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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/d3d12/UtilsD3D12.h"
#include <stringapiset.h>
#include <utility>
#include "dawn/common/Assert.h"
#include "dawn/native/CommandValidation.h"
#include "dawn/native/Format.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/BufferD3D12.h"
#include "dawn/native/d3d12/CommandRecordingContext.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
namespace dawn::native::d3d12 {
namespace {
uint64_t RequiredCopySizeByD3D12(const uint32_t bytesPerRow,
const uint32_t rowsPerImage,
const Extent3D& copySize,
const TexelBlockInfo& blockInfo) {
uint64_t bytesPerImage = Safe32x32(bytesPerRow, rowsPerImage);
// Required copy size for B2T/T2B copy on D3D12 is smaller than (but very close to)
// depth * bytesPerImage. The latter is already checked at ComputeRequiredBytesInCopy()
// in CommandValidation.cpp.
uint64_t requiredCopySizeByD3D12 = bytesPerImage * (copySize.depthOrArrayLayers - 1);
// When calculating the required copy size for B2T/T2B copy, D3D12 doesn't respect
// rowsPerImage paddings on the last image for 3D texture, but it does respect
// bytesPerRow paddings on the last row.
ASSERT(blockInfo.width == 1);
ASSERT(blockInfo.height == 1);
uint64_t lastRowBytes = Safe32x32(blockInfo.byteSize, copySize.width);
ASSERT(rowsPerImage > copySize.height);
uint64_t lastImageBytesByD3D12 = Safe32x32(bytesPerRow, rowsPerImage - 1) + lastRowBytes;
requiredCopySizeByD3D12 += lastImageBytesByD3D12;
return requiredCopySizeByD3D12;
}
// This function is used to access whether we need a workaround for D3D12's wrong algorithm
// of calculating required buffer size for B2T/T2B copy. The workaround is needed only when
// - The corresponding toggle is enabled.
// - It is a 3D texture (so the format is uncompressed).
// - There are multiple depth images to be copied (copySize.depthOrArrayLayers > 1).
// - It has rowsPerImage paddings (rowsPerImage > copySize.height).
// - The buffer size doesn't meet D3D12's requirement.
bool NeedBufferSizeWorkaroundForBufferTextureCopyOnD3D12(const BufferCopy& bufferCopy,
const TextureCopy& textureCopy,
const Extent3D& copySize) {
TextureBase* texture = textureCopy.texture.Get();
Device* device = ToBackend(texture->GetDevice());
if (!device->IsToggleEnabled(Toggle::D3D12SplitBufferTextureCopyForRowsPerImagePaddings) ||
texture->GetDimension() != wgpu::TextureDimension::e3D ||
copySize.depthOrArrayLayers <= 1 || bufferCopy.rowsPerImage <= copySize.height) {
return false;
}
const TexelBlockInfo& blockInfo = texture->GetFormat().GetAspectInfo(textureCopy.aspect).block;
uint64_t requiredCopySizeByD3D12 = RequiredCopySizeByD3D12(
bufferCopy.bytesPerRow, bufferCopy.rowsPerImage, copySize, blockInfo);
return bufferCopy.buffer->GetAllocatedSize() - bufferCopy.offset < requiredCopySizeByD3D12;
}
} // anonymous namespace
D3D12_COMPARISON_FUNC ToD3D12ComparisonFunc(wgpu::CompareFunction func) {
switch (func) {
case wgpu::CompareFunction::Never:
return D3D12_COMPARISON_FUNC_NEVER;
case wgpu::CompareFunction::Less:
return D3D12_COMPARISON_FUNC_LESS;
case wgpu::CompareFunction::LessEqual:
return D3D12_COMPARISON_FUNC_LESS_EQUAL;
case wgpu::CompareFunction::Greater:
return D3D12_COMPARISON_FUNC_GREATER;
case wgpu::CompareFunction::GreaterEqual:
return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
case wgpu::CompareFunction::Equal:
return D3D12_COMPARISON_FUNC_EQUAL;
case wgpu::CompareFunction::NotEqual:
return D3D12_COMPARISON_FUNC_NOT_EQUAL;
case wgpu::CompareFunction::Always:
return D3D12_COMPARISON_FUNC_ALWAYS;
case wgpu::CompareFunction::Undefined:
UNREACHABLE();
}
}
D3D12_TEXTURE_COPY_LOCATION ComputeTextureCopyLocationForTexture(const Texture* texture,
uint32_t level,
uint32_t layer,
Aspect aspect) {
D3D12_TEXTURE_COPY_LOCATION copyLocation;
copyLocation.pResource = texture->GetD3D12Resource();
copyLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
