Support depth-only/stencil-only copies on D3D12

Bug: dawn:439
Change-Id: I919a5e7bcb46f1817f9b15aaf49a1a72680aa47a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24960
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Austin Eng 2020-08-12 01:57:54 +00:00 committed by Commit Bot service account
parent 11c0f579b1
commit 37f547456c
10 changed files with 87 additions and 52 deletions

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@ -118,7 +118,7 @@ namespace dawn_native { namespace d3d12 {
const D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(texture, buffer->GetD3D12Resource(),
info.bufferSize, offset,
bufferBytesPerRow);
bufferBytesPerRow, aspect);
const D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.textureOffset, info.copySize);
@ -706,15 +706,17 @@ namespace dawn_native { namespace d3d12 {
subresources);
buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
const TexelBlockInfo& blockInfo =
texture->GetFormat().GetTexelBlockInfo(copy->source.aspect);
// See comments around ComputeTextureCopySplits() for more details.
const TextureCopySplits copySplits = ComputeTextureCopySplits(
copy->source.origin, copy->copySize, texture->GetFormat(),
copy->destination.offset, copy->destination.bytesPerRow,
copy->destination.rowsPerImage);
copy->source.origin, copy->copySize, blockInfo, copy->destination.offset,
copy->destination.bytesPerRow, copy->destination.rowsPerImage);
const uint64_t bytesPerSlice =
copy->destination.bytesPerRow *
(copy->destination.rowsPerImage / texture->GetFormat().blockHeight);
(copy->destination.rowsPerImage / blockInfo.blockHeight);
// copySplits.copies2D[1] is always calculated for the second copy slice with
// extra "bytesPerSlice" copy offset compared with the first copy slice. So

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@ -17,6 +17,7 @@
#include "common/Assert.h"
#include "dawn_native/BackendConnection.h"
#include "dawn_native/ErrorData.h"
#include "dawn_native/Format.h"
#include "dawn_native/Instance.h"
#include "dawn_native/d3d12/AdapterD3D12.h"
#include "dawn_native/d3d12/BackendD3D12.h"

