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// Copyright 2019 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/CommandEncoder.h"
#include <string_view>
#include <unordered_set>
#include <utility>
#include <vector>
#include "dawn/common/BitSetIterator.h"
#include "dawn/common/Enumerator.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 {
// Record the subresource range of a attachment used in render pass for checking overlaps.
struct RecordedAttachment {
const TextureBase* texture;
uint32_t mipLevel;
// For 3d color attachment, it's the attachment's depthSlice.
uint32_t depthOrArrayLayer;
bool operator==(const RecordedAttachment& other) const {
return ((other.texture == texture) && (other.mipLevel == mipLevel) &&
(other.depthOrArrayLayer == depthOrArrayLayer));
}
};
enum class AttachmentType : uint8_t {
ColorAttachment,
ResolveTarget,
DepthStencilAttachment,
StorageAttachment
};
std::string_view GetAttachmentTypeStr(AttachmentType type) {
switch (type) {
case AttachmentType::ColorAttachment:
return "color attachment";
case AttachmentType::ResolveTarget:
return "resolve target";
case AttachmentType::DepthStencilAttachment:
return "depth stencil attachment";
case AttachmentType::StorageAttachment:
return "storage attachment";
}
DAWN_UNREACHABLE();
}
// The width, height, sample count and subresource range need to be validated between all
// attachments in the render pass. This class records all the states and validate them for each
// attachment.
class RenderPassValidationState final : public NonMovable {
public:
RenderPassValidationState() = default;
~RenderPassValidationState() = default;
// Record the attachment in the render pass if it passes all validations:
// - the attachment has same with, height and sample count with other attachments
// - no overlaps with other attachments
// TODO(dawn:1020): Improve the error messages to include the index information of the
// attachment in the render pass descriptor.
MaybeError AddAttachment(const TextureViewBase* attachment,
AttachmentType attachmentType,
uint32_t depthSlice = wgpu::kDepthSliceUndefined) {
if (attachment == nullptr) {
return {};
}
DAWN_ASSERT(attachment->GetLevelCount() == 1);
DAWN_ASSERT(attachment->GetLayerCount() == 1);
const std::string_view attachmentTypeStr = GetAttachmentTypeStr(attachmentType);
std::string_view implicitPrefixStr;
// Not need to validate the implicit sample count for the depth stencil attachment.
if (mImplicitSampleCount > 1 && attachmentType != AttachmentType::DepthStencilAttachment) {
DAWN_INVALID_IF(attachment->GetTexture()->GetSampleCount() != 1,
"The %s %s sample count (%u) is not 1 when it has implicit "
"sample count (%u).",
attachmentTypeStr, attachment,
attachment->GetTexture()->GetSampleCount(), mImplicitSampleCount);
implicitPrefixStr = "implicit ";
}
Extent3D attachmentSize = attachment->GetSingleSubresourceVirtualSize();
if (HasAttachment()) {
DAWN_INVALID_IF(attachmentSize.width != mWidth || attachmentSize.height != mHeight,
"The %s %s size (width: %u, height: %u) does not match the size of the "
"other attachments (width: %u, height: %u).",
attachmentTypeStr, attachment, attachmentSize.width,
attachmentSize.height, mWidth, mHeight);
// Skip the sampleCount validation for resolve target
DAWN_INVALID_IF(attachmentType != AttachmentType::ResolveTarget &&
attachment->GetTexture()->GetSampleCount() != mSampleCount,
"The %s %s %ssample count (%u) does not match the sample count of the "
"other attachments (%u).",
attachmentTypeStr, attachment, implicitPrefixStr,
attachment->GetTexture()->GetSampleCount(), mSampleCount);
} else {
mWidth = attachmentSize.width;
mHeight = attachmentSize.height;
mSampleCount = mImplicitSampleCount > 1 ? mImplicitSampleCount
: attachment->GetTexture()->GetSampleCount();
DAWN_ASSERT(mWidth != 0);
DAWN_ASSERT(mHeight != 0);
DAWN_ASSERT(mSampleCount != 0);
}
RecordedAttachment record;
record.texture = attachment->GetTexture();
