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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/CommandEncoder.h"
#include <unordered_set>
#include <utility>
#include <vector>
#include "dawn/common/BitSetIterator.h"
#include "dawn/common/Math.h"
#include "dawn/native/ApplyClearColorValueWithDrawHelper.h"
#include "dawn/native/BindGroup.h"
#include "dawn/native/BlitBufferToDepthStencil.h"
#include "dawn/native/BlitColorToColorWithDraw.h"
#include "dawn/native/BlitDepthToDepth.h"
#include "dawn/native/BlitTextureToBuffer.h"
#include "dawn/native/Buffer.h"
#include "dawn/native/ChainUtils.h"
#include "dawn/native/CommandBuffer.h"
#include "dawn/native/CommandBufferStateTracker.h"
#include "dawn/native/CommandValidation.h"
#include "dawn/native/Commands.h"
#include "dawn/native/ComputePassEncoder.h"
#include "dawn/native/Device.h"
#include "dawn/native/ErrorData.h"
#include "dawn/native/ObjectType_autogen.h"
#include "dawn/native/QueryHelper.h"
#include "dawn/native/QuerySet.h"
#include "dawn/native/Queue.h"
#include "dawn/native/RenderPassEncoder.h"
#include "dawn/native/RenderPipeline.h"
#include "dawn/native/ValidationUtils_autogen.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
namespace dawn::native {
namespace {
MaybeError ValidateB2BCopyAlignment(uint64_t dataSize, uint64_t srcOffset, uint64_t dstOffset) {
// Copy size must be a multiple of 4 bytes on macOS.
DAWN_INVALID_IF(dataSize % 4 != 0, "Copy size (%u) is not a multiple of 4.", dataSize);
// SourceOffset and destinationOffset must be multiples of 4 bytes on macOS.
DAWN_INVALID_IF(srcOffset % 4 != 0 || dstOffset % 4 != 0,
"Source offset (%u) or destination offset (%u) is not a multiple of 4 bytes,",
srcOffset, dstOffset);
return {};
}
MaybeError ValidateTextureSampleCountInBufferCopyCommands(const TextureBase* texture) {
DAWN_INVALID_IF(texture->GetSampleCount() > 1,
"%s sample count (%u) is not 1 when copying to or from a buffer.", texture,
texture->GetSampleCount());
return {};
}
MaybeError ValidateLinearTextureCopyOffset(const TextureDataLayout& layout,
const TexelBlockInfo& blockInfo,
const bool hasDepthOrStencil) {
if (hasDepthOrStencil) {
// For depth-stencil texture, buffer offset must be a multiple of 4.
DAWN_INVALID_IF(layout.offset % 4 != 0,
"Offset (%u) is not a multiple of 4 for depth/stencil texture.",
layout.offset);
} else {
DAWN_INVALID_IF(layout.offset % blockInfo.byteSize != 0,
"Offset (%u) is not a multiple of the texel block byte size (%u).",
layout.offset, blockInfo.byteSize);
}
return {};
}
MaybeError ValidateTextureFormatForTextureToBufferCopyInCompatibilityMode(
const TextureBase* texture) {
DAWN_INVALID_IF(texture->GetFormat().isCompressed,
"%s with format %s cannot be used as the source in a texture to buffer copy in "
"compatibility mode.",
texture, texture->GetFormat().format);
return {};
}
MaybeError ValidateTextureDepthStencilToBufferCopyRestrictions(const ImageCopyTexture& src) {
Aspect aspectUsed;
DAWN_TRY_ASSIGN(aspectUsed, SingleAspectUsedByImageCopyTexture(src));
if (aspectUsed == Aspect::Depth) {
switch (src.texture->GetFormat().format) {
case wgpu::TextureFormat::Depth24Plus:
case wgpu::TextureFormat::Depth24PlusStencil8:
return DAWN_VALIDATION_ERROR(
"The depth aspect of %s format %s cannot be selected in a texture to "
"buffer copy.",
src.texture, src.texture->GetFormat().format);
case wgpu::TextureFormat::Depth32Float:
case wgpu::TextureFormat::Depth16Unorm:
case wgpu::TextureFormat::Depth32FloatStencil8:
break;
default:
UNREACHABLE();
}
}
return {};
}
MaybeError ValidateAttachmentArrayLayersAndLevelCount(const TextureViewBase* attachment) {
// Currently we do not support layered rendering.
DAWN_INVALID_IF(attachment->GetLayerCount() > 1,
"The layer count (%u) of %s used as attachment is greater than 1.",
attachment->GetLayerCount(), attachment);
DAWN_INVALID_IF(attachment->GetLevelCount() > 1,
"The mip level count (%u) of %s used as attachment is greater than 1.",
attachment->GetLevelCount(), attachment);
return {};
}
MaybeError ValidateOrSetAttachmentSize(const TextureViewBase* attachment,
uint32_t* width,
uint32_t* height) {
const Extent3D& attachmentSize =
attachment->GetTexture()->GetMipLevelSingleSubresourceVirtualSize(
attachment->GetBaseMipLevel());
if (*width == 0) {
DAWN_ASSERT(*height == 0);
*width = attachmentSize.width;
*height = attachmentSize.height;
DAWN_ASSERT(*width != 0 && *height != 0);
} else {
DAWN_INVALID_IF(*width != attachmentSize.width || *height != attachmentSize.height,
"Attachment %s size (width: %u, height: %u) does not match the size of the "
"other attachments (width: %u, height: %u).",
attachment, attachmentSize.width, attachmentSize.height, *width, *height);
}
return {};
}
MaybeError ValidateOrSetColorAttachmentSampleCount(const TextureViewBase* colorAttachment,
uint32_t implicitSampleCount,
uint32_t* sampleCount) {
uint32_t attachmentSampleCount = 0;
std::string implicitPrefixStr;
if (implicitSampleCount > 1) {
DAWN_INVALID_IF(colorAttachment->GetTexture()->GetSampleCount() != 1,
"Color attachment %s sample count (%u) is not 1 when it has implicit "
"sample count (%u).",
colorAttachment, colorAttachment->GetTexture()->GetSampleCount(),
implicitSampleCount);
attachmentSampleCount = implicitSampleCount;
implicitPrefixStr = "implicit ";
} else {
attachmentSampleCount = colorAttachment->GetTexture()->GetSampleCount();
}
if (*sampleCount == 0) {
*sampleCount = attachmentSampleCount;
DAWN_ASSERT(*sampleCount != 0);
} else {
DAWN_INVALID_IF(
*sampleCount != attachmentSampleCount,
"Color attachment %s %ssample count (%u) does not match the sample count of the "
"other attachments (%u).",
colorAttachment, implicitPrefixStr, attachmentSampleCount, *sampleCount);
}
return {};
}
MaybeError ValidateResolveTarget(const DeviceBase* device,
const RenderPassColorAttachment& colorAttachment,
UsageValidationMode usageValidationMode) {
if (colorAttachment.resolveTarget == nullptr) {
return {};
}
const TextureViewBase* resolveTarget = colorAttachment.resolveTarget;
const TextureViewBase* attachment = colorAttachment.view;
DAWN_TRY(device->ValidateObject(colorAttachment.resolveTarget));
DAWN_TRY(ValidateCanUseAs(colorAttachment.resolveTarget->GetTexture(),
wgpu::TextureUsage::RenderAttachment, usageValidationMode));
DAWN_INVALID_IF(!attachment->GetTexture()->IsMultisampledTexture(),
"Cannot set %s as a resolve target when the color attachment %s has a sample "
"count of 1.",
resolveTarget, attachment);
DAWN_INVALID_IF(resolveTarget->GetTexture()->IsMultisampledTexture(),
"Cannot use %s as resolve target. Sample count (%u) is greater than 1.",
resolveTarget, resolveTarget->GetTexture()->GetSampleCount());
DAWN_INVALID_IF(resolveTarget->GetLayerCount() > 1,
"The resolve target %s array layer count (%u) is not 1.", resolveTarget,
resolveTarget->GetLayerCount());
DAWN_INVALID_IF(resolveTarget->GetLevelCount() > 1,
"The resolve target %s mip level count (%u) is not 1.", resolveTarget,
resolveTarget->GetLevelCount());
const Extent3D& colorTextureSize =
attachment->GetTexture()->GetMipLevelSingleSubresourceVirtualSize(
attachment->GetBaseMipLevel());
const Extent3D& resolveTextureSize =
resolveTarget->GetTexture()->GetMipLevelSingleSubresourceVirtualSize(
resolveTarget->GetBaseMipLevel());
DAWN_INVALID_IF(colorTextureSize.width != resolveTextureSize.width ||
colorTextureSize.height != resolveTextureSize.height,
"The Resolve target %s size (width: %u, height: %u) does not match the color "
"attachment %s size (width: %u, height: %u).",
resolveTarget, resolveTextureSize.width, resolveTextureSize.height, attachment,
colorTextureSize.width, colorTextureSize.height);
wgpu::TextureFormat resolveTargetFormat = resolveTarget->GetFormat().format;
DAWN_INVALID_IF(
resolveTargetFormat != attachment->GetFormat().format,
"The resolve target %s format (%s) does not match the color attachment %s format "
"(%s).",
resolveTarget, resolveTargetFormat, attachment, attachment->GetFormat().format);
DAWN_INVALID_IF(
!resolveTarget->GetFormat().supportsResolveTarget,
"The resolve target %s format (%s) does not support being used as resolve target.",
resolveTarget, resolveTargetFormat);
return {};
}
MaybeError ValidateColorAttachmentRenderToSingleSampled(
const DeviceBase* device,
const RenderPassColorAttachment& colorAttachment,
const DawnRenderPassColorAttachmentRenderToSingleSampled* msaaRenderToSingleSampledDesc) {
ASSERT(msaaRenderToSingleSampledDesc != nullptr);
DAWN_INVALID_IF(
!device->HasFeature(Feature::MSAARenderToSingleSampled),
"The color attachment %s has implicit sample count while the %s feature is not enabled.",
colorAttachment.view, FeatureEnumToAPIFeature(Feature::MSAARenderToSingleSampled));
DAWN_INVALID_IF(!IsValidSampleCount(msaaRenderToSingleSampledDesc->implicitSampleCount) ||
msaaRenderToSingleSampledDesc->implicitSampleCount <= 1,
"The color attachment %s's implicit sample count (%u) is not supported.",
colorAttachment.view, msaaRenderToSingleSampledDesc->implicitSampleCount);
DAWN_INVALID_IF(!colorAttachment.view->GetTexture()->IsImplicitMSAARenderTextureViewSupported(),
"Color attachment %s was not created with %s usage, which is required for "
"having implicit sample count (%u).",
colorAttachment.view, wgpu::TextureUsage::TextureBinding,
msaaRenderToSingleSampledDesc->implicitSampleCount);
DAWN_INVALID_IF(!colorAttachment.view->GetFormat().supportsResolveTarget,
"The color attachment %s format (%s) does not support being used with "
"implicit sample count (%u). The format does not support resolve.",
colorAttachment.view, colorAttachment.view->GetFormat().format,
msaaRenderToSingleSampledDesc->implicitSampleCount);
DAWN_INVALID_IF(colorAttachment.resolveTarget != nullptr,
"Cannot set %s as a resolve target. No resolve target should be specified "
"for the color attachment %s with implicit sample count (%u).",
colorAttachment.resolveTarget, colorAttachment.view,
msaaRenderToSingleSampledDesc->implicitSampleCount);
return {};
}
MaybeError ValidateRenderPassColorAttachment(DeviceBase* device,
const RenderPassColorAttachment& colorAttachment,
uint32_t* width,
uint32_t* height,
uint32_t* sampleCount,
uint32_t* implicitSampleCount,
UsageValidationMode usageValidationMode) {
TextureViewBase* attachment = colorAttachment.view;
if (attachment == nullptr) {
return {};
}
DAWN_TRY(ValidateSingleSType(colorAttachment.nextInChain,
wgpu::SType::DawnRenderPassColorAttachmentRenderToSingleSampled));
const DawnRenderPassColorAttachmentRenderToSingleSampled* msaaRenderToSingleSampledDesc =
nullptr;
FindInChain(colorAttachment.nextInChain, &msaaRenderToSingleSampledDesc);
if (msaaRenderToSingleSampledDesc) {
DAWN_TRY(ValidateColorAttachmentRenderToSingleSampled(device, colorAttachment,
msaaRenderToSingleSampledDesc));
*implicitSampleCount = msaaRenderToSingleSampledDesc->implicitSampleCount;
// Note: we don't need to check whether the implicit sample count of different attachments
// are the same. That already is done by indirectly comparing the sample count in
// ValidateOrSetColorAttachmentSampleCount.