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@ -21,7 +21,7 @@
namespace dawn_native { namespace d3d12 {
namespace {
Origin3D ComputeTexelOffsets(const Format& format,
Origin3D ComputeTexelOffsets(const TexelBlockInfo& blockInfo,
uint32_t offset,
uint32_t bytesPerRow,
uint32_t slicePitch) {
@ -32,20 +32,20 @@ namespace dawn_native { namespace d3d12 {
uint32_t byteOffsetY = offset % slicePitch;
uint32_t byteOffsetZ = offset - byteOffsetY;
return {byteOffsetX / format.blockByteSize * format.blockWidth,
byteOffsetY / bytesPerRow * format.blockHeight, byteOffsetZ / slicePitch};
return {byteOffsetX / blockInfo.blockByteSize * blockInfo.blockWidth,
byteOffsetY / bytesPerRow * blockInfo.blockHeight, byteOffsetZ / slicePitch};
}
} // namespace
Texture2DCopySplit ComputeTextureCopySplit(Origin3D origin,
Extent3D copySize,
const Format& format,
const TexelBlockInfo& blockInfo,
uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage) {
Texture2DCopySplit copy;
ASSERT(bytesPerRow % format.blockByteSize == 0);
ASSERT(bytesPerRow % blockInfo.blockByteSize == 0);
uint64_t alignedOffset =
offset & ~static_cast<uint64_t>(D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT - 1);
@ -71,12 +71,14 @@ namespace dawn_native { namespace d3d12 {
ASSERT(alignedOffset < offset);
ASSERT(offset - alignedOffset < D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
uint32_t slicePitch = bytesPerRow * (rowsPerImage / format.blockHeight);
uint32_t slicePitch = bytesPerRow * (rowsPerImage / blockInfo.blockHeight);
Origin3D texelOffset = ComputeTexelOffsets(
format, static_cast<uint32_t>(offset - alignedOffset), bytesPerRow, slicePitch);
blockInfo, static_cast<uint32_t>(offset - alignedOffset), bytesPerRow, slicePitch);
uint32_t copyBytesPerRowPitch = copySize.width / format.blockWidth * format.blockByteSize;
uint32_t byteOffsetInRowPitch = texelOffset.x / format.blockWidth * format.blockByteSize;
uint32_t copyBytesPerRowPitch =
copySize.width / blockInfo.blockWidth * blockInfo.blockByteSize;
uint32_t byteOffsetInRowPitch =
texelOffset.x / blockInfo.blockWidth * blockInfo.blockByteSize;
if (copyBytesPerRowPitch + byteOffsetInRowPitch <= bytesPerRow) {
// The region's rows fit inside the bytes per row. In this case, extend the width of the
// PlacedFootprint and copy the buffer with an offset location
@ -154,7 +156,7 @@ namespace dawn_native { namespace d3d12 {
copy.copies[0].textureOffset = origin;
ASSERT(bytesPerRow > byteOffsetInRowPitch);
uint32_t texelsPerRow = bytesPerRow / format.blockByteSize * format.blockWidth;
uint32_t texelsPerRow = bytesPerRow / blockInfo.blockByteSize * blockInfo.blockWidth;
copy.copies[0].copySize.width = texelsPerRow - texelOffset.x;
copy.copies[0].copySize.height = copySize.height;
copy.copies[0].copySize.depth = copySize.depth;
@ -174,10 +176,10 @@ namespace dawn_native { namespace d3d12 {
copy.copies[1].copySize.depth = copySize.depth;
copy.copies[1].bufferOffset.x = 0;
copy.copies[1].bufferOffset.y = texelOffset.y + format.blockHeight;
copy.copies[1].bufferOffset.y = texelOffset.y + blockInfo.blockHeight;
copy.copies[1].bufferOffset.z = texelOffset.z;
copy.copies[1].bufferSize.width = copy.copies[1].copySize.width;
copy.copies[1].bufferSize.height = rowsPerImage + texelOffset.y + format.blockHeight;
copy.copies[1].bufferSize.height = rowsPerImage + texelOffset.y + blockInfo.blockHeight;
copy.copies[1].bufferSize.depth = copySize.depth + texelOffset.z;
return copy;
@ -185,13 +187,13 @@ namespace dawn_native { namespace d3d12 {
TextureCopySplits ComputeTextureCopySplits(Origin3D origin,
Extent3D copySize,
const Format& format,
const TexelBlockInfo& blockInfo,
uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage) {
TextureCopySplits copies;
const uint64_t bytesPerSlice = bytesPerRow * (rowsPerImage / format.blockHeight);
const uint64_t bytesPerSlice = bytesPerRow * (rowsPerImage / blockInfo.blockHeight);
// The function ComputeTextureCopySplit() decides how to split the copy based on:
// - the alignment of the buffer offset with D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512)
@ -207,8 +209,8 @@ namespace dawn_native { namespace d3d12 {
const dawn_native::Extent3D copyOneLayerSize = {copySize.width, copySize.height, 1};
const dawn_native::Origin3D copyFirstLayerOrigin = {origin.x, origin.y, 0};
copies.copies2D[0] = ComputeTextureCopySplit(copyFirstLayerOrigin, copyOneLayerSize, format,
offset, bytesPerRow, rowsPerImage);
copies.copies2D[0] = ComputeTextureCopySplit(copyFirstLayerOrigin, copyOneLayerSize,
blockInfo, offset, bytesPerRow, rowsPerImage);
// When the copy only refers one texture 2D array layer copies.copies2D[1] will never be
// used so we can safely early return here.
@ -222,7 +224,7 @@ namespace dawn_native { namespace d3d12 {
} else {
const uint64_t bufferOffsetNextLayer = offset + bytesPerSlice;
copies.copies2D[1] =
ComputeTextureCopySplit(copyFirstLayerOrigin, copyOneLayerSize, format,
ComputeTextureCopySplit(copyFirstLayerOrigin, copyOneLayerSize, blockInfo,
bufferOffsetNextLayer, bytesPerRow, rowsPerImage);
}

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@ -21,7 +21,7 @@
namespace dawn_native {
struct Format;
struct TexelBlockInfo;
} // namespace dawn_native
@ -51,14 +51,14 @@ namespace dawn_native { namespace d3d12 {
Texture2DCopySplit ComputeTextureCopySplit(Origin3D origin,
Extent3D copySize,
const Format& format,
const TexelBlockInfo& blockInfo,
uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage);
TextureCopySplits ComputeTextureCopySplits(Origin3D origin,
Extent3D copySize,
const Format& format,
const TexelBlockInfo& blockInfo,
uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage);

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@ -548,6 +548,26 @@ namespace dawn_native { namespace d3d12 {
return mResourceAllocation.GetD3D12Resource();
}
DXGI_FORMAT Texture::GetD3D12CopyableSubresourceFormat(Aspect aspect) const {
ASSERT(GetFormat().aspects & aspect);
switch (GetFormat().format) {
case wgpu::TextureFormat::Depth24PlusStencil8:
switch (aspect) {
case Aspect::Depth:
return DXGI_FORMAT_R32_FLOAT;
case Aspect::Stencil:
return DXGI_FORMAT_R8_UINT;
default:
UNREACHABLE();
return GetD3D12Format();
}
default:
ASSERT(HasOneBit(GetFormat().aspects));
return GetD3D12Format();
}
}
void Texture::TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
wgpu::TextureUsage usage,
const SubresourceRange& range) {
@ -967,7 +987,7 @@ namespace dawn_native { namespace d3d12 {
D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(
this, ToBackend(uploadHandle.stagingBuffer)->GetResource(),
info.bufferSize, copySplit.offset, bytesPerRow);
info.bufferSize, copySplit.offset, bytesPerRow, Aspect::Color);
D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);

