ASSERT(GetFormat().aspects & aspect);
switch (GetFormat().format) {
case wgpu::TextureFormat::Depth24PlusStencil8:
case wgpu::TextureFormat::Depth32FloatStencil8:
case wgpu::TextureFormat::Stencil8:
switch (aspect) {
case Aspect::Depth:
return DXGI_FORMAT_R32_FLOAT;
case Aspect::Stencil:
return DXGI_FORMAT_R8_UINT;
default:
UNREACHABLE();
}
default:
ASSERT(HasOneBit(GetFormat().aspects));
return GetD3D11Format();
}
}
D3D11_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(const Format& format,
const SubresourceRange& range) const {
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = d3d::DXGITextureFormat(format.format);
if (IsMultisampledTexture()) {
ASSERT(GetDimension() == wgpu::TextureDimension::e2D);
ASSERT(GetNumMipLevels() == 1);
ASSERT(range.baseMipLevel == 0);
ASSERT(range.baseArrayLayer == 0);
ASSERT(range.layerCount == 1);
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
return rtvDesc;
}
switch (GetDimension()) {
case wgpu::TextureDimension::e2D:
// Currently we always use D3D11_TEX2D_ARRAY_RTV because we cannot specify base
// array layer and layer count in D3D11_TEX2D_RTV. For 2D texture views, we treat
// them as 1-layer 2D array textures. (Just like how we treat SRVs)
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_rtv
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_array
// _rtv
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = range.baseMipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = range.baseArrayLayer;
rtvDesc.Texture2DArray.ArraySize = range.layerCount;
break;
case wgpu::TextureDimension::e3D:
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = range.baseMipLevel;
rtvDesc.Texture3D.FirstWSlice = range.baseArrayLayer;
rtvDesc.Texture3D.WSize = range.layerCount;
break;
case wgpu::TextureDimension::e1D:
UNREACHABLE();
break;
}
return rtvDesc;
}
D3D11_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(const SubresourceRange& range,
bool depthReadOnly,
bool stencilReadOnly) const {
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = GetD3D11Format();
dsvDesc.Flags = 0;
if (depthReadOnly && range.aspects & Aspect::Depth) {
dsvDesc.Flags |= D3D11_DSV_READ_ONLY_DEPTH;
}
if (stencilReadOnly && range.aspects & Aspect::Stencil) {
dsvDesc.Flags |= D3D11_DSV_READ_ONLY_STENCIL;
}
if (IsMultisampledTexture()) {
ASSERT(GetNumMipLevels() == 1);
ASSERT(range.baseMipLevel == 0);
ASSERT(range.baseArrayLayer == 0);
ASSERT(range.layerCount == 1);
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
} else {
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Texture2DArray.MipSlice = range.baseMipLevel;
dsvDesc.Texture2DArray.FirstArraySlice = range.baseArrayLayer;
dsvDesc.Texture2DArray.ArraySize = range.layerCount;
}
return dsvDesc;
}
MaybeError Texture::Clear(CommandRecordingContext* commandContext,
const SubresourceRange& range,
TextureBase::ClearValue clearValue) {
// TODO(dawn:1740): Clear non-renderable texture.
if ((GetUsage() & wgpu::TextureUsage::RenderAttachment) == 0) {
return DAWN_UNIMPLEMENTED_ERROR("Clearing non-renderable textures is not implemented");
}
TextureViewDescriptor desc;
desc.format = GetFormat().format;
switch (GetDimension()) {
case wgpu::TextureDimension::e1D:
desc.dimension = wgpu::TextureViewDimension::e1D;
break;
case wgpu::TextureDimension::e2D:
desc.dimension = wgpu::TextureViewDimension::e2D;
break;
case wgpu::TextureDimension::e3D:
desc.dimension = wgpu::TextureViewDimension::e3D;
break;
}
// TODO(dawn:1740): support clearing multiple layers.
