| // 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. |
| |
| #include "dawn/native/d3d12/TextureCopySplitter.h" |
| |
| #include "dawn/common/Assert.h" |
| #include "dawn/native/Format.h" |
| #include "dawn/native/d3d12/d3d12_platform.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| namespace { |
| Origin3D ComputeTexelOffsets(const TexelBlockInfo& blockInfo, |
| uint32_t offset, |
| uint32_t bytesPerRow) { |
| ASSERT(bytesPerRow != 0); |
| uint32_t byteOffsetX = offset % bytesPerRow; |
| uint32_t byteOffsetY = offset - byteOffsetX; |
| |
| return {byteOffsetX / blockInfo.byteSize * blockInfo.width, |
| byteOffsetY / bytesPerRow * blockInfo.height, 0}; |
| } |
| |
| uint64_t OffsetToFirstCopiedTexel(const TexelBlockInfo& blockInfo, |
| uint32_t bytesPerRow, |
| uint64_t alignedOffset, |
| Origin3D bufferOffset) { |
| ASSERT(bufferOffset.z == 0); |
| return alignedOffset + bufferOffset.x * blockInfo.byteSize / blockInfo.width + |
| bufferOffset.y * bytesPerRow / blockInfo.height; |
| } |
| |
| uint64_t AlignDownForDataPlacement(uint32_t offset) { |
| return offset & ~static_cast<uint64_t>(D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT - 1); |
| } |
| } // namespace |
| |
| TextureCopySubresource::CopyInfo* TextureCopySubresource::AddCopy() { |
| ASSERT(this->count < kMaxTextureCopyRegions); |
| return &this->copies[this->count++]; |
| } |
| |
| TextureCopySubresource Compute2DTextureCopySubresource(Origin3D origin, |
| Extent3D copySize, |
| const TexelBlockInfo& blockInfo, |
| uint64_t offset, |
| uint32_t bytesPerRow) { |
| TextureCopySubresource copy; |
| |
| ASSERT(bytesPerRow % blockInfo.byteSize == 0); |
| |
| // The copies must be 512-aligned. To do this, we calculate the first 512-aligned address |
| // preceding our data. |
| uint64_t alignedOffset = AlignDownForDataPlacement(offset); |
| |
| // If the provided offset to the data was already 512-aligned, we can simply copy the data |
| // without further translation. |
| if (offset == alignedOffset) { |
| copy.count = 1; |
| |
| copy.copies[0].alignedOffset = alignedOffset; |
| copy.copies[0].textureOffset = origin; |
| copy.copies[0].copySize = copySize; |
| copy.copies[0].bufferOffset = {0, 0, 0}; |
| copy.copies[0].bufferSize = copySize; |
| |
| return copy; |
| } |
| |
| ASSERT(alignedOffset < offset); |
| ASSERT(offset - alignedOffset < D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT); |
| |
| // We must reinterpret our aligned offset into X and Y offsets with respect to the row |
| // pitch. |
| // |
| // You can visualize the data in the buffer like this: |
| // |-----------------------++++++++++++++++++++++++++++++++| |
| // ^ 512-aligned address ^ Aligned offset ^ End of copy data |
| // |
| // Now when you consider the row pitch, you can visualize the data like this: |
| // |~~~~~~~~~~~~~~~~| |
| // |~~~~~+++++++++++| |
| // |++++++++++++++++| |
| // |+++++~~~~~~~~~~~| |
| // |<---row pitch-->| |
| // |
| // The X and Y offsets calculated in ComputeTexelOffsets can be visualized like this: |
| // |YYYYYYYYYYYYYYYY| |
| // |XXXXXX++++++++++| |
| // |++++++++++++++++| |
| // |++++++~~~~~~~~~~| |
| // |<---row pitch-->| |
| Origin3D texelOffset = |
| ComputeTexelOffsets(blockInfo, static_cast<uint32_t>(offset - alignedOffset), bytesPerRow); |
| |
| ASSERT(texelOffset.y <= blockInfo.height); |
| ASSERT(texelOffset.z == 0); |
| |
| uint32_t copyBytesPerRowPitch = copySize.width / blockInfo.width * blockInfo.byteSize; |
| uint32_t byteOffsetInRowPitch = texelOffset.x / blockInfo.width * blockInfo.byteSize; |
| if (copyBytesPerRowPitch + byteOffsetInRowPitch <= bytesPerRow) { |
| // The region's rows fit inside the bytes per row. In this case, extend the width of the |
| // PlacedFootprint and copy the buffer with an offset location |