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@ -48,6 +48,7 @@ namespace dawn_native { namespace d3d12 {
DXGI_FORMAT GetD3D12Format() const;
ID3D12Resource* GetD3D12Resource() const;
DXGI_FORMAT GetD3D12CopyableSubresourceFormat(Aspect aspect) const;
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipLevel,
uint32_t baseArrayLayer,

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@ -68,7 +68,7 @@ namespace dawn_native { namespace d3d12 {
D3D12_TEXTURE_COPY_LOCATION ComputeTextureCopyLocationForTexture(const Texture* texture,
uint32_t level,
uint32_t slice,
const Aspect& aspect) {
Aspect aspect) {
D3D12_TEXTURE_COPY_LOCATION copyLocation;
copyLocation.pResource = texture->GetD3D12Resource();
copyLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
@ -82,12 +82,14 @@ namespace dawn_native { namespace d3d12 {
ID3D12Resource* bufferResource,
const Extent3D& bufferSize,
const uint64_t offset,
const uint32_t rowPitch) {
const uint32_t rowPitch,
Aspect aspect) {
D3D12_TEXTURE_COPY_LOCATION bufferLocation;
bufferLocation.pResource = bufferResource;
bufferLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
bufferLocation.PlacedFootprint.Offset = offset;
bufferLocation.PlacedFootprint.Footprint.Format = texture->GetD3D12Format();
bufferLocation.PlacedFootprint.Footprint.Format =
texture->GetD3D12CopyableSubresourceFormat(aspect);
bufferLocation.PlacedFootprint.Footprint.Width = bufferSize.width;
bufferLocation.PlacedFootprint.Footprint.Height = bufferSize.height;
bufferLocation.PlacedFootprint.Footprint.Depth = bufferSize.depth;
@ -147,7 +149,8 @@ namespace dawn_native { namespace d3d12 {
Texture* texture,
uint32_t textureMiplevel,
uint32_t textureSlice,
const Aspect& aspect) {
Aspect aspect) {
ASSERT(HasOneBit(aspect));
const D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(texture, textureMiplevel, textureSlice, aspect);
@ -160,7 +163,7 @@ namespace dawn_native { namespace d3d12 {
// members in Texture2DCopySplit::CopyInfo.
const D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(texture, bufferResource, info.bufferSize,
offsetBytes, bufferBytesPerRow);
offsetBytes, bufferBytesPerRow, aspect);
const D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);
@ -178,14 +181,14 @@ namespace dawn_native { namespace d3d12 {
const uint64_t offsetBytes,
const uint32_t bytesPerRow,
const uint32_t rowsPerImage,
const Aspect& aspects) {
Aspect aspect) {
ASSERT(HasOneBit(aspect));
// See comments in ComputeTextureCopySplits() for more details.
const TextureCopySplits copySplits =
ComputeTextureCopySplits(textureCopy.origin, copySize, texture->GetFormat(),
offsetBytes, bytesPerRow, rowsPerImage);
const TexelBlockInfo& blockInfo = texture->GetFormat().GetTexelBlockInfo(aspect);
const TextureCopySplits copySplits = ComputeTextureCopySplits(
textureCopy.origin, copySize, blockInfo, offsetBytes, bytesPerRow, rowsPerImage);
const uint64_t bytesPerSlice =
bytesPerRow * (rowsPerImage / texture->GetFormat().blockHeight);
const uint64_t bytesPerSlice = bytesPerRow * (rowsPerImage / blockInfo.blockHeight);
// copySplits.copies2D[1] is always calculated for the second copy slice with
// extra "bytesPerSlice" copy offset compared with the first copy slice. So
@ -207,7 +210,7 @@ namespace dawn_native { namespace d3d12 {
RecordCopyBufferToTextureFromTextureCopySplit(
commandContext->GetCommandList(), copySplitPerLayerBase, bufferResource,
bufferOffsetForNextSlice, bytesPerRow, texture, textureCopy.mipLevel,
copyTextureLayer, aspects);
copyTextureLayer, aspect);
bufferOffsetsForNextSlice[splitIndex] += bytesPerSlice * copySplits.copies2D.size();
}