copyLocation.SubresourceIndex = texture->GetSubresourceIndex(level, layer, aspect);
return copyLocation;
}
D3D12_TEXTURE_COPY_LOCATION ComputeBufferLocationForCopyTextureRegion(
const Texture* texture,
ID3D12Resource* bufferResource,
const Extent3D& bufferSize,
const uint64_t offset,
const uint32_t rowPitch,
Aspect aspect) {
D3D12_TEXTURE_COPY_LOCATION bufferLocation;
bufferLocation.pResource = bufferResource;
bufferLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
bufferLocation.PlacedFootprint.Offset = offset;
bufferLocation.PlacedFootprint.Footprint.Format =
texture->GetD3D12CopyableSubresourceFormat(aspect);
bufferLocation.PlacedFootprint.Footprint.Width = bufferSize.width;
bufferLocation.PlacedFootprint.Footprint.Height = bufferSize.height;
bufferLocation.PlacedFootprint.Footprint.Depth = bufferSize.depthOrArrayLayers;
bufferLocation.PlacedFootprint.Footprint.RowPitch = rowPitch;
return bufferLocation;
}
D3D12_BOX ComputeD3D12BoxFromOffsetAndSize(const Origin3D& offset, const Extent3D& copySize) {
D3D12_BOX sourceRegion;
sourceRegion.left = offset.x;
sourceRegion.top = offset.y;
sourceRegion.front = offset.z;
sourceRegion.right = offset.x + copySize.width;
sourceRegion.bottom = offset.y + copySize.height;
sourceRegion.back = offset.z + copySize.depthOrArrayLayers;
return sourceRegion;
}
void RecordBufferTextureCopyFromSplits(BufferTextureCopyDirection direction,
ID3D12GraphicsCommandList* commandList,
const TextureCopySubresource& baseCopySplit,
ID3D12Resource* bufferResource,
uint64_t baseOffset,
uint64_t bufferBytesPerRow,
TextureBase* textureBase,
uint32_t textureMiplevel,
uint32_t textureLayer,
Aspect aspect) {
Texture* texture = ToBackend(textureBase);
const D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(texture, textureMiplevel, textureLayer, aspect);
for (uint32_t i = 0; i < baseCopySplit.count; ++i) {
const TextureCopySubresource::CopyInfo& info = baseCopySplit.copies[i];
// TODO(jiawei.shao@intel.com): pre-compute bufferLocation and sourceRegion as
// members in TextureCopySubresource::CopyInfo.
const uint64_t offsetBytes = info.alignedOffset + baseOffset;
const D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(texture, bufferResource, info.bufferSize,
offsetBytes, bufferBytesPerRow, aspect);
if (direction == BufferTextureCopyDirection::B2T) {
const D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);
commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x,
info.textureOffset.y, info.textureOffset.z,
&bufferLocation, &sourceRegion);
} else {
ASSERT(direction == BufferTextureCopyDirection::T2B);
const D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.textureOffset, info.copySize);
commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x,
info.bufferOffset.y, info.bufferOffset.z,
&textureLocation, &sourceRegion);
}
}
}
void Record2DBufferTextureCopyWithSplit(BufferTextureCopyDirection direction,
ID3D12GraphicsCommandList* commandList,
ID3D12Resource* bufferResource,
const uint64_t offset,
const uint32_t bytesPerRow,
const uint32_t rowsPerImage,
const TextureCopy& textureCopy,
const TexelBlockInfo& blockInfo,
const Extent3D& copySize) {
// See comments in Compute2DTextureCopySplits() for more details.
const TextureCopySplits copySplits = Compute2DTextureCopySplits(
textureCopy.origin, copySize, blockInfo, offset, bytesPerRow, rowsPerImage);
const uint64_t bytesPerLayer = bytesPerRow * rowsPerImage;
// copySplits.copySubresources[1] is always calculated for the second copy layer with
// extra "bytesPerLayer" copy offset compared with the first copy layer. So
// here we use an array bufferOffsetsForNextLayer to record the extra offsets
// for each copy layer: bufferOffsetsForNextLayer[0] is the extra offset for
// the next copy layer that uses copySplits.copySubresources[0], and
// bufferOffsetsForNextLayer[1] is the extra offset for the next copy layer
// that uses copySplits.copySubresources[1].