| // |<------------- bytes per row ------------->| |
| // |
| // |-------------------------------------------| |
| // | | |
| // | +++++++++++++++++~~~~~~~~~| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++~~~~~~~~~| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++~~~~~~~~~| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++~~~~~~~~~| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++ | |
| // |-------------------------------------------| |
| |
| // Copy 0: |
| // |----------------------------------| |
| // | | |
| // | +++++++++++++++++| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++| |
| // |~~~~~~~~~~~~~~~~~+++++++++++++++++| |
| // |----------------------------------| |
| |
| copy.count = 1; |
| |
| copy.copies[0].alignedOffset = alignedOffset; |
| copy.copies[0].textureOffset = origin; |
| copy.copies[0].copySize = copySize; |
| copy.copies[0].bufferOffset = texelOffset; |
| |
| copy.copies[0].bufferSize.width = copySize.width + texelOffset.x; |
| copy.copies[0].bufferSize.height = copySize.height + texelOffset.y; |
| copy.copies[0].bufferSize.depthOrArrayLayers = copySize.depthOrArrayLayers; |
| |
| return copy; |
| } |
| |
| // The region's rows straddle the bytes per row. Split the copy into two copies |
| // |<------------- bytes per row ------------->| |
| // |
| // |-------------------------------------------| |
| // | | |
| // | ++++++++| |
| // |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |+++++++++~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |+++++++++ | |
| // |-------------------------------------------| |
| |
| // Copy 0: |
| // |-------------------------------------------| |
| // | | |
| // | ++++++++| |
| // |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++| |
| // |-------------------------------------------| |
| |
| // Copy 1: |
| // |---------| |
| // | | |
| // | | |
| // |+++++++++| |
| // |+++++++++| |
| // |+++++++++| |
| // |+++++++++| |
| // |+++++++++| |
| // |---------| |
| |
| copy.count = 2; |
| |
| copy.copies[0].alignedOffset = alignedOffset; |
| copy.copies[0].textureOffset = origin; |
| |
| ASSERT(bytesPerRow > byteOffsetInRowPitch); |
| uint32_t texelsPerRow = bytesPerRow / blockInfo.byteSize * blockInfo.width; |
| copy.copies[0].copySize.width = texelsPerRow - texelOffset.x; |
| copy.copies[0].copySize.height = copySize.height; |
| copy.copies[0].copySize.depthOrArrayLayers = copySize.depthOrArrayLayers; |
| |
| copy.copies[0].bufferOffset = texelOffset; |
| copy.copies[0].bufferSize.width = texelsPerRow; |
| copy.copies[0].bufferSize.height = copySize.height + texelOffset.y; |
| copy.copies[0].bufferSize.depthOrArrayLayers = copySize.depthOrArrayLayers; |
| |
| uint64_t offsetForCopy1 = |
| offset + copy.copies[0].copySize.width / blockInfo.width * blockInfo.byteSize; |
| uint64_t alignedOffsetForCopy1 = AlignDownForDataPlacement(offsetForCopy1); |
| Origin3D texelOffsetForCopy1 = ComputeTexelOffsets( |
| blockInfo, static_cast<uint32_t>(offsetForCopy1 - alignedOffsetForCopy1), bytesPerRow); |
| |
| ASSERT(texelOffsetForCopy1.y <= blockInfo.height); |
| ASSERT(texelOffsetForCopy1.z == 0); |
| |
| copy.copies[1].alignedOffset = alignedOffsetForCopy1; |
| copy.copies[1].textureOffset.x = origin.x + copy.copies[0].copySize.width; |
| copy.copies[1].textureOffset.y = origin.y; |
| copy.copies[1].textureOffset.z = origin.z; |
| |
| ASSERT(copySize.width > copy.copies[0].copySize.width); |
| copy.copies[1].copySize.width = copySize.width - copy.copies[0].copySize.width; |
| copy.copies[1].copySize.height = copySize.height; |
| copy.copies[1].copySize.depthOrArrayLayers = copySize.depthOrArrayLayers; |
| |
| copy.copies[1].bufferOffset = texelOffsetForCopy1; |
| copy.copies[1].bufferSize.width = copy.copies[1].copySize.width + texelOffsetForCopy1.x; |