}
DAWN_TRY(device->ValidateObject(attachment));
DAWN_TRY(ValidateCanUseAs(attachment->GetTexture(), wgpu::TextureUsage::RenderAttachment,
usageValidationMode));
DAWN_INVALID_IF(
!(attachment->GetAspects() & Aspect::Color) || !attachment->GetFormat().isRenderable,
"The color attachment %s format (%s) is not color renderable.", attachment,
attachment->GetFormat().format);
DAWN_TRY(ValidateLoadOp(colorAttachment.loadOp));
DAWN_TRY(ValidateStoreOp(colorAttachment.storeOp));
DAWN_INVALID_IF(colorAttachment.loadOp == wgpu::LoadOp::Undefined, "loadOp must be set.");
DAWN_INVALID_IF(colorAttachment.storeOp == wgpu::StoreOp::Undefined, "storeOp must be set.");
if (attachment->GetTexture()->GetUsage() & wgpu::TextureUsage::TransientAttachment) {
DAWN_INVALID_IF(colorAttachment.loadOp != wgpu::LoadOp::Clear,
"The color attachment %s has the load op set to %s while its usage (%s) "
"has the transient attachment bit set.",
attachment, wgpu::LoadOp::Load, attachment->GetTexture()->GetUsage());
DAWN_INVALID_IF(colorAttachment.storeOp != wgpu::StoreOp::Discard,
"The color attachment %s has the store op set to %s while its usage (%s) "
"has the transient attachment bit set.",
attachment, wgpu::StoreOp::Store, attachment->GetTexture()->GetUsage());
}
const dawn::native::Color& clearValue = colorAttachment.clearValue;
if (colorAttachment.loadOp == wgpu::LoadOp::Clear) {
DAWN_INVALID_IF(std::isnan(clearValue.r) || std::isnan(clearValue.g) ||
std::isnan(clearValue.b) || std::isnan(clearValue.a),
"Color clear value (%s) contain a NaN.", &clearValue);
}
DAWN_TRY(
ValidateOrSetColorAttachmentSampleCount(attachment, *implicitSampleCount, sampleCount));
if (*implicitSampleCount <= 1) {
// This step is skipped if implicitSampleCount > 1, because in that case, there shoudn't be
// any explicit resolveTarget specified.
DAWN_TRY(ValidateResolveTarget(device, colorAttachment, usageValidationMode));
}
DAWN_TRY(ValidateAttachmentArrayLayersAndLevelCount(attachment));
DAWN_TRY(ValidateOrSetAttachmentSize(attachment, width, height));
return {};
}
MaybeError ValidateRenderPassDepthStencilAttachment(
DeviceBase* device,
const RenderPassDepthStencilAttachment* depthStencilAttachment,
uint32_t* width,
uint32_t* height,
uint32_t* sampleCount,
UsageValidationMode usageValidationMode) {
DAWN_ASSERT(depthStencilAttachment != nullptr);
TextureViewBase* attachment = depthStencilAttachment->view;
DAWN_TRY(device->ValidateObject(attachment));
DAWN_TRY(ValidateCanUseAs(attachment->GetTexture(), wgpu::TextureUsage::RenderAttachment,
usageValidationMode));
// DS attachments must encompass all aspects of the texture, so we first check that this is
// true, which means that in the rest of the function we can assume that the view's format is
// the same as the texture's format.
const Format& format = attachment->GetTexture()->GetFormat();
DAWN_INVALID_IF(
attachment->GetAspects() != format.aspects,
"The depth stencil attachment %s must encompass all aspects of it's texture's format (%s).",
attachment, format.format);
ASSERT(attachment->GetFormat().format == format.format);
DAWN_INVALID_IF(!format.HasDepthOrStencil(),
"The depth stencil attachment %s format (%s) is not a depth stencil format.",
attachment, format.format);
DAWN_INVALID_IF(!format.isRenderable,
"The depth stencil attachment %s format (%s) is not renderable.", attachment,
format.format);
DAWN_INVALID_IF(
attachment->GetAspects() == (Aspect::Depth | Aspect::Stencil) &&
depthStencilAttachment->depthReadOnly != depthStencilAttachment->stencilReadOnly,
"depthReadOnly (%u) and stencilReadOnly (%u) must be the same when texture aspect "
"is 'all'.",
depthStencilAttachment->depthReadOnly, depthStencilAttachment->stencilReadOnly);
// Read only, or depth doesn't exist.
if (depthStencilAttachment->depthReadOnly ||
!IsSubset(Aspect::Depth, attachment->GetAspects())) {
DAWN_INVALID_IF(depthStencilAttachment->depthLoadOp != wgpu::LoadOp::Undefined ||
depthStencilAttachment->depthStoreOp != wgpu::StoreOp::Undefined,
"Both depthLoadOp (%s) and depthStoreOp (%s) must not be set if the "
"attachment (%s) has no depth aspect or depthReadOnly (%u) is true.",
depthStencilAttachment->depthLoadOp, depthStencilAttachment->depthStoreOp,
attachment, depthStencilAttachment->depthReadOnly);
} else {
DAWN_TRY(ValidateLoadOp(depthStencilAttachment->depthLoadOp));
DAWN_TRY(ValidateStoreOp(depthStencilAttachment->depthStoreOp));
DAWN_INVALID_IF(depthStencilAttachment->depthLoadOp == wgpu::LoadOp::Undefined ||
depthStencilAttachment->depthStoreOp == wgpu::StoreOp::Undefined,
"Both depthLoadOp (%s) and depthStoreOp (%s) must be set if the attachment "
"(%s) has a depth aspect or depthReadOnly (%u) is false.",
depthStencilAttachment->depthLoadOp, depthStencilAttachment->depthStoreOp,
attachment, depthStencilAttachment->depthReadOnly);
}
// Read only, or stencil doesn't exist.
if (depthStencilAttachment->stencilReadOnly ||
!IsSubset(Aspect::Stencil, attachment->GetAspects())) {
DAWN_INVALID_IF(depthStencilAttachment->stencilLoadOp != wgpu::LoadOp::Undefined ||
depthStencilAttachment->stencilStoreOp != wgpu::StoreOp::Undefined,
"Both stencilLoadOp (%s) and stencilStoreOp (%s) must not be set if the "
"attachment (%s) has no stencil aspect or stencilReadOnly (%u) is true.",
depthStencilAttachment->stencilLoadOp,
depthStencilAttachment->stencilStoreOp, attachment,
depthStencilAttachment->stencilReadOnly);
} else {
DAWN_TRY(ValidateLoadOp(depthStencilAttachment->stencilLoadOp));
DAWN_TRY(ValidateStoreOp(depthStencilAttachment->stencilStoreOp));
DAWN_INVALID_IF(depthStencilAttachment->stencilLoadOp == wgpu::LoadOp::Undefined ||
depthStencilAttachment->stencilStoreOp == wgpu::StoreOp::Undefined,
"Both stencilLoadOp (%s) and stencilStoreOp (%s) must be set if the "
"attachment (%s) has a stencil aspect or stencilReadOnly (%u) is false.",
depthStencilAttachment->stencilLoadOp,
depthStencilAttachment->stencilStoreOp, attachment,
depthStencilAttachment->stencilReadOnly);
}
if (depthStencilAttachment->depthLoadOp == wgpu::LoadOp::Clear &&
IsSubset(Aspect::Depth, attachment->GetAspects())) {
DAWN_INVALID_IF(
std::isnan(depthStencilAttachment->depthClearValue),
"depthClearValue (%f) must be set and must not be a NaN value if the attachment "
"(%s) has a depth aspect and depthLoadOp is clear.",
depthStencilAttachment->depthClearValue, attachment);
DAWN_INVALID_IF(depthStencilAttachment->depthClearValue < 0.0f ||
depthStencilAttachment->depthClearValue > 1.0f,
"depthClearValue (%f) must be between 0.0 and 1.0 if the attachment (%s) "
"has a depth aspect and depthLoadOp is clear.",
depthStencilAttachment->depthClearValue, attachment);
}
// *sampleCount == 0 must only happen when there is no color attachment. In that case we
// do not need to validate the sample count of the depth stencil attachment.