record.mipLevel = attachment->GetBaseMipLevel();
if (attachment->GetDimension() == wgpu::TextureViewDimension::e3D) {
DAWN_ASSERT(attachment->GetBaseArrayLayer() == 0);
record.depthOrArrayLayer = depthSlice;
} else {
DAWN_ASSERT(depthSlice == wgpu::kDepthSliceUndefined);
record.depthOrArrayLayer = attachment->GetBaseArrayLayer();
}
for (size_t i = 0; i < mRecords->size(); i++) {
DAWN_INVALID_IF(
mRecords[i] == record,
"The %s %s has read-write or write-write conflict with another attachment.",
attachmentTypeStr, attachment);
}
mRecords->push_back(record);
return {};
}
bool HasAttachment() const { return mRecords->size() != 0; }
bool IsValidState() const {
return ((mWidth > 0) && (mHeight > 0) && (mSampleCount > 0) &&
(mImplicitSampleCount == 0 || mImplicitSampleCount == mSampleCount));
}
uint32_t GetWidth() const { return mWidth; }
uint32_t GetHeight() const { return mHeight; }
uint32_t GetSampleCount() const { return mSampleCount; }
uint32_t GetImplicitSampleCount() const { return mImplicitSampleCount; }
void SetImplicitSampleCount(uint32_t implicitSampleCount) {
mImplicitSampleCount = implicitSampleCount;
}
private:
// The attachment's width, height and sample count.
uint32_t mWidth = 0;
uint32_t mHeight = 0;
uint32_t mSampleCount = 0;
// The implicit multisample count used by MSAA render to single sampled.
uint32_t mImplicitSampleCount = 0;
// The records of the attachments that were validated in render pass.
StackVector<RecordedAttachment, kMaxColorAttachments> mRecords;
};
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 ValidateSourceTextureFormatForTextureToTextureCopyInCompatibilityMode(
const TextureBase* texture) {
DAWN_INVALID_IF(
texture->GetFormat().isCompressed,
"%s with format %s cannot be used as the source in a texture to texture 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:
DAWN_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 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());
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 ValidateColorAttachmentDepthSlice(const TextureViewBase* attachment,
uint32_t depthSlice) {
if (attachment->GetDimension() != wgpu::TextureViewDimension::e3D) {
DAWN_INVALID_IF(depthSlice != wgpu::kDepthSliceUndefined,
"depthSlice (%u) is defined for a non-3D attachment (%s).", depthSlice,
attachment);
return {};
}
DAWN_INVALID_IF(depthSlice == wgpu::kDepthSliceUndefined,
"depthSlice (%u) for a 3D attachment (%s) is undefined.", depthSlice,
attachment);
const Extent3D& attachmentSize = attachment->GetSingleSubresourceVirtualSize();
DAWN_INVALID_IF(depthSlice >= attachmentSize.depthOrArrayLayers,
"depthSlice (%u) of the attachment (%s) is >= the "
"depthOrArrayLayers (%u) of the attachment's subresource at mip level (%u).",
depthSlice, attachment, attachmentSize.depthOrArrayLayers,
attachment->GetBaseMipLevel());
return {};
}
MaybeError ValidateColorAttachmentRenderToSingleSampled(
const DeviceBase* device,
const RenderPassColorAttachment& colorAttachment,
const DawnRenderPassColorAttachmentRenderToSingleSampled* msaaRenderToSingleSampledDesc) {
DAWN_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, ToAPI(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,
UsageValidationMode usageValidationMode,
RenderPassValidationState* validationState) {
TextureViewBase* attachment = colorAttachment.view;
if (attachment == nullptr) {
return {};
}
UnpackedPtr<RenderPassColorAttachment> unpacked;
DAWN_TRY_ASSIGN(unpacked, ValidateAndUnpack(&colorAttachment));
const auto* msaaRenderToSingleSampledDesc =
unpacked.Get<DawnRenderPassColorAttachmentRenderToSingleSampled>();
if (msaaRenderToSingleSampledDesc) {
DAWN_TRY(ValidateColorAttachmentRenderToSingleSampled(device, colorAttachment,
msaaRenderToSingleSampledDesc));
validationState->SetImplicitSampleCount(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));
// Plane0, Plane1, and Plane2 aspects for multiplanar texture views should be allowed as color
// attachments.