| copy.copies[1].bufferSize.height = copySize.height + texelOffsetForCopy1.y; |
| copy.copies[1].bufferSize.depthOrArrayLayers = copySize.depthOrArrayLayers; |
| |
| return copy; |
| } |
| |
| TextureCopySplits Compute2DTextureCopySplits(Origin3D origin, |
| Extent3D copySize, |
| const TexelBlockInfo& blockInfo, |
| uint64_t offset, |
| uint32_t bytesPerRow, |
| uint32_t rowsPerImage) { |
| TextureCopySplits copies; |
| |
| const uint64_t bytesPerLayer = bytesPerRow * rowsPerImage; |
| |
| // The function Compute2DTextureCopySubresource() decides how to split the copy based on: |
| // - the alignment of the buffer offset with D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512) |
| // - the alignment of the buffer offset with D3D12_TEXTURE_DATA_PITCH_ALIGNMENT (256) |
| // Each layer of a 2D array might need to be split, but because of the WebGPU |
| // constraint that "bytesPerRow" must be a multiple of 256, all odd (resp. all even) layers |
| // will be at an offset multiple of 512 of each other, which means they will all result in |
| // the same 2D split. Thus we can just compute the copy splits for the first and second |
| // layers, and reuse them for the remaining layers by adding the related offset of each |
| // layer. Moreover, if "rowsPerImage" is even, both the first and second copy layers can |
| // share the same copy split, so in this situation we just need to compute copy split once |
| // and reuse it for all the layers. |
| Extent3D copyOneLayerSize = copySize; |
| Origin3D copyFirstLayerOrigin = origin; |
| copyOneLayerSize.depthOrArrayLayers = 1; |
| copyFirstLayerOrigin.z = 0; |
| |
| copies.copySubresources[0] = Compute2DTextureCopySubresource( |
| copyFirstLayerOrigin, copyOneLayerSize, blockInfo, offset, bytesPerRow); |
| |
| // When the copy only refers one texture 2D array layer, |
| // copies.copySubresources[1] will never be used so we can safely early return here. |
| if (copySize.depthOrArrayLayers == 1) { |
| return copies; |
| } |
| |
| if (bytesPerLayer % D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT == 0) { |
| copies.copySubresources[1] = copies.copySubresources[0]; |
| copies.copySubresources[1].copies[0].alignedOffset += bytesPerLayer; |
| copies.copySubresources[1].copies[1].alignedOffset += bytesPerLayer; |
| } else { |
| const uint64_t bufferOffsetNextLayer = offset + bytesPerLayer; |
| copies.copySubresources[1] = Compute2DTextureCopySubresource( |
| copyFirstLayerOrigin, copyOneLayerSize, blockInfo, bufferOffsetNextLayer, bytesPerRow); |
| } |
| |
| return copies; |
| } |
| |
| void Recompute3DTextureCopyRegionWithEmptyFirstRowAndEvenCopyHeight(Origin3D origin, |
| Extent3D copySize, |
| const TexelBlockInfo& blockInfo, |
| uint32_t bytesPerRow, |
| uint32_t rowsPerImage, |
| TextureCopySubresource& copy, |
| uint32_t i) { |
| // Let's assign data and show why copy region generated by ComputeTextureCopySubresource |
| // is incorrect if there is an empty row at the beginning of the copy block. |
| // Assuming that bytesPerRow is 256 and we are doing a B2T copy, and copy size is {width: 2, |
| // height: 4, depthOrArrayLayers: 3}. Then the data layout in buffer is demonstrated |
| // as below: |
| // |
| // |<----- bytes per row ------>| |
| // |
| // |----------------------------| |
| // row (N - 1) | | |
| // row N | ++~~~~~~~~~| |
| // row (N + 1) |~~~~~~~~~~~~~~~~~++~~~~~~~~~| |
| // row (N + 2) |~~~~~~~~~~~~~~~~~++~~~~~~~~~| |
| // row (N + 3) |~~~~~~~~~~~~~~~~~++~~~~~~~~~| |
| // row (N + 4) |~~~~~~~~~~~~~~~~~++~~~~~~~~~| |
| // row (N + 5) |~~~~~~~~~~~~~~~~~++~~~~~~~~~| |
| // row (N + 6) |~~~~~~~~~~~~~~~~~++~~~~~~~~~| |
| // row (N + 7) |~~~~~~~~~~~~~~~~~++~~~~~~~~~| |
| // row (N + 8) |~~~~~~~~~~~~~~~~~++~~~~~~~~~| |
| // row (N + 9) |~~~~~~~~~~~~~~~~~++~~~~~~~~~| |
| // row (N + 10) |~~~~~~~~~~~~~~~~~++~~~~~~~~~| |
