Optimizing WriteTexture row pitch on Vulkan
Fixing an earlier TODO about aligning bytesPerRow in WriteTextureImpl to VkPhysicalDeviceLimits::optimalBufferCopyRowPitch. Bug: dawn:483 Change-Id: Ided2d367177f2f886a84f232c77f1f9f0d50d05d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24981 Commit-Queue: Tomek Ponitka <tommek@google.com> Reviewed-by: Austin Eng <enga@chromium.org>
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@ -33,12 +33,13 @@ namespace dawn_native { namespace vulkan {
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const void* data,
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const void* data,
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size_t dataSize,
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size_t dataSize,
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uint32_t alignedBytesPerRow,
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uint32_t alignedBytesPerRow,
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uint32_t optimallyAlignedBytesPerRow,
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uint32_t alignedRowsPerImage,
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uint32_t alignedRowsPerImage,
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const TextureDataLayout* dataLayout,
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const TextureDataLayout* dataLayout,
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const Format& textureFormat,
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const Format& textureFormat,
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const Extent3D* writeSize) {
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const Extent3D* writeSize) {
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uint32_t newDataSize = ComputeRequiredBytesInCopy(
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uint32_t newDataSize = ComputeRequiredBytesInCopy(
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textureFormat, *writeSize, alignedBytesPerRow, alignedRowsPerImage);
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textureFormat, *writeSize, optimallyAlignedBytesPerRow, alignedRowsPerImage);
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UploadHandle uploadHandle;
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UploadHandle uploadHandle;
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DAWN_TRY_ASSIGN(uploadHandle, device->GetDynamicUploader()->Allocate(
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DAWN_TRY_ASSIGN(uploadHandle, device->GetDynamicUploader()->Allocate(
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@ -63,7 +64,7 @@ namespace dawn_native { namespace vulkan {
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for (uint32_t d = 0; d < writeSize->depth; ++d) {
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for (uint32_t d = 0; d < writeSize->depth; ++d) {
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for (uint32_t h = 0; h < alignedRowsPerImageInBlock; ++h) {
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for (uint32_t h = 0; h < alignedRowsPerImageInBlock; ++h) {
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memcpy(dstPointer, srcPointer, alignedBytesPerRow);
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memcpy(dstPointer, srcPointer, alignedBytesPerRow);
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dstPointer += alignedBytesPerRow;
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dstPointer += optimallyAlignedBytesPerRow;
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srcPointer += dataLayout->bytesPerRow;
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srcPointer += dataLayout->bytesPerRow;
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}
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}
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srcPointer += imageAdditionalStride;
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srcPointer += imageAdditionalStride;
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@ -109,20 +110,26 @@ namespace dawn_native { namespace vulkan {
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// We are only copying the part of the data that will appear in the texture.
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// We are only copying the part of the data that will appear in the texture.
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// Note that validating texture copy range ensures that writeSize->width and
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// Note that validating texture copy range ensures that writeSize->width and
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// writeSize->height are multiples of blockWidth and blockHeight respectively.
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// writeSize->height are multiples of blockWidth and blockHeight respectively.
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// TODO(tommek@google.com): Add an optimization to align bytesPerRow to
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// VkPhysicalDeviceLimits::optimalBufferCopyRowPitch.
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uint32_t alignedBytesPerRow = (writeSize->width) / blockWidth * blockSize;
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uint32_t alignedBytesPerRow = (writeSize->width) / blockWidth * blockSize;
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uint32_t alignedRowsPerImage = writeSize->height;
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uint32_t alignedRowsPerImage = writeSize->height;
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uint32_t optimalBytesPerRowAlignment =
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ToBackend(GetDevice())
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->GetDeviceInfo()
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.properties.limits.optimalBufferCopyRowPitchAlignment;
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uint32_t optimallyAlignedBytesPerRow =
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Align(alignedBytesPerRow, optimalBytesPerRowAlignment);
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UploadHandle uploadHandle;
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UploadHandle uploadHandle;
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DAWN_TRY_ASSIGN(uploadHandle,
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DAWN_TRY_ASSIGN(
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uploadHandle,
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UploadTextureDataAligningBytesPerRow(
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UploadTextureDataAligningBytesPerRow(
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GetDevice(), data, dataSize, alignedBytesPerRow, alignedRowsPerImage,
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GetDevice(), data, dataSize, alignedBytesPerRow, optimallyAlignedBytesPerRow,
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dataLayout, destination->texture->GetFormat(), writeSize));
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alignedRowsPerImage, dataLayout, destination->texture->GetFormat(), writeSize));
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TextureDataLayout passDataLayout = *dataLayout;
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TextureDataLayout passDataLayout = *dataLayout;
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passDataLayout.offset = uploadHandle.startOffset;
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passDataLayout.offset = uploadHandle.startOffset;
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passDataLayout.bytesPerRow = alignedBytesPerRow;
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passDataLayout.bytesPerRow = optimallyAlignedBytesPerRow;
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passDataLayout.rowsPerImage = alignedRowsPerImage;
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passDataLayout.rowsPerImage = alignedRowsPerImage;
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TextureCopy textureCopy;
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TextureCopy textureCopy;
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@ -1129,6 +1129,10 @@ TEST_P(CompressedTextureWriteTextureTest, Basic) {
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// Test writing to multiple 2D texture array layers with BC formats.
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// Test writing to multiple 2D texture array layers with BC formats.
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TEST_P(CompressedTextureWriteTextureTest, WriteMultiple2DArrayLayers) {
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TEST_P(CompressedTextureWriteTextureTest, WriteMultiple2DArrayLayers) {
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// TODO(dawn:483): find out why this test is flaky on Windows Intel Vulkan
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// bots.
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DAWN_SKIP_TEST_IF(IsIntel() && IsVulkan() && IsWindows());
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CopyConfig config;
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CopyConfig config;
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config.textureDescriptor.usage = kDefaultBCFormatTextureUsage;
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config.textureDescriptor.usage = kDefaultBCFormatTextureUsage;
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config.textureDescriptor.size = {20, 24, 9};
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config.textureDescriptor.size = {20, 24, 9};
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@ -1148,6 +1152,10 @@ TEST_P(CompressedTextureWriteTextureTest, WriteMultiple2DArrayLayers) {
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// subresource is different from its virtual size.
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// subresource is different from its virtual size.
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TEST_P(CompressedTextureWriteTextureTest,
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TEST_P(CompressedTextureWriteTextureTest,
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WriteIntoSubresourceWithPhysicalSizeNotEqualToVirtualSize) {
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WriteIntoSubresourceWithPhysicalSizeNotEqualToVirtualSize) {
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// TODO(dawn:483): find out why this test is flaky on Windows Intel Vulkan
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// bots.
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DAWN_SKIP_TEST_IF(IsIntel() && IsVulkan() && IsWindows());
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// Texture virtual size at mipLevel 2 will be {15, 15, 1} while the physical
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// Texture virtual size at mipLevel 2 will be {15, 15, 1} while the physical
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// size will be {16, 16, 1}.
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// size will be {16, 16, 1}.
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// Setting copyExtent.width or copyExtent.height to 16 fits in
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// Setting copyExtent.width or copyExtent.height to 16 fits in
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