Aspect kRenderableAspects = Aspect::Color | Aspect::Plane0 | Aspect::Plane1 | Aspect::Plane2;
DAWN_INVALID_IF(
!(attachment->GetAspects() & kRenderableAspects) || !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) contains a NaN.", &clearValue);
}
DAWN_TRY(ValidateColorAttachmentDepthSlice(attachment, colorAttachment.depthSlice));
DAWN_TRY(ValidateAttachmentArrayLayersAndLevelCount(attachment));
DAWN_TRY(validationState->AddAttachment(attachment, AttachmentType::ColorAttachment,
colorAttachment.depthSlice));
if (validationState->GetImplicitSampleCount() <= 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));
// Add resolve target after adding color attachment to make sure there is already a color
// attachment for the comparation of with and height.
DAWN_TRY(validationState->AddAttachment(colorAttachment.resolveTarget,
AttachmentType::ResolveTarget));
}
return {};
}
MaybeError ValidateRenderPassDepthStencilAttachment(
DeviceBase* device,
const RenderPassDepthStencilAttachment* depthStencilAttachment,
UsageValidationMode usageValidationMode,
RenderPassValidationState* validationState) {
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);
DAWN_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);
if (!device->IsToggleEnabled(Toggle::AllowUnsafeAPIs)) {
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);
}
DAWN_TRY(ValidateAttachmentArrayLayersAndLevelCount(attachment));
DAWN_TRY(validationState->AddAttachment(attachment, AttachmentType::DepthStencilAttachment));
return {};
}
MaybeError ValidateRenderPassPLS(DeviceBase* device,
const RenderPassPixelLocalStorage* pls,
UsageValidationMode usageValidationMode,
RenderPassValidationState* validationState) {
StackVector<StorageAttachmentInfoForValidation, 4> attachments;
for (size_t i = 0; i < pls->storageAttachmentCount; i++) {
const RenderPassStorageAttachment& attachment = pls->storageAttachments[i];
// Validate the attachment can be used as a storage attachment.
DAWN_TRY(device->ValidateObject(attachment.storage));
DAWN_TRY(ValidateCanUseAs(attachment.storage->GetTexture(),
wgpu::TextureUsage::StorageAttachment, usageValidationMode));
DAWN_TRY(ValidateAttachmentArrayLayersAndLevelCount(attachment.storage));
// Validate the load/storeOp and the clearValue.