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@ -31,14 +31,15 @@ namespace dawn_native { namespace d3d12 {
D3D12_TEXTURE_COPY_LOCATION ComputeTextureCopyLocationForTexture(const Texture* texture,
uint32_t level,
uint32_t slice,
const Aspect& aspect);
Aspect aspect);
D3D12_TEXTURE_COPY_LOCATION ComputeBufferLocationForCopyTextureRegion(
const Texture* texture,
ID3D12Resource* bufferResource,
const Extent3D& bufferSize,
const uint64_t offset,
const uint32_t rowPitch);
const uint32_t rowPitch,
Aspect aspect);
D3D12_BOX ComputeD3D12BoxFromOffsetAndSize(const Origin3D& offset, const Extent3D& copySize);
bool IsTypeless(DXGI_FORMAT format);
@ -51,7 +52,7 @@ namespace dawn_native { namespace d3d12 {
Texture* texture,
uint32_t textureMiplevel,
uint32_t textureSlice,
const Aspect& aspect);
Aspect aspect);
void CopyBufferToTextureWithCopySplit(CommandRecordingContext* commandContext,
const TextureCopy& textureCopy,
@ -61,7 +62,7 @@ namespace dawn_native { namespace d3d12 {
const uint64_t offset,
const uint32_t bytesPerRow,
const uint32_t rowsPerImage,
const Aspect& aspect);
Aspect aspect);
}} // namespace dawn_native::d3d12

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@ -320,4 +320,4 @@ TEST_P(DepthStencilCopyTests, ToStencilAspect) {
}
}
DAWN_INSTANTIATE_TEST(DepthStencilCopyTests, MetalBackend(), VulkanBackend());
DAWN_INSTANTIATE_TEST(DepthStencilCopyTests, D3D12Backend(), MetalBackend(), VulkanBackend());

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@ -651,10 +651,12 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilLoadAfterDiscard) {
depthStencilTexture.Get(), 0, 1, 0, 1, WGPUTextureAspect_StencilOnly));
// TODO(crbug.com/dawn/439): Implement stencil copies on other platforms
if (IsMetal() || IsVulkan()) {
if (IsMetal() || IsVulkan() || IsD3D12()) {
// Check by copy that the stencil data is 2.
EXPECT_LAZY_CLEAR(0u, EXPECT_TEXTURE_EQ(uint8_t(2), depthStencilTexture, 0, 0, 0, 0,
wgpu::TextureAspect::StencilOnly));
std::vector<uint8_t> expected(kSize * kSize, 2);
EXPECT_LAZY_CLEAR(
0u, EXPECT_TEXTURE_EQ(expected.data(), depthStencilTexture, 0, 0, kSize, kSize, 0,
0, wgpu::TextureAspect::StencilOnly));
}
}
@ -722,10 +724,12 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilLoadAfterDiscard) {
depthStencilTexture.Get(), 0, 1, 0, 1, WGPUTextureAspect_StencilOnly));
// TODO(crbug.com/dawn/439): Implement stencil copies on other platforms
if (IsMetal() || IsVulkan()) {
if (IsMetal() || IsVulkan() || IsD3D12()) {
// Check by copy that the stencil data is 0.
EXPECT_LAZY_CLEAR(0u, EXPECT_TEXTURE_EQ(uint8_t(0), depthStencilTexture, 0, 0, 0, 0,
wgpu::TextureAspect::StencilOnly));
std::vector<uint8_t> expected(kSize * kSize, 0);
EXPECT_LAZY_CLEAR(
0u, EXPECT_TEXTURE_EQ(expected.data(), depthStencilTexture, 0, 0, kSize, kSize, 0,
0, wgpu::TextureAspect::StencilOnly));
}
}
}
@ -734,7 +738,7 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilLoadAfterDiscard) {
// Lazy clear of the stencil aspect via copy should not touch depth.
TEST_P(TextureZeroInitTest, IndependentDepthStencilCopyAfterDiscard) {
// TODO(crbug.com/dawn/439): Implement stencil copies on other platforms
DAWN_SKIP_TEST_IF(!(IsMetal() || IsVulkan()));
DAWN_SKIP_TEST_IF(!(IsMetal() || IsVulkan() || IsD3D12()));
// TODO(enga): Figure out why this fails on Metal Intel.
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
@ -767,8 +771,9 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilCopyAfterDiscard) {
depthStencilTexture.Get(), 0, 1, 0, 1, WGPUTextureAspect_StencilOnly));
// Check by copy that the stencil data is lazily cleared to 0.
EXPECT_LAZY_CLEAR(1u, EXPECT_TEXTURE_EQ(uint8_t(0), depthStencilTexture, 0, 0, 0, 0,
wgpu::TextureAspect::StencilOnly));
std::vector<uint8_t> expected(kSize * kSize, 0);
EXPECT_LAZY_CLEAR(1u, EXPECT_TEXTURE_EQ(expected.data(), depthStencilTexture, 0, 0, kSize,
kSize, 0, 0, wgpu::TextureAspect::StencilOnly));
// Everything is initialized now
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(depthStencilTexture.Get(), 0, 1, 0,