const uint32_t depthStencilSampleCount = attachment->GetTexture()->GetSampleCount();
if (*sampleCount != 0) {
DAWN_INVALID_IF(
depthStencilSampleCount != *sampleCount,
"The depth stencil attachment %s sample count (%u) does not match the sample "
"count of the other attachments (%u).",
attachment, depthStencilSampleCount, *sampleCount);
} else {
*sampleCount = depthStencilSampleCount;
}
DAWN_TRY(ValidateAttachmentArrayLayersAndLevelCount(attachment));
DAWN_TRY(ValidateOrSetAttachmentSize(attachment, width, height));
return {};
}
MaybeError ValidateTimestampLocationOnRenderPass(
wgpu::RenderPassTimestampLocation location,
const std::unordered_set<wgpu::RenderPassTimestampLocation>& writtenLocations) {
DAWN_TRY(ValidateRenderPassTimestampLocation(location));
DAWN_INVALID_IF(writtenLocations.find(location) != writtenLocations.end(),
"There are two same RenderPassTimestampLocation %u in a render pass.",
location);
return {};
}
MaybeError ValidateTimestampLocationOnComputePass(
wgpu::ComputePassTimestampLocation location,
const std::unordered_set<wgpu::ComputePassTimestampLocation>& writtenLocations) {
DAWN_TRY(ValidateComputePassTimestampLocation(location));
DAWN_INVALID_IF(writtenLocations.find(location) != writtenLocations.end(),
"There are two same ComputePassTimestampLocation %u in a compute pass.",
location);
return {};
}
MaybeError ValidateRenderPassDescriptor(DeviceBase* device,
const RenderPassDescriptor* descriptor,
uint32_t* width,
uint32_t* height,
uint32_t* sampleCount,
uint32_t* implicitSampleCount,
UsageValidationMode usageValidationMode) {
DAWN_TRY(ValidateSingleSType(descriptor->nextInChain,
wgpu::SType::RenderPassDescriptorMaxDrawCount));
uint32_t maxColorAttachments = device->GetLimits().v1.maxColorAttachments;
DAWN_INVALID_IF(
descriptor->colorAttachmentCount > maxColorAttachments,
"Color attachment count (%u) exceeds the maximum number of color attachments (%u).",
descriptor->colorAttachmentCount, maxColorAttachments);
bool isAllColorAttachmentNull = true;
ColorAttachmentFormats colorAttachmentFormats;
for (uint32_t i = 0; i < descriptor->colorAttachmentCount; ++i) {
DAWN_TRY_CONTEXT(ValidateRenderPassColorAttachment(
device, descriptor->colorAttachments[i], width, height, sampleCount,
implicitSampleCount, usageValidationMode),
"validating colorAttachments[%u].", i);
if (descriptor->colorAttachments[i].view) {
isAllColorAttachmentNull = false;
colorAttachmentFormats->push_back(&descriptor->colorAttachments[i].view->GetFormat());
}
}
DAWN_TRY_CONTEXT(ValidateColorAttachmentBytesPerSample(device, colorAttachmentFormats),
"validating color attachment bytes per sample.");
if (descriptor->depthStencilAttachment != nullptr) {
DAWN_TRY_CONTEXT(ValidateRenderPassDepthStencilAttachment(
device, descriptor->depthStencilAttachment, width, height, sampleCount,
usageValidationMode),
"validating depthStencilAttachment.");
} else {
DAWN_INVALID_IF(
isAllColorAttachmentNull,
"No color or depthStencil attachments specified. At least one is required.");
}
if (descriptor->occlusionQuerySet != nullptr) {
DAWN_TRY(device->ValidateObject(descriptor->occlusionQuerySet));
DAWN_INVALID_IF(descriptor->occlusionQuerySet->GetQueryType() != wgpu::QueryType::Occlusion,
"The occlusionQuerySet %s type (%s) is not %s.",
descriptor->occlusionQuerySet,
descriptor->occlusionQuerySet->GetQueryType(), wgpu::QueryType::Occlusion);
}
if (descriptor->timestampWriteCount > 0) {
DAWN_ASSERT(descriptor->timestampWrites != nullptr);
// Record the query set and query index used on render passes for validating query
// index overwrite. The TrackQueryAvailability of
// RenderPassResourceUsageTracker is not used here because the timestampWrites are
// not validated and encoded one by one, but encoded together after passing the
// validation.
QueryAvailabilityMap usedQueries;
// TODO(https://crbug.com/dawn/1452):
// 1. Add an enum that's TimestampLocationMask and has bit values.
// 2. Add a function with a switch that converts from one to the other.
// 3. type alias the ityp::bitset for that to call it TimestampLocationSet.
// 4. Use it here.
std::unordered_set<wgpu::RenderPassTimestampLocation> writtenLocations;
for (uint32_t i = 0; i < descriptor->timestampWriteCount; ++i) {
QuerySetBase* querySet = descriptor->timestampWrites[i].querySet;
DAWN_ASSERT(querySet != nullptr);
uint32_t queryIndex = descriptor->timestampWrites[i].queryIndex;
DAWN_TRY_CONTEXT(ValidateTimestampQuery(device, querySet, queryIndex),
"validating querySet and queryIndex of timestampWrites[%u].", i);
DAWN_TRY_CONTEXT(ValidateTimestampLocationOnRenderPass(
descriptor->timestampWrites[i].location, writtenLocations),
"validating location of timestampWrites[%u].", i);
writtenLocations.insert(descriptor->timestampWrites[i].location);
auto checkIt = usedQueries.find(querySet);
DAWN_INVALID_IF(checkIt != usedQueries.end() && checkIt->second[queryIndex],
"Query index %u of %s is written to twice in a render pass.",
queryIndex, querySet);
// Gets the iterator for that querySet or create a new vector of bool set to
// false if the querySet wasn't registered.
auto addIt = usedQueries.emplace(querySet, querySet->GetQueryCount()).first;
addIt->second[queryIndex] = true;
}
}
DAWN_INVALID_IF(
descriptor->colorAttachmentCount == 0 && descriptor->depthStencilAttachment == nullptr,
"Render pass has no attachments.");
if (*implicitSampleCount > 1) {
// TODO(dawn:1710): support multiple attachments.
DAWN_INVALID_IF(
descriptor->colorAttachmentCount != 1,
"colorAttachmentCount (%u) is not supported when the render pass has implicit sample "
"count (%u). (Currently) colorAttachmentCount = 1 is supported.",
descriptor->colorAttachmentCount, *implicitSampleCount);
}
return {};
}
MaybeError ValidateComputePassDescriptor(const DeviceBase* device,
const ComputePassDescriptor* descriptor) {
if (descriptor == nullptr) {
return {};
}
if (descriptor->timestampWriteCount > 0) {
DAWN_ASSERT(descriptor->timestampWrites != nullptr);
// Record the query set and query index used on compute passes for validating query
// index overwrite.
QueryAvailabilityMap usedQueries;
// TODO(https://crbug.com/dawn/1452):
// 1. Add an enum that's TimestampLocationMask and has bit values.
// 2. Add a function with a switch that converts from one to the other.
// 3. type alias the ityp::bitset for that to call it TimestampLocationSet.
// 4. Use it here.
std::unordered_set<wgpu::ComputePassTimestampLocation> writtenLocations;
for (uint32_t i = 0; i < descriptor->timestampWriteCount; ++i) {
QuerySetBase* querySet = descriptor->timestampWrites[i].querySet;
DAWN_ASSERT(querySet != nullptr);
uint32_t queryIndex = descriptor->timestampWrites[i].queryIndex;
DAWN_TRY_CONTEXT(ValidateTimestampQuery(device, querySet, queryIndex),
"validating querySet and queryIndex of timestampWrites[%u].", i);
DAWN_TRY_CONTEXT(ValidateTimestampLocationOnComputePass(
descriptor->timestampWrites[i].location, writtenLocations),
"validating location of timestampWrites[%u].", i);
writtenLocations.insert(descriptor->timestampWrites[i].location);
auto checkIt = usedQueries.find(querySet);
DAWN_INVALID_IF(checkIt != usedQueries.end() && checkIt->second[queryIndex],
"Query index %u of %s is written to twice in a compute pass.",
queryIndex, querySet);
// Gets the iterator for that querySet or create a new vector of bool set to
// false if the querySet wasn't registered.
auto addIt = usedQueries.emplace(querySet, querySet->GetQueryCount()).first;
addIt->second[queryIndex] = true;
}
}
return {};
}
MaybeError ValidateQuerySetResolve(const QuerySetBase* querySet,
uint32_t firstQuery,
uint32_t queryCount,
const BufferBase* destination,
uint64_t destinationOffset) {
DAWN_INVALID_IF(firstQuery >= querySet->GetQueryCount(),
"First query (%u) exceeds the number of queries (%u) in %s.", firstQuery,
querySet->GetQueryCount(), querySet);
DAWN_INVALID_IF(
queryCount > querySet->GetQueryCount() - firstQuery,
"The query range (firstQuery: %u, queryCount: %u) exceeds the number of queries "
"(%u) in %s.",
firstQuery, queryCount, querySet->GetQueryCount(), querySet);
DAWN_INVALID_IF(destinationOffset % kQueryResolveAlignment != 0,
"The destination buffer %s offset (%u) is not a multiple of %u.", destination,
destinationOffset, kQueryResolveAlignment);
uint64_t bufferSize = destination->GetSize();
// The destination buffer must have enough storage, from destination offset, to contain
// the result of resolved queries
bool fitsInBuffer =
destinationOffset <= bufferSize &&
(static_cast<uint64_t>(queryCount) * sizeof(uint64_t) <= (bufferSize - destinationOffset));
DAWN_INVALID_IF(
!fitsInBuffer,
"The resolved %s data size (%u) would not fit in %s with size %u at the offset %u.",
querySet, static_cast<uint64_t>(queryCount) * sizeof(uint64_t), destination, bufferSize,
destinationOffset);
return {};
}
MaybeError EncodeTimestampsToNanosecondsConversion(CommandEncoder* encoder,
QuerySetBase* querySet,
uint32_t firstQuery,
uint32_t queryCount,
BufferBase* destination,
uint64_t destinationOffset) {
DeviceBase* device = encoder->GetDevice();
// The availability got from query set is a reference to vector<bool>, need to covert
// bool to uint32_t due to a user input in pipeline must not contain a bool type in
// WGSL.