DAWN_TRY(ValidateLoadOp(attachment.loadOp));
DAWN_TRY(ValidateStoreOp(attachment.storeOp));
DAWN_INVALID_IF(attachment.loadOp == wgpu::LoadOp::Undefined,
"storageAttachments[%i].loadOp must be set.", i);
DAWN_INVALID_IF(attachment.storeOp == wgpu::StoreOp::Undefined,
"storageAttachments[%i].storeOp must be set.", i);
const dawn::native::Color& clearValue = attachment.clearValue;
if (attachment.loadOp == wgpu::LoadOp::Clear) {
DAWN_INVALID_IF(std::isnan(clearValue.r) || std::isnan(clearValue.g) ||
std::isnan(clearValue.b) || std::isnan(clearValue.a),
"storageAttachments[%i].clearValue (%s) contains a NaN.", i,
&clearValue);
}
DAWN_TRY(
validationState->AddAttachment(attachment.storage, AttachmentType::StorageAttachment));
attachments->push_back({attachment.offset, attachment.storage->GetFormat().format});
}
return ValidatePLSInfo(device, pls->totalPixelLocalStorageSize,
{attachments->data(), attachments->size()});
}
ResultOrError<UnpackedPtr<RenderPassDescriptor>> ValidateRenderPassDescriptor(
DeviceBase* device,
const RenderPassDescriptor* rawDescriptor,
UsageValidationMode usageValidationMode,
RenderPassValidationState* validationState) {
UnpackedPtr<RenderPassDescriptor> descriptor;
DAWN_TRY_ASSIGN_CONTEXT(descriptor, ValidateAndUnpack(rawDescriptor),
"validating chained structs.");
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);
auto colorAttachments = ityp::SpanFromUntyped<ColorAttachmentIndex>(
descriptor->colorAttachments, descriptor->colorAttachmentCount);
ColorAttachmentFormats colorAttachmentFormats;
for (auto [i, attachment] : Enumerate(colorAttachments)) {
DAWN_TRY_CONTEXT(ValidateRenderPassColorAttachment(device, attachment, usageValidationMode,
validationState),
"validating colorAttachments[%u].", i);
if (attachment.view) {
colorAttachmentFormats->push_back(&attachment.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,
usageValidationMode, validationState),
"validating depthStencilAttachment.");
}
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->timestampWrites != nullptr) {
QuerySetBase* querySet = descriptor->timestampWrites->querySet;
DAWN_ASSERT(querySet != nullptr);
uint32_t beginningOfPassWriteIndex = descriptor->timestampWrites->beginningOfPassWriteIndex;
uint32_t endOfPassWriteIndex = descriptor->timestampWrites->endOfPassWriteIndex;
DAWN_TRY_CONTEXT(ValidatePassTimestampWrites(device, querySet, beginningOfPassWriteIndex,
endOfPassWriteIndex),
"validating timestampWrites.");
}
// Validation for any pixel local storage.
auto pls = descriptor.Get<RenderPassPixelLocalStorage>();
if (pls != nullptr) {
DAWN_TRY(ValidateRenderPassPLS(device, pls, usageValidationMode, validationState));
}
DAWN_INVALID_IF(!validationState->HasAttachment(), "Render pass has no attachments.");
if (validationState->GetImplicitSampleCount() > 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, validationState->GetImplicitSampleCount());
// TODO(dawn:1704): Consider supporting MSAARenderToSingleSampled + PLS
DAWN_INVALID_IF(pls != nullptr,
"For now PLS is invalid to use with MSAARenderToSingleSampled.");
}
return descriptor;
}
MaybeError ValidateComputePassDescriptor(const DeviceBase* device,
const ComputePassDescriptor* descriptor) {
if (descriptor == nullptr) {
return {};
}
if (descriptor->timestampWrites != nullptr) {
QuerySetBase* querySet = descriptor->timestampWrites->querySet;
DAWN_ASSERT(querySet != nullptr);
uint32_t beginningOfPassWriteIndex = descriptor->timestampWrites->beginningOfPassWriteIndex;
uint32_t endOfPassWriteIndex = descriptor->timestampWrites->endOfPassWriteIndex;
DAWN_TRY_CONTEXT(ValidatePassTimestampWrites(device, querySet, beginningOfPassWriteIndex,
endOfPassWriteIndex),
"validating timestampWrites.");
}
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)));
const uint32_t quantization_mask = (device->IsToggleEnabled(Toggle::TimestampQuantization))
? kTimestampQuantizationMask
: 0xFFFFFFFF;
// Timestamp params uniform buffer
TimestampParams params(firstQuery, queryCount, static_cast<uint32_t>(destinationOffset),
quantization_mask, 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)));
// In the internal shader to convert timestamps to nanoseconds, we can ensure no uninitialized
// data will be read and the full buffer range will be filled with valid data.
if (!destination->IsDataInitialized() &&
destination->IsFullBufferRange(firstQuery, sizeof(uint64_t) * queryCount)) {
destination->SetIsDataInitialized();
}
return EncodeConvertTimestampsToNanoseconds(encoder, destination, availabilityBuffer.Get(),
paramsBuffer.Get());
}
// 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.