if (range.levelCount != 1 || range.layerCount != 1) {
return DAWN_UNIMPLEMENTED_ERROR("Clearing multiple layers is not implemented");
}
desc.baseMipLevel = range.baseMipLevel;
desc.mipLevelCount = range.levelCount;
desc.baseArrayLayer = range.baseArrayLayer;
desc.arrayLayerCount = range.layerCount;
desc.aspect = wgpu::TextureAspect::All;
Ref<TextureView> view = TextureView::Create(this, &desc);
ComPtr<ID3D11RenderTargetView> d3d11RTV;
DAWN_TRY_ASSIGN(d3d11RTV, view->CreateD3D11RenderTargetView());
static constexpr std::array<float, 4> zero = {0.0f, 0.0f, 0.0f, 0.0f};
static constexpr std::array<float, 4> nonZero = {1.0f, 1.0f, 1.0f, 1.0f};
commandContext->GetD3D11DeviceContext()->ClearRenderTargetView(
d3d11RTV.Get(), clearValue == TextureBase::ClearValue::Zero ? zero.data() : nonZero.data());
return {};
}
void Texture::SetLabelHelper(const char* prefix) {
SetDebugName(ToBackend(GetDevice()), mD3d11Resource.Get(), prefix, GetLabel());
}
void Texture::SetLabelImpl() {
SetLabelHelper("Dawn_InternalTexture");
}
MaybeError Texture::EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
const SubresourceRange& range) {
if (!ToBackend(GetDevice())->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) {
return {};
}
if (!IsSubresourceContentInitialized(range)) {
// If subresource has not been initialized, clear it to black as it could contain
// dirty bits from recycled memory
DAWN_TRY(Clear(commandContext, range, TextureBase::ClearValue::Zero));
}
return {};
}
MaybeError Texture::Write(CommandRecordingContext* commandContext,
const SubresourceRange& subresources,
const Origin3D& origin,
const Extent3D& size,
const uint8_t* data,
uint32_t bytesPerRow,
uint32_t rowsPerImage) {
DAWN_ASSERT(size.width != 0 && size.height != 0 && size.depthOrArrayLayers != 0);
if (IsCompleteSubresourceCopiedTo(this, size, subresources.baseMipLevel)) {
SetIsSubresourceContentInitialized(true, subresources);
} else {
DAWN_TRY(EnsureSubresourceContentInitialized(commandContext, subresources));
}
D3D11_BOX dstBox;
dstBox.left = origin.x;
dstBox.right = origin.x + size.width;
dstBox.top = origin.y;
dstBox.bottom = origin.y + size.height;
if (GetDimension() == wgpu::TextureDimension::e3D) {
dstBox.front = origin.z;
dstBox.back = origin.z + size.depthOrArrayLayers;
uint32_t subresource =
GetSubresourceIndex(subresources.baseMipLevel, origin.z, subresources.aspects);
commandContext->GetD3D11DeviceContext1()->UpdateSubresource(GetD3D11Resource(), subresource,
&dstBox, data, bytesPerRow, 0);
} else {
dstBox.front = 0;
dstBox.back = 1;
for (uint32_t z = origin.z; z < size.depthOrArrayLayers; ++z) {
uint32_t subresource =
GetSubresourceIndex(subresources.baseMipLevel, z, subresources.aspects);
commandContext->GetD3D11DeviceContext1()->UpdateSubresource(
GetD3D11Resource(), subresource, &dstBox, data, bytesPerRow, 0);
data += rowsPerImage * bytesPerRow;
}
}
return {};
}
// static
MaybeError Texture::Copy(CommandRecordingContext* commandContext, CopyTextureToTextureCmd* copy) {
ASSERT(copy->copySize.width != 0 && copy->copySize.height != 0 &&
copy->copySize.depthOrArrayLayers != 0);
auto& src = copy->source;
auto& dst = copy->destination;
SubresourceRange subresources = GetSubresourcesAffectedByCopy(src, copy->copySize);
DAWN_TRY(
ToBackend(src.texture)->EnsureSubresourceContentInitialized(commandContext, subresources));