std::vector<uint32_t> availability{querySet->GetQueryAvailability().begin(),
querySet->GetQueryAvailability().end()};
// Timestamp availability storage buffer
BufferDescriptor availabilityDesc = {};
availabilityDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst;
availabilityDesc.size = querySet->GetQueryCount() * sizeof(uint32_t);
Ref<BufferBase> availabilityBuffer;
DAWN_TRY_ASSIGN(availabilityBuffer, device->CreateBuffer(&availabilityDesc));
DAWN_TRY(device->GetQueue()->WriteBuffer(availabilityBuffer.Get(), 0, availability.data(),
availability.size() * sizeof(uint32_t)));
// Timestamp params uniform buffer
TimestampParams params(firstQuery, queryCount, static_cast<uint32_t>(destinationOffset),
device->GetTimestampPeriodInNS());
BufferDescriptor parmsDesc = {};
parmsDesc.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst;
parmsDesc.size = sizeof(params);
Ref<BufferBase> paramsBuffer;
DAWN_TRY_ASSIGN(paramsBuffer, device->CreateBuffer(&parmsDesc));
DAWN_TRY(device->GetQueue()->WriteBuffer(paramsBuffer.Get(), 0, &params, sizeof(params)));
return EncodeConvertTimestampsToNanoseconds(encoder, destination, availabilityBuffer.Get(),
paramsBuffer.Get());
}
bool IsReadOnlyDepthStencilAttachment(
const RenderPassDepthStencilAttachment* depthStencilAttachment) {
DAWN_ASSERT(depthStencilAttachment != nullptr);
Aspect aspects = depthStencilAttachment->view->GetAspects();
DAWN_ASSERT(IsSubset(aspects, Aspect::Depth | Aspect::Stencil));
if ((aspects & Aspect::Depth) && !depthStencilAttachment->depthReadOnly) {
return false;
}
if (aspects & Aspect::Stencil && !depthStencilAttachment->stencilReadOnly) {
return false;
}
return true;
}
// Load resolve texture to MSAA attachment if needed.
MaybeError ApplyMSAARenderToSingleSampledLoadOp(DeviceBase* device,
RenderPassEncoder* renderPassEncoder,
const RenderPassDescriptor* renderPassDescriptor,
uint32_t implicitSampleCount) {
// TODO(dawn:1710): support multiple attachments.
ASSERT(renderPassDescriptor->colorAttachmentCount == 1);
if (renderPassDescriptor->colorAttachments[0].loadOp != wgpu::LoadOp::Load) {
return {};
}
// TODO(dawn:1710): support loading resolve texture on platforms that don't support reading
// it in fragment shader such as vulkan.
ASSERT(device->IsResolveTextureBlitWithDrawSupported());
// Read implicit resolve texture in fragment shader and copy to the implicit MSAA attachment.
return BlitMSAARenderToSingleSampledColorWithDraw(device, renderPassEncoder,
renderPassDescriptor, implicitSampleCount);
}
// Tracks the temporary resolve attachments used when the AlwaysResolveIntoZeroLevelAndLayer toggle
// is active so that the results can be copied from the temporary resolve attachment into the
// intended target after the render pass is complete. Also used by the
// ResolveMultipleAttachmentInSeparatePasses toggle to track resolves that need to be done in their
// own passes.
struct TemporaryResolveAttachment {
TemporaryResolveAttachment(Ref<TextureViewBase> src,
Ref<TextureViewBase> dst,
wgpu::StoreOp storeOp = wgpu::StoreOp::Store)
: copySrc(std::move(src)), copyDst(std::move(dst)), storeOp(storeOp) {}
Ref<TextureViewBase> copySrc;
Ref<TextureViewBase> copyDst;
wgpu::StoreOp storeOp;
};
bool ShouldUseTextureToBufferBlit(const DeviceBase* device,
const Format& format,
const Aspect& aspect) {
// Snorm
if (format.IsSnorm() && device->IsToggleEnabled(Toggle::UseBlitForSnormTextureToBufferCopy)) {
return true;
}
// BGRA8Unorm
if (format.format == wgpu::TextureFormat::BGRA8Unorm &&
device->IsToggleEnabled(Toggle::UseBlitForBGRA8UnormTextureToBufferCopy)) {
return true;
}
// Depth
if (aspect == Aspect::Depth &&
((format.format == wgpu::TextureFormat::Depth16Unorm &&
device->IsToggleEnabled(Toggle::UseBlitForDepth16UnormTextureToBufferCopy)) ||
(format.format == wgpu::TextureFormat::Depth32Float &&
device->IsToggleEnabled(Toggle::UseBlitForDepth32FloatTextureToBufferCopy)))) {
return true;
}
// Stencil
if (aspect == Aspect::Stencil &&
device->IsToggleEnabled(Toggle::UseBlitForStencilTextureToBufferCopy)) {
return true;
}
return false;
}
} // namespace
Color ClampClearColorValueToLegalRange(const Color& originalColor, const Format& format) {
const AspectInfo& aspectInfo = format.GetAspectInfo(Aspect::Color);
double minValue = 0;
double maxValue = 0;
switch (aspectInfo.baseType) {
case TextureComponentType::Float: {
return originalColor;
}
case TextureComponentType::Sint: {
const uint32_t bitsPerComponent =
(aspectInfo.block.byteSize * 8 / format.componentCount);
maxValue =
static_cast<double>((static_cast<uint64_t>(1) << (bitsPerComponent - 1)) - 1);
minValue = -static_cast<double>(static_cast<uint64_t>(1) << (bitsPerComponent - 1));
break;
}
case TextureComponentType::Uint: {
const uint32_t bitsPerComponent =
(aspectInfo.block.byteSize * 8 / format.componentCount);
maxValue = static_cast<double>((static_cast<uint64_t>(1) << bitsPerComponent) - 1);
break;
}
}
return {std::clamp(originalColor.r, minValue, maxValue),
std::clamp(originalColor.g, minValue, maxValue),
std::clamp(originalColor.b, minValue, maxValue),
std::clamp(originalColor.a, minValue, maxValue)};
}
MaybeError ValidateCommandEncoderDescriptor(const DeviceBase* device,
const CommandEncoderDescriptor* descriptor) {
DAWN_TRY(ValidateSingleSType(descriptor->nextInChain,
wgpu::SType::DawnEncoderInternalUsageDescriptor));
const DawnEncoderInternalUsageDescriptor* internalUsageDesc = nullptr;
FindInChain(descriptor->nextInChain, &internalUsageDesc);
DAWN_INVALID_IF(internalUsageDesc != nullptr &&
!device->APIHasFeature(wgpu::FeatureName::DawnInternalUsages),
"%s is not available.", wgpu::FeatureName::DawnInternalUsages);
return {};
}
// static
Ref<CommandEncoder> CommandEncoder::Create(DeviceBase* device,
const CommandEncoderDescriptor* descriptor) {
return AcquireRef(new CommandEncoder(device, descriptor));
}
// static
CommandEncoder* CommandEncoder::MakeError(DeviceBase* device, const char* label) {
return new CommandEncoder(device, ObjectBase::kError, label);
}
CommandEncoder::CommandEncoder(DeviceBase* device, const CommandEncoderDescriptor* descriptor)
: ApiObjectBase(device, descriptor->label), mEncodingContext(device, this) {
GetObjectTrackingList()->Track(this);
const DawnEncoderInternalUsageDescriptor* internalUsageDesc = nullptr;
FindInChain(descriptor->nextInChain, &internalUsageDesc);
if (internalUsageDesc != nullptr && internalUsageDesc->useInternalUsages) {
mUsageValidationMode = UsageValidationMode::Internal;
} else {
mUsageValidationMode = UsageValidationMode::Default;
}
}
CommandEncoder::CommandEncoder(DeviceBase* device, ObjectBase::ErrorTag tag, const char* label)
: ApiObjectBase(device, tag, label),
mEncodingContext(device, this),
mUsageValidationMode(UsageValidationMode::Default) {
mEncodingContext.HandleError(DAWN_VALIDATION_ERROR("%s is invalid.", this));
}
ObjectType CommandEncoder::GetType() const {
return ObjectType::CommandEncoder;
}
void CommandEncoder::DestroyImpl() {
mEncodingContext.Destroy();
}
CommandBufferResourceUsage CommandEncoder::AcquireResourceUsages() {
return CommandBufferResourceUsage{
mEncodingContext.AcquireRenderPassUsages(), mEncodingContext.AcquireComputePassUsages(),
std::move(mTopLevelBuffers), std::move(mTopLevelTextures), std::move(mUsedQuerySets)};
}
CommandIterator CommandEncoder::AcquireCommands() {
return mEncodingContext.AcquireCommands();
}
void CommandEncoder::TrackUsedQuerySet(QuerySetBase* querySet) {
mUsedQuerySets.insert(querySet);
}
void CommandEncoder::TrackQueryAvailability(QuerySetBase* querySet, uint32_t queryIndex) {
DAWN_ASSERT(querySet != nullptr);
if (GetDevice()->IsValidationEnabled()) {
TrackUsedQuerySet(querySet);
}
// Set the query at queryIndex to available for resolving in query set.
querySet->SetQueryAvailability(queryIndex, true);
}
// Implementation of the API's command recording methods
ComputePassEncoder* CommandEncoder::APIBeginComputePass(const ComputePassDescriptor* descriptor) {
// This function will create new object, need to lock the Device.
auto deviceLock(GetDevice()->GetScopedLock());
return BeginComputePass(descriptor).Detach();
}
Ref<ComputePassEncoder> CommandEncoder::BeginComputePass(const ComputePassDescriptor* descriptor) {
DeviceBase* device = GetDevice();
ASSERT(device->IsLockedByCurrentThreadIfNeeded());
bool success = mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
DAWN_TRY(ValidateComputePassDescriptor(device, descriptor));
BeginComputePassCmd* cmd =
allocator->Allocate<BeginComputePassCmd>(Command::BeginComputePass);
if (descriptor == nullptr) {
return {};
}
cmd->label = std::string(descriptor->label ? descriptor->label : "");
// Record timestamp writes at the beginning and end of compute pass. The timestamp write
// at the end also be needed in BeginComputePassCmd because it's required by compute
// pass descriptor when beginning compute pass on Metal.