| // row (N + 11) |~~~~~~~~~~~~~~~~~++ | |
| // |----------------------------| |
| |
| // The copy we mean to do is the following: |
| // |
| // - image 0: row N to row (N + 3), |
| // - image 1: row (N + 4) to row (N + 7), |
| // - image 2: row (N + 8) to row (N + 11). |
| // |
| // Note that alignedOffset is at the beginning of row (N - 1), while buffer offset makes |
| // the copy start at row N. Row (N - 1) is the empty row between alignedOffset and offset. |
| // |
| // The 2D copy region of image 0 we received from Compute2DTextureCopySubresource() is |
| // the following: |
| // |
| // |-------------------| |
| // row (N - 1) | | |
| // row N | ++| |
| // row (N + 1) |~~~~~~~~~~~~~~~~~++| |
| // row (N + 2) |~~~~~~~~~~~~~~~~~++| |
| // row (N + 3) |~~~~~~~~~~~~~~~~~++| |
| // |-------------------| |
| // |
| // However, if we simply expand the copy region of image 0 to all depth ranges of a 3D |
| // texture, we will copy 5 rows every time, and every first row of each slice will be |
| // skipped. As a result, the copied data will be: |
| // |
| // - image 0: row N to row (N + 3), which is correct. Row (N - 1) is skipped. |
| // - image 1: row (N + 5) to row (N + 8) because row (N + 4) is skipped. It is incorrect. |
| // |
| // Likewise, all other image followed will be incorrect because we wrongly keep skipping |
| // one row for each depth slice. |
| // |
| // Solution: split the copy region to two copies: copy 3 (rowsPerImage - 1) rows in and |
| // expand to all depth slices in the first copy. 3 rows + one skipped rows = 4 rows, which |
| // equals to rowsPerImage. Then copy the last row in the second copy. However, the copy |
| // block of the last row of the last image may out-of-bound (see the details below), so |
| // we need an extra copy for the very last row. |
| |
| // Copy 0: copy 3 rows, not 4 rows. |
| // _____________________ |
| // / /| |
| // / / | |
| // |-------------------| | |
| // row (N - 1) | | | |
| // row N | ++| | |
| // row (N + 1) |~~~~~~~~~~~~~~~~~++| / |
| // row (N + 2) |~~~~~~~~~~~~~~~~~++|/ |
| // |-------------------| |
| |
| // Copy 1: move down two rows and copy the last row on image 0, and expand to |
| // copySize.depthOrArrayLayers - 1 depth slices. Note that if we expand it to all depth |
| // slices, the last copy block will be row (N + 9) to row (N + 12). Row (N + 11) might |
| // be the last row of the entire buffer. Then row (N + 12) will be out-of-bound. |
| // _____________________ |
| // / /| |
| // / / | |
| // |-------------------| | |
| // row (N + 1) | | | |
| // row (N + 2) | | | |
| // row (N + 3) | ++| / |
| // row (N + 4) |~~~~~~~~~~~~~~~~~~~|/ |
| // |-------------------| |
| // |
| // copy 2: copy the last row of the last image. |
| // |-------------------| |
| // row (N + 11)| ++| |
| // |-------------------| |
| |
| // Copy 0: copy copySize.height - 1 rows |
| TextureCopySubresource::CopyInfo& copy0 = copy.copies[i]; |
| copy0.copySize.height = copySize.height - blockInfo.height; |
| copy0.bufferSize.height = rowsPerImage * blockInfo.height; // rowsPerImageInTexels |
| |
| // Copy 1: move down 2 rows and copy the last row on image 0, and expand to all depth slices |
| // but the last one. |
| TextureCopySubresource::CopyInfo* copy1 = copy.AddCopy(); |
| *copy1 = copy0; |
| copy1->alignedOffset += 2 * bytesPerRow; |
| copy1->textureOffset.y += copySize.height - blockInfo.height; |
| // Offset two rows from the copy height for the bufferOffset (See the figure above): |
| // - one for the row we advanced in the buffer: row (N + 4). |
| // - one for the last row we want to copy: row (N + 3) itself. |
| copy1->bufferOffset.y = copySize.height - 2 * blockInfo.height; |
| copy1->copySize.height = blockInfo.height; |
| copy1->copySize.depthOrArrayLayers--; |
| copy1->bufferSize.depthOrArrayLayers--; |