subresources = GetSubresourcesAffectedByCopy(dst, copy->copySize);
if (IsCompleteSubresourceCopiedTo(dst.texture.Get(), copy->copySize, dst.mipLevel)) {
dst.texture->SetIsSubresourceContentInitialized(true, subresources);
} else {
DAWN_TRY(ToBackend(dst.texture)
->EnsureSubresourceContentInitialized(commandContext, subresources));
}
D3D11_BOX srcBox;
srcBox.left = src.origin.x;
srcBox.right = src.origin.x + copy->copySize.width;
srcBox.top = src.origin.y;
srcBox.bottom = src.origin.y + copy->copySize.height;
srcBox.front = 0;
srcBox.back = 1;
uint32_t subresource = src.texture->GetSubresourceIndex(src.mipLevel, src.origin.z, src.aspect);
commandContext->GetD3D11DeviceContext1()->CopySubresourceRegion(
ToBackend(dst.texture)->GetD3D11Resource(), dst.mipLevel, dst.origin.x, dst.origin.y,
dst.origin.z, ToBackend(src.texture)->GetD3D11Resource(), subresource, &srcBox);
return {};
}
// static
Ref<TextureView> TextureView::Create(TextureBase* texture,
const TextureViewDescriptor* descriptor) {
return AcquireRef(new TextureView(texture, descriptor));
}
TextureView::~TextureView() = default;
DXGI_FORMAT TextureView::GetD3D11Format() const {
return d3d::DXGITextureFormat(GetFormat().format);
}
ResultOrError<ComPtr<ID3D11ShaderResourceView>> TextureView::CreateD3D11ShaderResourceView() const {
Device* device = ToBackend(GetDevice());
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = d3d::DXGITextureFormat(GetFormat().format);
const Format& textureFormat = GetTexture()->GetFormat();
// TODO(dawn:1705): share below code with D3D12?
if (textureFormat.HasDepthOrStencil()) {
// Configure the SRV descriptor to reinterpret the texture allocated as
// TYPELESS as a single-plane shader-accessible view.
switch (textureFormat.format) {
case wgpu::TextureFormat::Depth32Float:
case wgpu::TextureFormat::Depth24Plus:
srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
break;
case wgpu::TextureFormat::Depth16Unorm:
srvDesc.Format = DXGI_FORMAT_R16_UNORM;
break;
case wgpu::TextureFormat::Stencil8: {
Aspect aspects = GetAspects();
ASSERT(aspects != Aspect::None);
if (!HasZeroOrOneBits(aspects)) {
// A single aspect is not selected. The texture view must not be
// sampled.
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
break;
}
switch (aspects) {
case Aspect::Depth:
srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
break;
case Aspect::Stencil:
srvDesc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT;
break;
default:
UNREACHABLE();
break;
}
break;
}
case wgpu::TextureFormat::Depth24PlusStencil8:
case wgpu::TextureFormat::Depth32FloatStencil8: {
Aspect aspects = GetAspects();
ASSERT(aspects != Aspect::None);
if (!HasZeroOrOneBits(aspects)) {
// A single aspect is not selected. The texture view must not be
// sampled.
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
break;
}
switch (aspects) {
case Aspect::Depth:
srvDesc.Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
break;
case Aspect::Stencil:
srvDesc.Format = DXGI_FORMAT_X32_TYPELESS_G8X24_UINT;
break;
default:
UNREACHABLE();
break;
}
break;
}
default:
UNREACHABLE();
break;
}
}
// Currently we always use D3D11_TEX2D_ARRAY_SRV because we cannot specify base array
// layer and layer count in D3D11_TEX2D_SRV. For 2D texture views, we treat them as
// 1-layer 2D array textures. Multisampled textures may only be one array layer, so we
// use D3D11_SRV_DIMENSION_TEXTURE2DMS.