std::array<uint64_t, TextureCopySplits::kMaxTextureCopySubresources> bufferOffsetsForNextLayer =
{{0u, 0u}};
for (uint32_t copyLayer = 0; copyLayer < copySize.depthOrArrayLayers; ++copyLayer) {
const uint32_t splitIndex = copyLayer % copySplits.copySubresources.size();
const TextureCopySubresource& copySplitPerLayerBase =
copySplits.copySubresources[splitIndex];
const uint64_t bufferOffsetForNextLayer = bufferOffsetsForNextLayer[splitIndex];
const uint32_t copyTextureLayer = copyLayer + textureCopy.origin.z;
RecordBufferTextureCopyFromSplits(direction, commandList, copySplitPerLayerBase,
bufferResource, bufferOffsetForNextLayer, bytesPerRow,
textureCopy.texture.Get(), textureCopy.mipLevel,
copyTextureLayer, textureCopy.aspect);
bufferOffsetsForNextLayer[splitIndex] += bytesPerLayer * copySplits.copySubresources.size();
}
}
void RecordBufferTextureCopyWithBufferHandle(BufferTextureCopyDirection direction,
ID3D12GraphicsCommandList* commandList,
ID3D12Resource* bufferResource,
const uint64_t offset,
const uint32_t bytesPerRow,
const uint32_t rowsPerImage,
const TextureCopy& textureCopy,
const Extent3D& copySize) {
ASSERT(HasOneBit(textureCopy.aspect));
TextureBase* texture = textureCopy.texture.Get();
const TexelBlockInfo& blockInfo = texture->GetFormat().GetAspectInfo(textureCopy.aspect).block;
switch (texture->GetDimension()) {
case wgpu::TextureDimension::e1D: {
// 1D textures copy splits are a subset of the single-layer 2D texture copy splits,
// at least while 1D textures can only have a single array layer.
ASSERT(texture->GetArrayLayers() == 1);
TextureCopySubresource copyRegions = Compute2DTextureCopySubresource(
textureCopy.origin, copySize, blockInfo, offset, bytesPerRow);
RecordBufferTextureCopyFromSplits(direction, commandList, copyRegions, bufferResource,
0, bytesPerRow, texture, textureCopy.mipLevel, 0,
textureCopy.aspect);
break;
}
// Record the CopyTextureRegion commands for 2D textures, with special handling of array
// layers since each require their own set of copies.
case wgpu::TextureDimension::e2D:
Record2DBufferTextureCopyWithSplit(direction, commandList, bufferResource, offset,
bytesPerRow, rowsPerImage, textureCopy, blockInfo,
copySize);
break;
case wgpu::TextureDimension::e3D: {
// See comments in Compute3DTextureCopySplits() for more details.
TextureCopySubresource copyRegions = Compute3DTextureCopySplits(
textureCopy.origin, copySize, blockInfo, offset, bytesPerRow, rowsPerImage);
RecordBufferTextureCopyFromSplits(direction, commandList, copyRegions, bufferResource,
0, bytesPerRow, texture, textureCopy.mipLevel, 0,
textureCopy.aspect);
break;
}
}
}
void RecordBufferTextureCopy(BufferTextureCopyDirection direction,
ID3D12GraphicsCommandList* commandList,
const BufferCopy& bufferCopy,
const TextureCopy& textureCopy,
const Extent3D& copySize) {
ID3D12Resource* bufferResource = ToBackend(bufferCopy.buffer)->GetD3D12Resource();
if (NeedBufferSizeWorkaroundForBufferTextureCopyOnD3D12(bufferCopy, textureCopy, copySize)) {
// Split the copy into two copies if the size of bufferCopy.buffer doesn't meet D3D12's
// requirement and a workaround is needed:
// - The first copy will copy all depth images but the last depth image,
// - The second copy will copy the last depth image.
Extent3D extentForAllButTheLastImage = copySize;
extentForAllButTheLastImage.depthOrArrayLayers -= 1;
RecordBufferTextureCopyWithBufferHandle(
direction, commandList, bufferResource, bufferCopy.offset, bufferCopy.bytesPerRow,
bufferCopy.rowsPerImage, textureCopy, extentForAllButTheLastImage);
Extent3D extentForTheLastImage = copySize;
extentForTheLastImage.depthOrArrayLayers = 1;
TextureCopy textureCopyForTheLastImage = textureCopy;
textureCopyForTheLastImage.origin.z += copySize.depthOrArrayLayers - 1;
uint64_t copiedBytes =
bufferCopy.bytesPerRow * bufferCopy.rowsPerImage * (copySize.depthOrArrayLayers - 1);
RecordBufferTextureCopyWithBufferHandle(direction, commandList, bufferResource,
bufferCopy.offset + copiedBytes,
bufferCopy.bytesPerRow, bufferCopy.rowsPerImage,
textureCopyForTheLastImage, extentForTheLastImage);
return;
}
RecordBufferTextureCopyWithBufferHandle(direction, commandList, bufferResource,
bufferCopy.offset, bufferCopy.bytesPerRow,
bufferCopy.rowsPerImage, textureCopy, copySize);
}
void SetDebugName(Device* device, ID3D12Object* object, const char* prefix, std::string label) {
if (!object) {
return;
}
if (label.empty() || !device->IsToggleEnabled(Toggle::UseUserDefinedLabelsInBackend)) {
object->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(prefix), prefix);
return;
}
std::string objectName = prefix;
objectName += "_";
objectName += label;
object->SetPrivateData(WKPDID_D3DDebugObjectName, objectName.length(), objectName.c_str());
}
} // namespace dawn::native::d3d12