| |
| // Copy 2: copy the last row of the last image. |
| uint64_t offsetForCopy0 = |
| OffsetToFirstCopiedTexel(blockInfo, bytesPerRow, copy0.alignedOffset, copy0.bufferOffset); |
| uint64_t offsetForLastRowOfLastImage = |
| offsetForCopy0 + |
| bytesPerRow * (copy0.copySize.height + rowsPerImage * (copySize.depthOrArrayLayers - 1)); |
| uint64_t alignedOffsetForLastRowOfLastImage = |
| AlignDownForDataPlacement(offsetForLastRowOfLastImage); |
| Origin3D texelOffsetForLastRowOfLastImage = ComputeTexelOffsets( |
| blockInfo, |
| static_cast<uint32_t>(offsetForLastRowOfLastImage - alignedOffsetForLastRowOfLastImage), |
| bytesPerRow); |
| |
| TextureCopySubresource::CopyInfo* copy2 = copy.AddCopy(); |
| copy2->alignedOffset = alignedOffsetForLastRowOfLastImage; |
| copy2->textureOffset = copy1->textureOffset; |
| copy2->textureOffset.z = origin.z + copySize.depthOrArrayLayers - 1; |
| copy2->copySize = copy1->copySize; |
| copy2->copySize.depthOrArrayLayers = 1; |
| copy2->bufferOffset = texelOffsetForLastRowOfLastImage; |
| copy2->bufferSize.width = copy1->bufferSize.width; |
| ASSERT(copy2->copySize.height == 1); |
| copy2->bufferSize.height = copy2->bufferOffset.y + copy2->copySize.height; |
| copy2->bufferSize.depthOrArrayLayers = 1; |
| } |
| |
| void Recompute3DTextureCopyRegionWithEmptyFirstRowAndOddCopyHeight(Extent3D copySize, |
| uint32_t bytesPerRow, |
| TextureCopySubresource& copy, |
| uint32_t i) { |
| // Read the comments of Recompute3DTextureCopyRegionWithEmptyFirstRowAndEvenCopyHeight() for |
| // the reason why it is incorrect if we simply extend the copy region to all depth slices |
| // when there is an empty first row at the copy region. |
| // |
| // If the copy height is odd, we can use two copies to make it correct: |
| // - copy 0: only copy the first depth slice. Keep other arguments the same. |
| // - copy 1: copy all rest depth slices because it will start without an empty row if |
| // copy height is odd. Odd height + one (empty row) is even. An even row number times |
| // bytesPerRow (256) will be aligned to D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512) |
| |
| // Copy 0: copy the first depth slice (image 0) |
| TextureCopySubresource::CopyInfo& copy0 = copy.copies[i]; |
| copy0.copySize.depthOrArrayLayers = 1; |
| copy0.bufferSize.depthOrArrayLayers = 1; |
| |
| // Copy 1: copy the rest depth slices in one shot |
| TextureCopySubresource::CopyInfo* copy1 = copy.AddCopy(); |
| *copy1 = copy0; |
| ASSERT(copySize.height % 2 == 1); |
| copy1->alignedOffset += (copySize.height + 1) * bytesPerRow; |
| ASSERT(copy1->alignedOffset % D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT == 0); |
| // textureOffset.z should add one because the first slice has already been copied in copy0. |
| copy1->textureOffset.z++; |
| // bufferOffset.y should be 0 because we skipped the first depth slice and there is no empty |
| // row in this copy region. |
| copy1->bufferOffset.y = 0; |
| copy1->copySize.height = copySize.height; |
| copy1->copySize.depthOrArrayLayers = copySize.depthOrArrayLayers - 1; |
| copy1->bufferSize.height = copySize.height; |
| copy1->bufferSize.depthOrArrayLayers = copySize.depthOrArrayLayers - 1; |
| } |
| |
| TextureCopySubresource Compute3DTextureCopySplits(Origin3D origin, |
| Extent3D copySize, |
| const TexelBlockInfo& blockInfo, |
| uint64_t offset, |
| uint32_t bytesPerRow, |
| uint32_t rowsPerImage) { |
| // To compute the copy region(s) for 3D textures, we call Compute2DTextureCopySubresource |
| // and get copy region(s) for the first slice of the copy, then extend to all depth slices |
| // and become a 3D copy. However, this doesn't work as easily as that due to some corner |
| // cases. |
| // |
| // For example, if bufferSize.height is greater than rowsPerImage in the generated copy |