DAWN_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.
DAWN_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;
}
// RGB9E5Ufloat
if (format.format == wgpu::TextureFormat::RGB9E5Ufloat &&
device->IsToggleEnabled(Toggle::UseBlitForRGB9E5UfloatTextureCopy)) {
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)};
}
ResultOrError<UnpackedPtr<CommandEncoderDescriptor>> ValidateCommandEncoderDescriptor(
const DeviceBase* device,
const CommandEncoderDescriptor* descriptor) {
UnpackedPtr<CommandEncoderDescriptor> unpacked;
DAWN_TRY_ASSIGN(unpacked, ValidateAndUnpack(descriptor));
const auto* internalUsageDesc = unpacked.Get<DawnEncoderInternalUsageDescriptor>();
DAWN_INVALID_IF(internalUsageDesc != nullptr &&
!device->APIHasFeature(wgpu::FeatureName::DawnInternalUsages),
"%s is not available.", wgpu::FeatureName::DawnInternalUsages);
return unpacked;
}
// static
Ref<CommandEncoder> CommandEncoder::Create(
DeviceBase* device,
const UnpackedPtr<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 UnpackedPtr<CommandEncoderDescriptor>& descriptor)
: ApiObjectBase(device, descriptor->label), mEncodingContext(device, this) {
GetObjectTrackingList()->Track(this);
auto* internalUsageDesc = descriptor.Get<DawnEncoderInternalUsageDescriptor>();
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) {
GetObjectTrackingList()->Track(this);
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();
DAWN_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 : "");
if (descriptor->timestampWrites != nullptr) {
QuerySetBase* querySet = descriptor->timestampWrites->querySet;
uint32_t beginningOfPassWriteIndex =
descriptor->timestampWrites->beginningOfPassWriteIndex;
uint32_t endOfPassWriteIndex = descriptor->timestampWrites->endOfPassWriteIndex;
cmd->timestampWrites.querySet = querySet;
cmd->timestampWrites.beginningOfPassWriteIndex = beginningOfPassWriteIndex;
cmd->timestampWrites.endOfPassWriteIndex = endOfPassWriteIndex;
if (beginningOfPassWriteIndex != wgpu::kQuerySetIndexUndefined) {
TrackQueryAvailability(querySet, beginningOfPassWriteIndex);
}
if (endOfPassWriteIndex != wgpu::kQuerySetIndexUndefined) {
TrackQueryAvailability(querySet, endOfPassWriteIndex);
}
}
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* rawDescriptor) {
DeviceBase* device = GetDevice();
DAWN_ASSERT(device->IsLockedByCurrentThreadIfNeeded());
RenderPassResourceUsageTracker usageTracker;
bool depthReadOnly = false;
bool stencilReadOnly = false;
Ref<AttachmentState> attachmentState;
RenderPassValidationState validationState;
std::function<void()> passEndCallback = nullptr;
// Lazy make error function to be called if we error and need to return an error encoder.
auto MakeError = [&]() {
return RenderPassEncoder::MakeError(device, this, &mEncodingContext,
rawDescriptor ? rawDescriptor->label : nullptr);
};
UnpackedPtr<RenderPassDescriptor> descriptor;
bool success = mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
DAWN_TRY_ASSIGN(descriptor,
ValidateRenderPassDescriptor(device, rawDescriptor,
mUsageValidationMode, &validationState));
DAWN_ASSERT(validationState.IsValidState());
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;
auto descColorAttachments = ityp::SpanFromUntyped<ColorAttachmentIndex>(
descriptor->colorAttachments, descriptor->colorAttachmentCount);
for (auto i : IterateBitSet(cmd->attachmentState->GetColorAttachmentsMask())) {
auto& descColorAttachment = descColorAttachments[i];
auto& cmdColorAttachment = cmd->colorAttachments[i];
TextureViewBase* colorTarget;
TextureViewBase* resolveTarget;
if (validationState.GetImplicitSampleCount() <= 1) {
colorTarget = descColorAttachment.view;
resolveTarget = descColorAttachment.resolveTarget;
cmdColorAttachment.view = colorTarget;
// Explicitly set depthSlice to 0 if it's undefined. The
// wgpu::kDepthSliceUndefined is defined to differentiate between `undefined`
// and 0 for depthSlice, but we use it as 0 for 2d attachments in backends.
