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// Copyright 2023 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,
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_BLITBUFFERTODEPTHSTENCIL_H_
#define SRC_DAWN_NATIVE_BLITBUFFERTODEPTHSTENCIL_H_
#include "dawn/native/Error.h"
namespace dawn::native {
struct TextureCopy;
// BlitBufferToDepth works around issues where copying from a buffer
// to depth does not work on some drivers.
// Currently, only depth16unorm textures can be CopyDst, so only depth16unorm
// is supported.
// It does the following:
// - Copies buffer data to an rg8uint texture.
// - Sets the viewport to the copy rect.
// - Uploads the copy origin to a uniform buffer.
// - For each destination layer:
// - Performs a draw to sample the rg8uint data, computes the
// floating point depth value, and writes the frag depth.
MaybeError BlitStagingBufferToDepth(DeviceBase* device,
BufferBase* buffer,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copyExtent);
MaybeError BlitBufferToDepth(DeviceBase* device,
CommandEncoder* commandEncoder,
BufferBase* buffer,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copyExtent);
// BlitR8ToStencil works around issues where upload data to stencil aspect
// is not supported, by copying data from an r8uint texture to dst texture.
// It does the following:
// - Sets the viewport to the copy rect.
// - Uploads the copy origin to a uniform buffer.
// - For each destination layer:
// - Performs a draw to clear stencil to 0.
// - Performs 8 draws for each bit of stencil to set the respective
// stencil bit to 1, if the source r8 texture also has that bit set.
// If the source r8 texture does not, the fragment is discarded.
MaybeError BlitR8ToStencil(DeviceBase* device,
CommandEncoder* commandEncoder,
TextureBase* dataTexture,
const TextureCopy& dst,
const Extent3D& copyExtent);
// BlitBufferToStencil works around issues where copying from a buffer
// to stencil does not work on some drivers.
// It does the following:
// - Copies buffer data to an r8uint texture.
// - Calls BlitR8ToStencil.
MaybeError BlitStagingBufferToStencil(DeviceBase* device,
BufferBase* buffer,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copyExtent);
MaybeError BlitBufferToStencil(DeviceBase* device,
CommandEncoder* commandEncoder,
BufferBase* buffer,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copyExtent);
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_BLITBUFFERTODEPTHSTENCIL_H_