for (uint32_t i = 0; i < descriptor->timestampWriteCount; i++) {
QuerySetBase* querySet = descriptor->timestampWrites[i].querySet;
uint32_t queryIndex = descriptor->timestampWrites[i].queryIndex;
switch (descriptor->timestampWrites[i].location) {
case wgpu::ComputePassTimestampLocation::Beginning:
cmd->beginTimestamp.querySet = querySet;
cmd->beginTimestamp.queryIndex = queryIndex;
break;
case wgpu::ComputePassTimestampLocation::End:
cmd->endTimestamp.querySet = querySet;
cmd->endTimestamp.queryIndex = queryIndex;
break;
}
TrackQueryAvailability(querySet, queryIndex);
}
return {};
},
"encoding %s.BeginComputePass(%s).", this, descriptor);
if (success) {
const ComputePassDescriptor defaultDescriptor = {};
if (descriptor == nullptr) {
descriptor = &defaultDescriptor;
}
Ref<ComputePassEncoder> passEncoder =
ComputePassEncoder::Create(device, descriptor, this, &mEncodingContext);
mEncodingContext.EnterPass(passEncoder.Get());
return passEncoder;
}
return ComputePassEncoder::MakeError(device, this, &mEncodingContext,
descriptor ? descriptor->label : nullptr);
}
RenderPassEncoder* CommandEncoder::APIBeginRenderPass(const RenderPassDescriptor* descriptor) {
// This function will create new object, need to lock the Device.
auto deviceLock(GetDevice()->GetScopedLock());
return BeginRenderPass(descriptor).Detach();
}
Ref<RenderPassEncoder> CommandEncoder::BeginRenderPass(const RenderPassDescriptor* descriptor) {
DeviceBase* device = GetDevice();
ASSERT(device->IsLockedByCurrentThreadIfNeeded());
RenderPassResourceUsageTracker usageTracker;
uint32_t width = 0;
uint32_t height = 0;
uint32_t sampleCount = 0;
// The implicit multisample count used by MSAA render to single sampled.
uint32_t implicitSampleCount = 0;
bool depthReadOnly = false;
bool stencilReadOnly = false;
Ref<AttachmentState> attachmentState;
std::function<void()> passEndCallback = nullptr;
bool success = mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
DAWN_TRY(ValidateRenderPassDescriptor(device, descriptor, &width, &height, &sampleCount,
&implicitSampleCount, mUsageValidationMode));
ASSERT(width > 0 && height > 0 && sampleCount > 0 &&
(implicitSampleCount == 0 || implicitSampleCount == sampleCount));
mEncodingContext.WillBeginRenderPass();
BeginRenderPassCmd* cmd =
allocator->Allocate<BeginRenderPassCmd>(Command::BeginRenderPass);
cmd->label = std::string(descriptor->label ? descriptor->label : "");
cmd->attachmentState = device->GetOrCreateAttachmentState(descriptor);
attachmentState = cmd->attachmentState;
for (ColorAttachmentIndex index :
IterateBitSet(cmd->attachmentState->GetColorAttachmentsMask())) {
uint8_t i = static_cast<uint8_t>(index);
TextureViewBase* colorTarget;
TextureViewBase* resolveTarget;
if (implicitSampleCount <= 1) {
colorTarget = descriptor->colorAttachments[i].view;
resolveTarget = descriptor->colorAttachments[i].resolveTarget;
cmd->colorAttachments[index].view = colorTarget;
cmd->colorAttachments[index].loadOp = descriptor->colorAttachments[i].loadOp;
cmd->colorAttachments[index].storeOp = descriptor->colorAttachments[i].storeOp;
} else {
// We use an implicit MSAA texture and resolve to the client supplied
// attachment.
resolveTarget = descriptor->colorAttachments[i].view;
Ref<TextureViewBase> implicitMSAATargetRef;
DAWN_TRY_ASSIGN(implicitMSAATargetRef,
device->CreateImplicitMSAARenderTextureViewFor(
resolveTarget->GetTexture(), implicitSampleCount));
colorTarget = implicitMSAATargetRef.Get();
cmd->colorAttachments[index].view = std::move(implicitMSAATargetRef);
cmd->colorAttachments[index].loadOp = wgpu::LoadOp::Clear;
cmd->colorAttachments[index].storeOp = wgpu::StoreOp::Discard;
}
cmd->colorAttachments[index].resolveTarget = resolveTarget;
Color color = descriptor->colorAttachments[i].clearValue;
cmd->colorAttachments[index].clearColor =
ClampClearColorValueToLegalRange(color, colorTarget->GetFormat());
usageTracker.TextureViewUsedAs(colorTarget, wgpu::TextureUsage::RenderAttachment);
if (resolveTarget != nullptr) {
usageTracker.TextureViewUsedAs(resolveTarget,
wgpu::TextureUsage::RenderAttachment);
}
}
if (cmd->attachmentState->HasDepthStencilAttachment()) {
TextureViewBase* view = descriptor->depthStencilAttachment->view;
cmd->depthStencilAttachment.view = view;
switch (descriptor->depthStencilAttachment->depthLoadOp) {
case wgpu::LoadOp::Clear:
cmd->depthStencilAttachment.clearDepth =
descriptor->depthStencilAttachment->depthClearValue;
break;
case wgpu::LoadOp::Load:
case wgpu::LoadOp::Undefined:
// Set depthClearValue to 0 if it is the load op is not clear.
// The default value NaN may be invalid in the backend.
cmd->depthStencilAttachment.clearDepth = 0.f;
break;
}
cmd->depthStencilAttachment.clearStencil =
descriptor->depthStencilAttachment->stencilClearValue;
// Copy parameters for the depth, reyifing the values when it is not present or
// readonly.
cmd->depthStencilAttachment.depthReadOnly = false;
cmd->depthStencilAttachment.depthLoadOp = wgpu::LoadOp::Load;
cmd->depthStencilAttachment.depthStoreOp = wgpu::StoreOp::Store;
if (view->GetFormat().HasDepth()) {
cmd->depthStencilAttachment.depthReadOnly =
descriptor->depthStencilAttachment->depthReadOnly;
if (!cmd->depthStencilAttachment.depthReadOnly) {
cmd->depthStencilAttachment.depthLoadOp =
descriptor->depthStencilAttachment->depthLoadOp;
cmd->depthStencilAttachment.depthStoreOp =
descriptor->depthStencilAttachment->depthStoreOp;
}
}
// Copy parameters for the stencil, reyifing the values when it is not present or
// readonly.
cmd->depthStencilAttachment.stencilReadOnly = false;
cmd->depthStencilAttachment.stencilLoadOp = wgpu::LoadOp::Load;
cmd->depthStencilAttachment.stencilStoreOp = wgpu::StoreOp::Store;
if (view->GetFormat().HasStencil()) {
cmd->depthStencilAttachment.stencilReadOnly =
descriptor->depthStencilAttachment->stencilReadOnly;
if (!cmd->depthStencilAttachment.stencilReadOnly) {
cmd->depthStencilAttachment.stencilLoadOp =
descriptor->depthStencilAttachment->stencilLoadOp;
cmd->depthStencilAttachment.stencilStoreOp =
descriptor->depthStencilAttachment->stencilStoreOp;
}
// GPURenderPassDepthStencilAttachment.stencilClearValue will be converted to
// the type of the stencil aspect of view by taking the same number of LSBs as
// the number of bits in the stencil aspect of one texel block of view.
ASSERT(view->GetFormat()
.GetAspectInfo(dawn::native::Aspect::Stencil)
.block.byteSize == 1u);
cmd->depthStencilAttachment.clearStencil &= 0xFF;
}
if (IsReadOnlyDepthStencilAttachment(descriptor->depthStencilAttachment)) {
usageTracker.TextureViewUsedAs(view, kReadOnlyRenderAttachment);
} else {
usageTracker.TextureViewUsedAs(view, wgpu::TextureUsage::RenderAttachment);
}
depthReadOnly = descriptor->depthStencilAttachment->depthReadOnly;
stencilReadOnly = descriptor->depthStencilAttachment->stencilReadOnly;
}
cmd->width = width;
cmd->height = height;
cmd->occlusionQuerySet = descriptor->occlusionQuerySet;
// Record timestamp writes at the beginning and end of render pass. The timestamp write
// at the end also be needed in BeginComputePassCmd because it's required by render pass
// descriptor when beginning render pass on Metal.
for (uint32_t i = 0; i < descriptor->timestampWriteCount; i++) {
QuerySetBase* querySet = descriptor->timestampWrites[i].querySet;
uint32_t queryIndex = descriptor->timestampWrites[i].queryIndex;
switch (descriptor->timestampWrites[i].location) {
case wgpu::RenderPassTimestampLocation::Beginning:
cmd->beginTimestamp.querySet = querySet;
cmd->beginTimestamp.queryIndex = queryIndex;
break;
case wgpu::RenderPassTimestampLocation::End:
cmd->endTimestamp.querySet = querySet;
cmd->endTimestamp.queryIndex = queryIndex;
break;
}
TrackQueryAvailability(querySet, queryIndex);
// Track the query availability with true on render pass again for rewrite
// validation and query reset on Vulkan
usageTracker.TrackQueryAvailability(querySet, queryIndex);
}
DAWN_TRY_ASSIGN(passEndCallback,
ApplyRenderPassWorkarounds(device, &usageTracker, cmd));
return {};
},
"encoding %s.BeginRenderPass(%s).", this, descriptor);
if (success) {
Ref<RenderPassEncoder> passEncoder =
RenderPassEncoder::Create(device, descriptor, this, &mEncodingContext,
std::move(usageTracker), std::move(attachmentState), width,
height, depthReadOnly, stencilReadOnly, passEndCallback);
mEncodingContext.EnterPass(passEncoder.Get());
MaybeError error;
if (implicitSampleCount > 1) {
error = ApplyMSAARenderToSingleSampledLoadOp(device, passEncoder.Get(), descriptor,
implicitSampleCount);
} else if (ShouldApplyClearBigIntegerColorValueWithDraw(device, descriptor)) {
// This is skipped if implicitSampleCount > 1. Because implicitSampleCount > 1 is only
// supported for non-integer textures.
error = ApplyClearBigIntegerColorValueWithDraw(passEncoder.Get(), descriptor);
}
if (device->ConsumedError(std::move(error))) {
return RenderPassEncoder::MakeError(device, this, &mEncodingContext,
descriptor ? descriptor->label : nullptr);
}
return passEncoder;
}
return RenderPassEncoder::MakeError(device, this, &mEncodingContext,
descriptor ? descriptor->label : nullptr);
}
// This function handles render pass workarounds. Because some cases may require
// multiple workarounds, it applies any workarounds one by one and calls itself
// recursively to handle the next workaround if needed.