cmdColorAttachment.depthSlice =
descColorAttachment.depthSlice == wgpu::kDepthSliceUndefined
? 0
: descColorAttachment.depthSlice;
cmdColorAttachment.loadOp = descColorAttachment.loadOp;
cmdColorAttachment.storeOp = descColorAttachment.storeOp;
} else {
// We use an implicit MSAA texture and resolve to the client supplied
// attachment.
resolveTarget = descColorAttachment.view;
Ref<TextureViewBase> implicitMSAATargetRef;
DAWN_TRY_ASSIGN(implicitMSAATargetRef,
device->CreateImplicitMSAARenderTextureViewFor(
resolveTarget, validationState.GetImplicitSampleCount()));
colorTarget = implicitMSAATargetRef.Get();
cmdColorAttachment.view = std::move(implicitMSAATargetRef);
// Without explicitly setting depthSlice to zero, its value would be undefined.
cmdColorAttachment.depthSlice = 0;
cmdColorAttachment.loadOp = wgpu::LoadOp::Clear;
cmdColorAttachment.storeOp = wgpu::StoreOp::Discard;
}
cmdColorAttachment.resolveTarget = resolveTarget;
cmdColorAttachment.clearColor = ClampClearColorValueToLegalRange(
descColorAttachment.clearValue, 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;
TextureBase* attachment = view->GetTexture();
cmd->depthStencilAttachment.view = view;
// Range that will be modified per aspect to track the usage.
SubresourceRange usageRange = view->GetSubresourceRange();
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;
}
// 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.
DAWN_ASSERT(!(view->GetFormat().aspects & Aspect::Stencil) ||
view->GetFormat().GetAspectInfo(Aspect::Stencil).block.byteSize == 1u);
cmd->depthStencilAttachment.clearStencil =
descriptor->depthStencilAttachment->stencilClearValue & 0xFF;
// Depth aspect:
// - Copy parameters for the aspect, reyifing the values when it is not present or
// readonly.
// - Export depthReadOnly to the outside of the depth-stencil attachment handling.
// - Track the usage of this aspect.
depthReadOnly = descriptor->depthStencilAttachment->depthReadOnly;
cmd->depthStencilAttachment.depthReadOnly = false;
cmd->depthStencilAttachment.depthLoadOp = wgpu::LoadOp::Load;
cmd->depthStencilAttachment.depthStoreOp = wgpu::StoreOp::Store;
if (attachment->GetFormat().HasDepth()) {
cmd->depthStencilAttachment.depthReadOnly = depthReadOnly;
if (!depthReadOnly) {
cmd->depthStencilAttachment.depthLoadOp =
descriptor->depthStencilAttachment->depthLoadOp;
cmd->depthStencilAttachment.depthStoreOp =
descriptor->depthStencilAttachment->depthStoreOp;
}
usageRange.aspects = Aspect::Depth;
usageTracker.TextureRangeUsedAs(attachment, usageRange,
depthReadOnly
? kReadOnlyRenderAttachment
: wgpu::TextureUsage::RenderAttachment);
}
// Stencil aspect:
// - Copy parameters for the aspect, reyifing the values when it is not present or
// readonly.
// - Export stencilReadOnly to the outside of the depth-stencil attachment
// handling.