| // region and we simply extend the 2D copy region to all copied depth slices, copied data |
| // will be incorrectly offset for each depth slice except the first one. |
| // |
| // For these special cases, we need to recompute the copy regions for 3D textures via |
| // split the incorrect copy region to a couple more copy regions. |
| |
| // Call Compute2DTextureCopySubresource and get copy regions. This function has already |
| // forwarded "copySize.depthOrArrayLayers" to all depth slices. |
| TextureCopySubresource copySubresource = |
| Compute2DTextureCopySubresource(origin, copySize, blockInfo, offset, bytesPerRow); |
| |
| ASSERT(copySubresource.count <= 2); |
| // If copySize.depth is 1, we can return copySubresource. Because we don't need to extend |
| // the copy region(s) to other depth slice(s). |
| if (copySize.depthOrArrayLayers == 1) { |
| return copySubresource; |
| } |
| |
| uint32_t rowsPerImageInTexels = rowsPerImage * blockInfo.height; |
| // The copy region(s) generated by Compute2DTextureCopySubresource might be incorrect. |
| // However, we may append a couple more copy regions in the for loop below. We don't need |
| // to revise these new added copy regions. |
| uint32_t originalCopyCount = copySubresource.count; |
| for (uint32_t i = 0; i < originalCopyCount; ++i) { |
| // There can be one empty row at most in a copy region. |
| ASSERT(copySubresource.copies[i].bufferSize.height <= |
| rowsPerImageInTexels + blockInfo.height); |
| Extent3D& bufferSize = copySubresource.copies[i].bufferSize; |
| |
| if (bufferSize.height == rowsPerImageInTexels) { |
| // If the copy region's bufferSize.height equals to rowsPerImageInTexels, we can use |
| // this copy region without any modification. |
| continue; |
| } |
| |
| if (bufferSize.height < rowsPerImageInTexels) { |
| // If we are copying multiple depth slices, we should skip rowsPerImageInTexels rows |
| // for each slice even though we only copy partial rows in each slice sometimes. |
| bufferSize.height = rowsPerImageInTexels; |
| } else { |
| // bufferSize.height > rowsPerImageInTexels. There is an empty row in this copy |
| // region due to alignment adjustment. |
| |
| // bytesPerRow is definitely 256, and it is definitely a full copy on height. |
| // Otherwise, bufferSize.height wount be greater than rowsPerImageInTexels and |
| // there won't be an empty row at the beginning of this copy region. |
| ASSERT(bytesPerRow == D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); |
| ASSERT(copySize.height == rowsPerImageInTexels); |
| |
| if (copySize.height % 2 == 0) { |
| // If copySize.height is even and there is an empty row at the beginning of the |
| // first slice of the copy region, the offset of all depth slices will never be |
| // aligned to D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512) and there is always |
| // an empty row at each depth slice. We need a totally different approach to |
| // split the copy region. |
| Recompute3DTextureCopyRegionWithEmptyFirstRowAndEvenCopyHeight( |
| origin, copySize, blockInfo, bytesPerRow, rowsPerImage, copySubresource, i); |
| } else { |
| // If copySize.height is odd and there is an empty row at the beginning of the |
| // first slice of the copy region, we can split the copy region into two copies: |
| // copy0 to copy the first slice, copy1 to copy the rest slices because the |
| // offset of slice 1 is aligned to D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512) |
| // without an empty row. This is an easier case relative to cases with even copy |
| // height. |
| Recompute3DTextureCopyRegionWithEmptyFirstRowAndOddCopyHeight(copySize, bytesPerRow, |
| copySubresource, i); |
| } |
| } |
| } |
| |
| return copySubresource; |
| } |
| } // namespace dawn::native::d3d12 |