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_srv
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_array_srv
if (GetTexture()->IsMultisampledTexture()) {
switch (GetDimension()) {
case wgpu::TextureViewDimension::e2DArray:
ASSERT(GetTexture()->GetArrayLayers() == 1);
[[fallthrough]];
case wgpu::TextureViewDimension::e2D:
ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e2D);
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
break;
default:
UNREACHABLE();
}
} else {
switch (GetDimension()) {
case wgpu::TextureViewDimension::e1D:
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
srvDesc.Texture1D.MipLevels = GetLevelCount();
srvDesc.Texture1D.MostDetailedMip = GetBaseMipLevel();
break;
case wgpu::TextureViewDimension::e2D:
case wgpu::TextureViewDimension::e2DArray:
ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e2D);
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.ArraySize = GetLayerCount();
srvDesc.Texture2DArray.FirstArraySlice = GetBaseArrayLayer();
srvDesc.Texture2DArray.MipLevels = GetLevelCount();
srvDesc.Texture2DArray.MostDetailedMip = GetBaseMipLevel();
break;
case wgpu::TextureViewDimension::Cube:
case wgpu::TextureViewDimension::CubeArray:
ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e2D);
ASSERT(GetLayerCount() % 6 == 0);
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
srvDesc.TextureCubeArray.First2DArrayFace = GetBaseArrayLayer();
srvDesc.TextureCubeArray.NumCubes = GetLayerCount() / 6;
srvDesc.TextureCubeArray.MipLevels = GetLevelCount();
srvDesc.TextureCubeArray.MostDetailedMip = GetBaseMipLevel();
break;
case wgpu::TextureViewDimension::e3D:
ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e3D);
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvDesc.Texture3D.MostDetailedMip = GetBaseMipLevel();
srvDesc.Texture3D.MipLevels = GetLevelCount();
break;
case wgpu::TextureViewDimension::Undefined:
UNREACHABLE();
}
}
ComPtr<ID3D11ShaderResourceView> srv;
DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateShaderResourceView(
ToBackend(GetTexture())->GetD3D11Resource(), &srvDesc, &srv),
"CreateShaderResourceView"));
return srv;
}
ResultOrError<ComPtr<ID3D11RenderTargetView>> TextureView::CreateD3D11RenderTargetView() const {
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc =
ToBackend(GetTexture())->GetRTVDescriptor(GetFormat(), GetSubresourceRange());
ComPtr<ID3D11RenderTargetView> rtv;
DAWN_TRY(CheckHRESULT(
ToBackend(GetDevice())
->GetD3D11Device()
->CreateRenderTargetView(ToBackend(GetTexture())->GetD3D11Resource(), &rtvDesc, &rtv),
"CreateRenderTargetView"));
return rtv;
}
ResultOrError<ComPtr<ID3D11DepthStencilView>> TextureView::CreateD3D11DepthStencilView(
bool depthReadOnly,
bool stencilReadOnly) const {
ComPtr<ID3D11DepthStencilView> dsv;
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc =
ToBackend(GetTexture())
->GetDSVDescriptor(GetSubresourceRange(), depthReadOnly, stencilReadOnly);
DAWN_TRY(CheckHRESULT(
ToBackend(GetDevice())
->GetD3D11Device()
->CreateDepthStencilView(ToBackend(GetTexture())->GetD3D11Resource(), &dsvDesc, &dsv),
"CreateDepthStencilView"));
return dsv;
}
ResultOrError<ComPtr<ID3D11UnorderedAccessView>> TextureView::CreateD3D11UnorderedAccessView()
const {
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = GetD3D11Format();
ASSERT(!GetTexture()->IsMultisampledTexture());
switch (GetDimension()) {
case wgpu::TextureViewDimension::e1D:
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE1D;
uavDesc.Texture1D.MipSlice = GetBaseMipLevel();
break;
case wgpu::TextureViewDimension::e2D:
case wgpu::TextureViewDimension::e2DArray:
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
uavDesc.Texture2DArray.FirstArraySlice = GetBaseArrayLayer();
uavDesc.Texture2DArray.ArraySize = GetLayerCount();
uavDesc.Texture2DArray.MipSlice = GetBaseMipLevel();
break;
case wgpu::TextureViewDimension::e3D:
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
uavDesc.Texture3D.FirstWSlice = 0;
uavDesc.Texture3D.WSize = GetTexture()->GetDepth() >> GetBaseMipLevel();
uavDesc.Texture3D.MipSlice = GetBaseMipLevel();
break;
// Cube and Cubemap can't be used as storage texture. So there is no need to create UAV
// descriptor for them.
case wgpu::TextureViewDimension::Cube:
case wgpu::TextureViewDimension::CubeArray:
case wgpu::TextureViewDimension::Undefined:
UNREACHABLE();
}
ComPtr<ID3D11UnorderedAccessView> uav;
DAWN_TRY(CheckHRESULT(ToBackend(GetDevice())
->GetD3D11Device()
->CreateUnorderedAccessView(
ToBackend(GetTexture())->GetD3D11Resource(), &uavDesc, &uav),
"CreateUnorderedAccessView"));
SetDebugName(ToBackend(GetDevice()), uav.Get(), "Dawn_TextureView", GetLabel());
return uav;
}
} // namespace dawn::native::d3d11