ResultOrError<std::function<void()>> CommandEncoder::ApplyRenderPassWorkarounds(
DeviceBase* device,
RenderPassResourceUsageTracker* usageTracker,
BeginRenderPassCmd* cmd,
std::function<void()> passEndCallback) {
// dawn:1550
// Handle toggle ResolveMultipleAttachmentInSeparatePasses. This identifies passes where there
// are multiple MSAA color targets and at least one of them has a resolve target. If that's the
// case then the resolves are deferred by removing the resolve targets and forcing the storeOp
// to Store. After the pass has ended an new pass is recorded for each resolve target that
// resolves it separately.
if (device->IsToggleEnabled(Toggle::ResolveMultipleAttachmentInSeparatePasses) &&
cmd->attachmentState->GetColorAttachmentsMask().count() > 1) {
bool splitResolvesIntoSeparatePasses = false;
// This workaround needs to apply if there are multiple MSAA color targets (checked above)
// and at least one resolve target.
for (ColorAttachmentIndex i :
IterateBitSet(cmd->attachmentState->GetColorAttachmentsMask())) {
if (cmd->colorAttachments[i].resolveTarget.Get() != nullptr) {
splitResolvesIntoSeparatePasses = true;
break;
}
}
if (splitResolvesIntoSeparatePasses) {
std::vector<TemporaryResolveAttachment> temporaryResolveAttachments;
for (ColorAttachmentIndex i :
IterateBitSet(cmd->attachmentState->GetColorAttachmentsMask())) {
auto& attachmentInfo = cmd->colorAttachments[i];
TextureViewBase* resolveTarget = attachmentInfo.resolveTarget.Get();
if (resolveTarget != nullptr) {
// Save the color and resolve targets together for an explicit resolve pass
// after this one ends, then remove the resolve target from this pass and
// force the storeOp to Store.
temporaryResolveAttachments.emplace_back(attachmentInfo.view.Get(),
resolveTarget, attachmentInfo.storeOp);
attachmentInfo.storeOp = wgpu::StoreOp::Store;
attachmentInfo.resolveTarget = nullptr;
}
}
// Check for other workarounds that need to be applied recursively.
return ApplyRenderPassWorkarounds(
device, usageTracker, cmd,
[this, passEndCallback = std::move(passEndCallback),
temporaryResolveAttachments = std::move(temporaryResolveAttachments)]() -> void {
// Called once the render pass has been ended.
// Handles any separate resolve passes needed for the
// ResolveMultipleAttachmentInSeparatePasses workaround immediately after the
// render pass ends and before any additional commands are recorded.
for (auto& deferredResolve : temporaryResolveAttachments) {
RenderPassColorAttachment attachment = {};
attachment.view = deferredResolve.copySrc.Get();
attachment.resolveTarget = deferredResolve.copyDst.Get();
attachment.loadOp = wgpu::LoadOp::Load;
attachment.storeOp = deferredResolve.storeOp;
RenderPassDescriptor resolvePass = {};
resolvePass.colorAttachmentCount = 1;
resolvePass.colorAttachments = &attachment;
// Begin and end an empty render pass to force the resolve.
Ref<RenderPassEncoder> encoder = this->BeginRenderPass(&resolvePass);
encoder->End();
}
// If there were any other callbacks in the workaround stack, call the next one.
if (passEndCallback) {
passEndCallback();
}
});
}
}
// dawn:56, dawn:1569
// Handle Toggle AlwaysResolveIntoZeroLevelAndLayer. This swaps out the given resolve attachment
// for a temporary one that has no layers or mip levels. The results are copied from the
// temporary attachment into the given attachment when the render pass ends. (Handled at the
// bottom of this branch)
if (device->IsToggleEnabled(Toggle::AlwaysResolveIntoZeroLevelAndLayer)) {
std::vector<TemporaryResolveAttachment> temporaryResolveAttachments;
for (ColorAttachmentIndex index :
IterateBitSet(cmd->attachmentState->GetColorAttachmentsMask())) {
TextureViewBase* resolveTarget = cmd->colorAttachments[index].resolveTarget.Get();
if (resolveTarget != nullptr && (resolveTarget->GetBaseMipLevel() != 0 ||
resolveTarget->GetBaseArrayLayer() != 0)) {
// Create a temporary texture to resolve into
// TODO(dawn:1618): Defer allocation of temporary textures till submit time.
TextureDescriptor descriptor = {};
descriptor.usage =
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
descriptor.format = resolveTarget->GetFormat().format;
descriptor.size =
resolveTarget->GetTexture()->GetMipLevelSingleSubresourceVirtualSize(
resolveTarget->GetBaseMipLevel());
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.mipLevelCount = 1;
// We are creating new resources. Device must already be locked via
// APIBeginRenderPass -> ApplyRenderPassWorkarounds.
// TODO(crbug.com/dawn/1618): In future, all temp resources should be created at
// Command Submit time, so the locking would be removed from here at that point.
Ref<TextureBase> temporaryResolveTexture;
Ref<TextureViewBase> temporaryResolveView;
{
ASSERT(device->IsLockedByCurrentThreadIfNeeded());
DAWN_TRY_ASSIGN(temporaryResolveTexture, device->CreateTexture(&descriptor));
TextureViewDescriptor viewDescriptor = {};
DAWN_TRY_ASSIGN(
temporaryResolveView,
device->CreateTextureView(temporaryResolveTexture.Get(), &viewDescriptor));
}
// Save the temporary and given render targets together for copying after
// the render pass ends.
temporaryResolveAttachments.emplace_back(temporaryResolveView, resolveTarget);
// Replace the given resolve attachment with the temporary one.
usageTracker->TextureViewUsedAs(temporaryResolveView.Get(),
wgpu::TextureUsage::RenderAttachment);
cmd->colorAttachments[index].resolveTarget = temporaryResolveView;
}
}
if (temporaryResolveAttachments.size()) {
// Check for other workarounds that need to be applied recursively.
return ApplyRenderPassWorkarounds(
device, usageTracker, cmd,
[this, passEndCallback = std::move(passEndCallback),
temporaryResolveAttachments = std::move(temporaryResolveAttachments)]() -> void {
// Called once the render pass has been ended.
// Handle any copies needed for the AlwaysResolveIntoZeroLevelAndLayer
// workaround immediately after the render pass ends and before any additional
// commands are recorded.
for (auto& copyTarget : temporaryResolveAttachments) {
ImageCopyTexture srcImageCopyTexture = {};
srcImageCopyTexture.texture = copyTarget.copySrc->GetTexture();
srcImageCopyTexture.aspect = wgpu::TextureAspect::All;
srcImageCopyTexture.mipLevel = 0;
srcImageCopyTexture.origin = {0, 0, 0};
ImageCopyTexture dstImageCopyTexture = {};
dstImageCopyTexture.texture = copyTarget.copyDst->GetTexture();
dstImageCopyTexture.aspect = wgpu::TextureAspect::All;
dstImageCopyTexture.mipLevel = copyTarget.copyDst->GetBaseMipLevel();
dstImageCopyTexture.origin = {0, 0,
copyTarget.copyDst->GetBaseArrayLayer()};
Extent3D extent3D = copyTarget.copySrc->GetTexture()->GetSize();
auto internalUsageScope = MakeInternalUsageScope();
this->APICopyTextureToTexture(&srcImageCopyTexture, &dstImageCopyTexture,
&extent3D);
}
// If there were any other callbacks in the workaround stack, call the next one.
if (passEndCallback) {
passEndCallback();
}
});
}
}
return std::move(passEndCallback);
}
void CommandEncoder::APICopyBufferToBuffer(BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(GetDevice()->ValidateObject(source));
DAWN_TRY(GetDevice()->ValidateObject(destination));
DAWN_INVALID_IF(source == destination,
"Source and destination are the same buffer (%s).", source);
DAWN_TRY_CONTEXT(ValidateCopySizeFitsInBuffer(source, sourceOffset, size),
"validating source %s copy size.", source);
DAWN_TRY_CONTEXT(ValidateCopySizeFitsInBuffer(destination, destinationOffset, size),
"validating destination %s copy size.", destination);
DAWN_TRY(ValidateB2BCopyAlignment(size, sourceOffset, destinationOffset));
DAWN_TRY_CONTEXT(ValidateCanUseAs(source, wgpu::BufferUsage::CopySrc),
"validating source %s usage.", source);
DAWN_TRY_CONTEXT(ValidateCanUseAs(destination, wgpu::BufferUsage::CopyDst),
"validating destination %s usage.", destination);
}
mTopLevelBuffers.insert(source);
mTopLevelBuffers.insert(destination);
CopyBufferToBufferCmd* copy =
allocator->Allocate<CopyBufferToBufferCmd>(Command::CopyBufferToBuffer);
copy->source = source;
copy->sourceOffset = sourceOffset;
copy->destination = destination;
copy->destinationOffset = destinationOffset;
copy->size = size;
return {};
},
"encoding %s.CopyBufferToBuffer(%s, %u, %s, %u, %u).", this, source, sourceOffset,
destination, destinationOffset, size);
}
// The internal version of APICopyBufferToBuffer which validates against mAllocatedSize instead of
// mSize of buffers.
void CommandEncoder::InternalCopyBufferToBufferWithAllocatedSize(BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(GetDevice()->ValidateObject(source));
DAWN_TRY(GetDevice()->ValidateObject(destination));
DAWN_INVALID_IF(source == destination,
"Source and destination are the same buffer (%s).", source);
DAWN_TRY_CONTEXT(ValidateCopySizeFitsInBuffer(source, sourceOffset, size,
BufferSizeType::AllocatedSize),
"validating source %s copy size against allocated size.", source);
DAWN_TRY_CONTEXT(ValidateCopySizeFitsInBuffer(destination, destinationOffset, size,
BufferSizeType::AllocatedSize),
"validating destination %s copy size against allocated size.",
destination);
DAWN_TRY(ValidateB2BCopyAlignment(size, sourceOffset, destinationOffset));
DAWN_TRY_CONTEXT(ValidateCanUseAs(source, wgpu::BufferUsage::CopySrc),
"validating source %s usage.", source);
DAWN_TRY_CONTEXT(ValidateCanUseAs(destination, wgpu::BufferUsage::CopyDst),
"validating destination %s usage.", destination);
}
mTopLevelBuffers.insert(source);
mTopLevelBuffers.insert(destination);
CopyBufferToBufferCmd* copy =
allocator->Allocate<CopyBufferToBufferCmd>(Command::CopyBufferToBuffer);
copy->source = source;
copy->sourceOffset = sourceOffset;
copy->destination = destination;
copy->destinationOffset = destinationOffset;
copy->size = size;
return {};
},
"encoding internal %s.CopyBufferToBuffer(%s, %u, %s, %u, %u).", this, source, sourceOffset,
destination, destinationOffset, size);
}
void CommandEncoder::APICopyBufferToTexture(const ImageCopyBuffer* source,
const ImageCopyTexture* destination,
const Extent3D* copySize) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(ValidateImageCopyBuffer(GetDevice(), *source));
DAWN_TRY_CONTEXT(ValidateCanUseAs(source->buffer, wgpu::BufferUsage::CopySrc),
"validating source %s usage.", source->buffer);
DAWN_TRY(ValidateImageCopyTexture(GetDevice(), *destination, *copySize));
DAWN_TRY_CONTEXT(ValidateCanUseAs(destination->texture, wgpu::TextureUsage::CopyDst,
mUsageValidationMode),
"validating destination %s usage.", destination->texture);
DAWN_TRY(ValidateTextureSampleCountInBufferCopyCommands(destination->texture));
DAWN_TRY(ValidateLinearToDepthStencilCopyRestrictions(*destination));
// We validate texture copy range before validating linear texture data,
// because in the latter we divide copyExtent.width by blockWidth and
// copyExtent.height by blockHeight while the divisibility conditions are
// checked in validating texture copy range.
