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Align offset to 512 when writing into depth stencil textures on some platforms
On the D3D12 platforms that don't support programmable sample positions, the source box specifying a portion of the depth texture must all be 0, or an error and a device lost will occur. This patch adds a workaround for this issue by alignning the offset of internal staging buffer to 512 when calling Queue.WriteTexture() with depth stencil textures Bug: dawn:727 Test: dawn_end2end_tests Change-Id: I6bc5843d62d0aec3964ee5b544a06c0b2657031a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/98601 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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Dawn LUCI CQ
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@@ -1928,4 +1928,10 @@ bool DeviceBase::ShouldDuplicateParametersForDrawIndirect(
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return false;
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}
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uint64_t DeviceBase::GetBufferCopyOffsetAlignmentForDepthStencil() const {
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// For depth-stencil texture, buffer offset must be a multiple of 4, which is required
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// by WebGPU and Vulkan SPEC.
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return 4u;
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}
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} // namespace dawn::native
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