// - Track the usage of this aspect.
stencilReadOnly = descriptor->depthStencilAttachment->stencilReadOnly;
cmd->depthStencilAttachment.stencilReadOnly = false;
cmd->depthStencilAttachment.stencilLoadOp = wgpu::LoadOp::Load;
cmd->depthStencilAttachment.stencilStoreOp = wgpu::StoreOp::Store;
if (attachment->GetFormat().HasStencil()) {
cmd->depthStencilAttachment.stencilReadOnly = stencilReadOnly;
if (!stencilReadOnly) {
cmd->depthStencilAttachment.stencilLoadOp =
descriptor->depthStencilAttachment->stencilLoadOp;
cmd->depthStencilAttachment.stencilStoreOp =
descriptor->depthStencilAttachment->stencilStoreOp;
}
usageRange.aspects = Aspect::Stencil;
usageTracker.TextureRangeUsedAs(attachment, usageRange,
stencilReadOnly
? kReadOnlyRenderAttachment
: wgpu::TextureUsage::RenderAttachment);
}
}
cmd->width = validationState.GetWidth();
cmd->height = validationState.GetHeight();
cmd->occlusionQuerySet = descriptor->occlusionQuerySet;
if (descriptor->timestampWrites != nullptr) {
QuerySetBase* querySet = descriptor->timestampWrites->querySet;
uint32_t beginningOfPassWriteIndex =
descriptor->timestampWrites->beginningOfPassWriteIndex;
uint32_t endOfPassWriteIndex = descriptor->timestampWrites->endOfPassWriteIndex;
cmd->timestampWrites.querySet = querySet;
cmd->timestampWrites.beginningOfPassWriteIndex = beginningOfPassWriteIndex;
cmd->timestampWrites.endOfPassWriteIndex = endOfPassWriteIndex;
if (beginningOfPassWriteIndex != wgpu::kQuerySetIndexUndefined) {
TrackQueryAvailability(querySet, beginningOfPassWriteIndex);
// Track the query availability with true on render pass again for rewrite
// validation and query reset on Vulkan
usageTracker.TrackQueryAvailability(querySet, beginningOfPassWriteIndex);
}
if (endOfPassWriteIndex != wgpu::kQuerySetIndexUndefined) {
TrackQueryAvailability(querySet, endOfPassWriteIndex);
// Track the query availability with true on render pass again for rewrite
// validation and query reset on Vulkan
usageTracker.TrackQueryAvailability(querySet, endOfPassWriteIndex);
}
}
if (auto* pls = descriptor.Get<RenderPassPixelLocalStorage>()) {
for (size_t i = 0; i < pls->storageAttachmentCount; i++) {
const RenderPassStorageAttachment& apiAttachment = pls->storageAttachments[i];
RenderPassStorageAttachmentInfo* attachmentInfo =
&cmd->storageAttachments[apiAttachment.offset / kPLSSlotByteSize];
attachmentInfo->storage = apiAttachment.storage;
attachmentInfo->loadOp = apiAttachment.loadOp;
attachmentInfo->storeOp = apiAttachment.storeOp;
attachmentInfo->clearColor = ClampClearColorValueToLegalRange(
apiAttachment.clearValue, apiAttachment.storage->GetFormat());
usageTracker.TextureViewUsedAs(apiAttachment.storage,
wgpu::TextureUsage::StorageAttachment);
}
}
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), validationState.GetWidth(), validationState.GetHeight(),
depthReadOnly, stencilReadOnly, passEndCallback);
mEncodingContext.EnterPass(passEncoder.Get());
MaybeError error;
if (validationState.GetImplicitSampleCount() > 1) {
error = ApplyMSAARenderToSingleSampledLoadOp(device, passEncoder.Get(), *descriptor,
validationState.GetImplicitSampleCount());
} 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 MakeError();
}
return passEncoder;
}
return MakeError();
}
// 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 (auto i : IterateBitSet(cmd->attachmentState->GetColorAttachmentsMask())) {
if (cmd->colorAttachments[i].resolveTarget.Get() != nullptr) {
splitResolvesIntoSeparatePasses = true;
break;
}
}
if (splitResolvesIntoSeparatePasses) {
std::vector<TemporaryResolveAttachment> temporaryResolveAttachments;
for (auto 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 (auto 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->GetSingleSubresourceVirtualSize();