DAWN_TRY(ValidateTextureCopyRange(GetDevice(), *destination, *copySize));
}
const TexelBlockInfo& blockInfo =
destination->texture->GetFormat().GetAspectInfo(destination->aspect).block;
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(ValidateLinearTextureCopyOffset(
source->layout, blockInfo,
destination->texture->GetFormat().HasDepthOrStencil()));
DAWN_TRY(ValidateLinearTextureData(source->layout, source->buffer->GetSize(),
blockInfo, *copySize));
}
mTopLevelBuffers.insert(source->buffer);
mTopLevelTextures.insert(destination->texture);
TextureDataLayout srcLayout = source->layout;
ApplyDefaultTextureDataLayoutOptions(&srcLayout, blockInfo, *copySize);
TextureCopy dst;
dst.texture = destination->texture;
dst.origin = destination->origin;
dst.mipLevel = destination->mipLevel;
dst.aspect = ConvertAspect(destination->texture->GetFormat(), destination->aspect);
if (dst.aspect == Aspect::Depth &&
GetDevice()->IsToggleEnabled(Toggle::UseBlitForBufferToDepthTextureCopy)) {
// The below function might create new resources. Need to lock the Device.
// TODO(crbug.com/dawn/1618): In future, all temp resources should be created at
// Command Submit time, so the locking would be removed from here at that point.
auto deviceLock(GetDevice()->GetScopedLock());
DAWN_TRY_CONTEXT(
BlitBufferToDepth(GetDevice(), this, source->buffer, srcLayout, dst, *copySize),
"copying from %s to depth aspect of %s using blit workaround.", source->buffer,
dst.texture.Get());
return {};
} else if (dst.aspect == Aspect::Stencil &&
GetDevice()->IsToggleEnabled(Toggle::UseBlitForBufferToStencilTextureCopy)) {
// The below function might create new resources. Need to lock the Device.
// TODO(crbug.com/dawn/1618): In future, all temp resources should be created at
// Command Submit time, so the locking would be removed from here at that point.
auto deviceLock(GetDevice()->GetScopedLock());
DAWN_TRY_CONTEXT(BlitBufferToStencil(GetDevice(), this, source->buffer, srcLayout,
dst, *copySize),
"copying from %s to stencil aspect of %s using blit workaround.",
source->buffer, dst.texture.Get());
return {};
}
CopyBufferToTextureCmd* copy =
allocator->Allocate<CopyBufferToTextureCmd>(Command::CopyBufferToTexture);
copy->source.buffer = source->buffer;
copy->source.offset = srcLayout.offset;
copy->source.bytesPerRow = srcLayout.bytesPerRow;
copy->source.rowsPerImage = srcLayout.rowsPerImage;
copy->destination = dst;
copy->copySize = *copySize;
return {};
},
"encoding %s.CopyBufferToTexture(%s, %s, %s).", this, source->buffer, destination->texture,
copySize);
}
void CommandEncoder::APICopyTextureToBuffer(const ImageCopyTexture* source,
const ImageCopyBuffer* destination,
const Extent3D* copySize) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(ValidateImageCopyTexture(GetDevice(), *source, *copySize));
DAWN_TRY_CONTEXT(ValidateCanUseAs(source->texture, wgpu::TextureUsage::CopySrc,
mUsageValidationMode),
"validating source %s usage.", source->texture);
DAWN_TRY(ValidateTextureSampleCountInBufferCopyCommands(source->texture));
DAWN_TRY(ValidateTextureDepthStencilToBufferCopyRestrictions(*source));
DAWN_TRY(ValidateImageCopyBuffer(GetDevice(), *destination));
DAWN_TRY_CONTEXT(ValidateCanUseAs(destination->buffer, wgpu::BufferUsage::CopyDst),
"validating destination %s usage.", destination->buffer);
// We validate texture copy range before validating linear texture data,
// because in the latter we divide copyExtent.width by blockWidth and
// copyExtent.height by blockHeight while the divisibility conditions are
// checked in validating texture copy range.
DAWN_TRY(ValidateTextureCopyRange(GetDevice(), *source, *copySize));
if (GetDevice()->IsCompatibilityMode()) {
DAWN_TRY(ValidateTextureFormatForTextureToBufferCopyInCompatibilityMode(
source->texture));
}
}
const TexelBlockInfo& blockInfo =
source->texture->GetFormat().GetAspectInfo(source->aspect).block;
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(ValidateLinearTextureCopyOffset(
destination->layout, blockInfo,
source->texture->GetFormat().HasDepthOrStencil()));
DAWN_TRY(ValidateLinearTextureData(
destination->layout, destination->buffer->GetSize(), blockInfo, *copySize));
}
mTopLevelTextures.insert(source->texture);
mTopLevelBuffers.insert(destination->buffer);
TextureDataLayout dstLayout = destination->layout;
ApplyDefaultTextureDataLayoutOptions(&dstLayout, blockInfo, *copySize);
if (copySize->width == 0 || copySize->height == 0 ||
copySize->depthOrArrayLayers == 0) {
// Noop copy but is valid, simply skip encoding any command.
return {};
}
auto format = source->texture->GetFormat();
auto aspect = ConvertAspect(format, source->aspect);
// Workaround to use compute pass to emulate texture to buffer copy
if (ShouldUseTextureToBufferBlit(GetDevice(), format, aspect)) {
// This function might create new resources. Need to lock the Device.
// TODO(crbug.com/dawn/1618): In future, all temp resources should be created at
// Command Submit time, so the locking would be removed from here at that point.
auto deviceLock(GetDevice()->GetScopedLock());
TextureCopy src;
src.texture = source->texture;
src.origin = source->origin;
src.mipLevel = source->mipLevel;
src.aspect = aspect;
BufferCopy dst;
dst.buffer = destination->buffer;
dst.bytesPerRow = destination->layout.bytesPerRow;
dst.rowsPerImage = destination->layout.rowsPerImage;
dst.offset = destination->layout.offset;
DAWN_TRY_CONTEXT(BlitTextureToBuffer(GetDevice(), this, src, dst, *copySize),
"copying texture %s to %s using blit workaround.",
src.texture.Get(), destination->buffer);
return {};
}
CopyTextureToBufferCmd* t2b =
allocator->Allocate<CopyTextureToBufferCmd>(Command::CopyTextureToBuffer);
t2b->source.texture = source->texture;
t2b->source.origin = source->origin;
t2b->source.mipLevel = source->mipLevel;
t2b->source.aspect = ConvertAspect(source->texture->GetFormat(), source->aspect);
t2b->destination.buffer = destination->buffer;
t2b->destination.offset = dstLayout.offset;
t2b->destination.bytesPerRow = dstLayout.bytesPerRow;
t2b->destination.rowsPerImage = dstLayout.rowsPerImage;
t2b->copySize = *copySize;
return {};
},
"encoding %s.CopyTextureToBuffer(%s, %s, %s).", this, source->texture, destination->buffer,
copySize);
}
void CommandEncoder::APICopyTextureToTexture(const ImageCopyTexture* source,
const ImageCopyTexture* destination,
const Extent3D* copySize) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(GetDevice()->ValidateObject(source->texture));
DAWN_TRY(GetDevice()->ValidateObject(destination->texture));
DAWN_TRY_CONTEXT(ValidateImageCopyTexture(GetDevice(), *source, *copySize),
"validating source %s.", source->texture);
DAWN_TRY_CONTEXT(ValidateImageCopyTexture(GetDevice(), *destination, *copySize),
"validating destination %s.", destination->texture);
DAWN_TRY(
ValidateTextureToTextureCopyRestrictions(*source, *destination, *copySize));
DAWN_TRY_CONTEXT(ValidateTextureCopyRange(GetDevice(), *source, *copySize),
"validating source %s copy range.", source->texture);
DAWN_TRY_CONTEXT(ValidateTextureCopyRange(GetDevice(), *destination, *copySize),
"validating source %s copy range.", destination->texture);
DAWN_TRY(ValidateCanUseAs(source->texture, wgpu::TextureUsage::CopySrc,
mUsageValidationMode));
DAWN_TRY(ValidateCanUseAs(destination->texture, wgpu::TextureUsage::CopyDst,
mUsageValidationMode));
}
mTopLevelTextures.insert(source->texture);
mTopLevelTextures.insert(destination->texture);
Aspect aspect = ConvertAspect(source->texture->GetFormat(), source->aspect);
ASSERT(aspect == ConvertAspect(destination->texture->GetFormat(), destination->aspect));
TextureCopy src;
src.texture = source->texture;
src.origin = source->origin;
src.mipLevel = source->mipLevel;
src.aspect = aspect;
TextureCopy dst;
dst.texture = destination->texture;
dst.origin = destination->origin;
dst.mipLevel = destination->mipLevel;
dst.aspect = aspect;
const bool blitDepth =
(aspect & Aspect::Depth) &&
GetDevice()->IsToggleEnabled(
Toggle::UseBlitForDepthTextureToTextureCopyToNonzeroSubresource) &&
(dst.mipLevel > 0 || dst.origin.z > 0 || copySize->depthOrArrayLayers > 1);
// If we're not using a blit, or there are aspects other than depth,
// issue the copy. This is because if there's also stencil, we still need the copy
// command to copy the stencil portion.
if (!blitDepth || aspect != Aspect::Depth) {
CopyTextureToTextureCmd* copy =
allocator->Allocate<CopyTextureToTextureCmd>(Command::CopyTextureToTexture);
copy->source = src;
copy->destination = dst;
copy->copySize = *copySize;
}
// Use a blit to copy the depth aspect.
if (blitDepth) {
// This function might create new resources. Need to lock the Device.
// TODO(crbug.com/dawn/1618): In future, all temp resources should be created at
// Command Submit time, so the locking would be removed from here at that point.
auto deviceLock(GetDevice()->GetScopedLock());
DAWN_TRY_CONTEXT(BlitDepthToDepth(GetDevice(), this, src, dst, *copySize),
"copying depth aspect from %s to %s using blit workaround.",
source->texture, destination->texture);
}
return {};
},
"encoding %s.CopyTextureToTexture(%s, %s, %s).", this, source->texture,
destination->texture, copySize);
}
void CommandEncoder::APIClearBuffer(BufferBase* buffer, uint64_t offset, uint64_t size) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(GetDevice()->ValidateObject(buffer));
uint64_t bufferSize = buffer->GetSize();
DAWN_INVALID_IF(offset > bufferSize,
"Buffer offset (%u) is larger than the size (%u) of %s.", offset,
bufferSize, buffer);
uint64_t remainingSize = bufferSize - offset;
if (size == wgpu::kWholeSize) {
size = remainingSize;
} else {
DAWN_INVALID_IF(size > remainingSize,
"Buffer range (offset: %u, size: %u) doesn't fit in "
"the size (%u) of %s.",
offset, size, bufferSize, buffer);
}
DAWN_TRY_CONTEXT(ValidateCanUseAs(buffer, wgpu::BufferUsage::CopyDst),
"validating buffer %s usage.", buffer);
// Size must be a multiple of 4 bytes on macOS.
DAWN_INVALID_IF(size % 4 != 0, "Fill size (%u) is not a multiple of 4 bytes.",
size);
// Offset must be multiples of 4 bytes on macOS.
DAWN_INVALID_IF(offset % 4 != 0, "Offset (%u) is not a multiple of 4 bytes,",
offset);
} else {
if (size == wgpu::kWholeSize) {
DAWN_ASSERT(buffer->GetSize() >= offset);
size = buffer->GetSize() - offset;
}
}
mTopLevelBuffers.insert(buffer);
ClearBufferCmd* cmd = allocator->Allocate<ClearBufferCmd>(Command::ClearBuffer);
cmd->buffer = buffer;
cmd->offset = offset;
cmd->size = size;
return {};
},
"encoding %s.ClearBuffer(%s, %u, %u).", this, buffer, offset, size);
}
void CommandEncoder::APIInjectValidationError(const char* message) {
if (mEncodingContext.CheckCurrentEncoder(this)) {
mEncodingContext.HandleError(DAWN_MAKE_ERROR(InternalErrorType::Validation, message));
}
}
void CommandEncoder::APIInsertDebugMarker(const char* groupLabel) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
InsertDebugMarkerCmd* cmd =
allocator->Allocate<InsertDebugMarkerCmd>(Command::InsertDebugMarker);
cmd->length = strlen(groupLabel);
char* label = allocator->AllocateData<char>(cmd->length + 1);
memcpy(label, groupLabel, cmd->length + 1);
return {};
},
"encoding %s.InsertDebugMarker(\"%s\").", this, groupLabel);
}
void CommandEncoder::APIPopDebugGroup() {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_INVALID_IF(mDebugGroupStackSize == 0,
"PopDebugGroup called when no debug groups are currently pushed.");
}
allocator->Allocate<PopDebugGroupCmd>(Command::PopDebugGroup);
mDebugGroupStackSize--;
mEncodingContext.PopDebugGroupLabel();
return {};
},
"encoding %s.PopDebugGroup().", this);
}
void CommandEncoder::APIPushDebugGroup(const char* groupLabel) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
PushDebugGroupCmd* cmd =
allocator->Allocate<PushDebugGroupCmd>(Command::PushDebugGroup);
cmd->length = strlen(groupLabel);
char* label = allocator->AllocateData<char>(cmd->length + 1);
memcpy(label, groupLabel, cmd->length + 1);
mDebugGroupStackSize++;
mEncodingContext.PushDebugGroupLabel(groupLabel);
return {};
},
"encoding %s.PushDebugGroup(\"%s\").", this, groupLabel);
}
void CommandEncoder::APIResolveQuerySet(QuerySetBase* querySet,
uint32_t firstQuery,
uint32_t queryCount,
BufferBase* destination,
uint64_t destinationOffset) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(GetDevice()->ValidateObject(querySet));
DAWN_TRY(GetDevice()->ValidateObject(destination));
DAWN_TRY(ValidateQuerySetResolve(querySet, firstQuery, queryCount, destination,
destinationOffset));
DAWN_TRY(ValidateCanUseAs(destination, wgpu::BufferUsage::QueryResolve));
TrackUsedQuerySet(querySet);
}
mTopLevelBuffers.insert(destination);
ResolveQuerySetCmd* cmd =
allocator->Allocate<ResolveQuerySetCmd>(Command::ResolveQuerySet);
cmd->querySet = querySet;
cmd->firstQuery = firstQuery;
cmd->queryCount = queryCount;
cmd->destination = destination;
cmd->destinationOffset = destinationOffset;
// Encode internal compute pipeline for timestamp query
if (querySet->GetQueryType() == wgpu::QueryType::Timestamp &&
!GetDevice()->IsToggleEnabled(Toggle::DisableTimestampQueryConversion)) {
// The below function might create new resources. Need to lock the Device.
// TODO(crbug.com/dawn/1618): In future, all temp resources should be created at
// Command Submit time, so the locking would be removed from here at that point.
auto deviceLock(GetDevice()->GetScopedLock());
DAWN_TRY(EncodeTimestampsToNanosecondsConversion(
this, querySet, firstQuery, queryCount, destination, destinationOffset));
}
return {};
},
"encoding %s.ResolveQuerySet(%s, %u, %u, %s, %u).", this, querySet, firstQuery, queryCount,
destination, destinationOffset);
}
void CommandEncoder::APIWriteBuffer(BufferBase* buffer,
uint64_t bufferOffset,
const uint8_t* data,
uint64_t size) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(ValidateWriteBuffer(GetDevice(), buffer, bufferOffset, size));
}
WriteBufferCmd* cmd = allocator->Allocate<WriteBufferCmd>(Command::WriteBuffer);
cmd->buffer = buffer;
cmd->offset = bufferOffset;
cmd->size = size;
uint8_t* inlinedData = allocator->AllocateData<uint8_t>(size);
memcpy(inlinedData, data, size);
mTopLevelBuffers.insert(buffer);
return {};
},
"encoding %s.WriteBuffer(%s, %u, ..., %u).", this, buffer, bufferOffset, size);
}
void CommandEncoder::APIWriteTimestamp(QuerySetBase* querySet, uint32_t queryIndex) {
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(ValidateTimestampQuery(GetDevice(), querySet, queryIndex));
}
TrackQueryAvailability(querySet, queryIndex);
WriteTimestampCmd* cmd =
allocator->Allocate<WriteTimestampCmd>(Command::WriteTimestamp);
cmd->querySet = querySet;
cmd->queryIndex = queryIndex;
return {};
},
"encoding %s.WriteTimestamp(%s, %u).", this, querySet, queryIndex);
}
CommandBufferBase* CommandEncoder::APIFinish(const CommandBufferDescriptor* descriptor) {
// This function will create new object, need to lock the Device.
auto deviceLock(GetDevice()->GetScopedLock());
Ref<CommandBufferBase> commandBuffer;
if (GetDevice()->ConsumedError(Finish(descriptor), &commandBuffer)) {
CommandBufferBase* errorCommandBuffer =
CommandBufferBase::MakeError(GetDevice(), descriptor ? descriptor->label : nullptr);
errorCommandBuffer->SetEncoderLabel(this->GetLabel());
return errorCommandBuffer;
}
ASSERT(!IsError());
return commandBuffer.Detach();
}
ResultOrError<Ref<CommandBufferBase>> CommandEncoder::Finish(
const CommandBufferDescriptor* descriptor) {
DeviceBase* device = GetDevice();
// Even if mEncodingContext.Finish() validation fails, calling it will mutate the internal
// state of the encoding context. The internal state is set to finished, and subsequent
// calls to encode commands will generate errors.
DAWN_TRY(mEncodingContext.Finish());
DAWN_TRY(device->ValidateIsAlive());
if (device->IsValidationEnabled()) {
DAWN_TRY(ValidateFinish());
}
const CommandBufferDescriptor defaultDescriptor = {};
if (descriptor == nullptr) {
descriptor = &defaultDescriptor;
}
return device->CreateCommandBuffer(this, descriptor);
}
// Implementation of the command buffer validation that can be precomputed before submit
MaybeError CommandEncoder::ValidateFinish() const {
TRACE_EVENT0(GetDevice()->GetPlatform(), Validation, "CommandEncoder::ValidateFinish");
DAWN_TRY(GetDevice()->ValidateObject(this));
for (const RenderPassResourceUsage& passUsage : mEncodingContext.GetRenderPassUsages()) {
DAWN_TRY_CONTEXT(ValidateSyncScopeResourceUsage(passUsage),
"validating render pass usage.");
}
for (const ComputePassResourceUsage& passUsage : mEncodingContext.GetComputePassUsages()) {
for (const SyncScopeResourceUsage& scope : passUsage.dispatchUsages) {
DAWN_TRY_CONTEXT(ValidateSyncScopeResourceUsage(scope),
"validating compute pass usage.");
}
}
DAWN_INVALID_IF(
mDebugGroupStackSize != 0,
"PushDebugGroup called %u time(s) without a corresponding PopDebugGroup prior to "
"calling Finish.",
mDebugGroupStackSize);
return {};
}
CommandEncoder::InternalUsageScope CommandEncoder::MakeInternalUsageScope() {
return InternalUsageScope(this);
}
CommandEncoder::InternalUsageScope::InternalUsageScope(CommandEncoder* encoder)
: mEncoder(encoder), mUsageValidationMode(mEncoder->mUsageValidationMode) {
mEncoder->mUsageValidationMode = UsageValidationMode::Internal;
}
CommandEncoder::InternalUsageScope::~InternalUsageScope() {
mEncoder->mUsageValidationMode = mUsageValidationMode;
}
} // namespace dawn::native