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;
{
DAWN_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->GetSingleSubresourceVirtualSize();
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* destinationOrig,
const Extent3D* copySize) {
ImageCopyTexture destination = *destinationOrig;
destination.ApplyTrivialFrontendDefaults();
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* sourceOrig,
const ImageCopyBuffer* destination,
const Extent3D* copySize) {
ImageCopyTexture source = *sourceOrig;
source.ApplyTrivialFrontendDefaults();
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* sourceOrig,
const ImageCopyTexture* destinationOrig,
const Extent3D* copySize) {
ImageCopyTexture source = *sourceOrig;
source.ApplyTrivialFrontendDefaults();
ImageCopyTexture destination = *destinationOrig;
destination.ApplyTrivialFrontendDefaults();
mEncodingContext.TryEncode(
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (GetDevice()->IsValidationEnabled()) {
DAWN_TRY(GetDevice()->ValidateObject(source.texture));
DAWN_TRY(GetDevice()->ValidateObject(destination.texture));
DAWN_INVALID_IF(source.texture->GetFormat().IsMultiPlanar() ||
destination.texture->GetFormat().IsMultiPlanar(),
"Copying between a multiplanar texture and another texture is "
"currently not allowed.");
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_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(ValidateTextureToTextureCopyRestrictions(source, destination, *copySize));
DAWN_TRY(ValidateCanUseAs(source.texture, wgpu::TextureUsage::CopySrc,
mUsageValidationMode));
DAWN_TRY(ValidateCanUseAs(destination.texture, wgpu::TextureUsage::CopyDst,
mUsageValidationMode));
if (GetDevice()->IsCompatibilityMode()) {
DAWN_TRY(ValidateSourceTextureFormatForTextureToTextureCopyInCompatibilityMode(
source.texture));
}
}
mTopLevelTextures.insert(source.texture);
mTopLevelTextures.insert(destination.texture);
Aspect aspect = ConvertAspect(source.texture->GetFormat(), source.aspect);
DAWN_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;
// Emulate RGB9E5Ufloat T2T copy by calling a T2B copy and then a B2T copy
// for OpenGL/ES.
if (src.texture->GetFormat().baseFormat == wgpu::TextureFormat::RGB9E5Ufloat &&
GetDevice()->IsToggleEnabled(Toggle::UseBlitForRGB9E5UfloatTextureCopy)) {
DAWN_ASSERT(dst.texture->GetFormat().baseFormat ==
wgpu::TextureFormat::RGB9E5Ufloat);
// Calculate needed buffer size to hold copied texel data.
const TexelBlockInfo& blockInfo =
source.texture->GetFormat().GetAspectInfo(aspect).block;
const uint64_t bytesPerRow =
Align(4 * copySize->width, kTextureBytesPerRowAlignment);
const uint64_t rowsPerImage = copySize->height;
uint64_t requiredBytes;
DAWN_TRY_ASSIGN(
requiredBytes,
ComputeRequiredBytesInCopy(blockInfo, *copySize, bytesPerRow, rowsPerImage));
// Create an intermediate dst buffer.
BufferDescriptor descriptor = {};
descriptor.size = Align(requiredBytes, 4);
descriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
Ref<BufferBase> intermediateBuffer;
DAWN_TRY_ASSIGN(intermediateBuffer, GetDevice()->CreateBuffer(&descriptor));
ImageCopyBuffer buf;
buf.buffer = intermediateBuffer.Get();
buf.layout.bytesPerRow = bytesPerRow;
buf.layout.rowsPerImage = rowsPerImage;
APICopyTextureToBuffer(&source, &buf, copySize);
APICopyBufferToTexture(&buf, &destination, copySize);
return {};
}
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 {
DAWN_INVALID_IF(!GetDevice()->IsToggleEnabled(Toggle::AllowUnsafeAPIs),
"writeTimestamp requires enabling toggle allow_unsafe_apis.");
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;
}
DAWN_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