Support copying multiple array layers in one B2T and T2B copy command

This patch adds the support of copying with multiple texture array
layers in one buffer-to-texture and texture-to-buffer copy command.

BUG=dawn:453
TEST=dawn_end2end_tests

Change-Id: If009dbb29f2b0ef0667715eed0d66053b1491fd4
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23248
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This commit is contained in:
Jiawei Shao 2020-06-21 09:33:44 +00:00 committed by Commit Bot service account
parent 250f26229b
commit 92379bff49
10 changed files with 413 additions and 215 deletions

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@ -44,8 +44,8 @@ namespace dawn_native {
const uint32_t mipLevel) {
Extent3D extent = texture->GetMipLevelPhysicalSize(mipLevel);
if (extent.depth == copySize.depth && extent.width == copySize.width &&
extent.height == copySize.height) {
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
if (extent.width == copySize.width && extent.height == copySize.height) {
return true;
}
return false;

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@ -577,41 +577,59 @@ namespace dawn_native { namespace d3d12 {
Texture* texture = ToBackend(copy->destination.texture.Get());
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
ASSERT(copy->copySize.depth == 1);
SubresourceRange subresource = SubresourceRange::SingleSubresource(
copy->destination.mipLevel, copy->destination.arrayLayer);
// TODO(jiawei.shao@intel.com): use copy->destination.origin.z instead of
// copy->destination.arrayLayer once GPUTextureCopyView.arrayLayer to
// GPUTextureCopyView.origin.z is done.
SubresourceRange subresources = {copy->destination.mipLevel, 1,
copy->destination.arrayLayer,
copy->copySize.depth};
if (IsCompleteSubresourceCopiedTo(texture, copy->copySize,
copy->destination.mipLevel)) {
texture->SetIsSubresourceContentInitialized(true, subresource);
texture->SetIsSubresourceContentInitialized(true, subresources);
} else {
texture->EnsureSubresourceContentInitialized(commandContext, subresource);
texture->EnsureSubresourceContentInitialized(commandContext, subresources);
}
buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopySrc);
texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopyDst,
subresource);
subresources);
auto copySplit = ComputeTextureCopySplit(
copy->destination.origin, copy->copySize, texture->GetFormat(),
copy->source.offset, copy->source.bytesPerRow, copy->source.rowsPerImage);
const uint64_t bytesPerSlice =
copy->source.bytesPerRow * copy->source.rowsPerImage;
D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(texture, copy->destination.mipLevel,
copy->destination.arrayLayer);
const dawn_native::Extent3D copyOneLayerSize = {copy->copySize.width,
copy->copySize.height, 1};
uint64_t bufferOffsetForNextSlice = 0;
for (uint32_t copySlice = copy->destination.arrayLayer;
copySlice < copy->destination.arrayLayer + copy->copySize.depth;
++copySlice) {
// TODO(jiawei.shao@intel.com): compute copySplit once for all texture array
// layers when possible.
auto copySplit = ComputeTextureCopySplit(
copy->destination.origin, copyOneLayerSize, texture->GetFormat(),
bufferOffsetForNextSlice + copy->source.offset,
copy->source.bytesPerRow, copy->source.rowsPerImage);
for (uint32_t i = 0; i < copySplit.count; ++i) {
TextureCopySplit::CopyInfo& info = copySplit.copies[i];
D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(
texture, copy->destination.mipLevel, copySlice);
D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(
texture, buffer->GetD3D12Resource().Get(), info.bufferSize,
copySplit.offset, copy->source.bytesPerRow);
D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);
for (uint32_t i = 0; i < copySplit.count; ++i) {
const TextureCopySplit::CopyInfo& info = copySplit.copies[i];
commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x,
info.textureOffset.y, info.textureOffset.z,
&bufferLocation, &sourceRegion);
D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(
texture, buffer->GetD3D12Resource().Get(), info.bufferSize,
copySplit.offset, copy->source.bytesPerRow);
D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);
commandList->CopyTextureRegion(
&textureLocation, info.textureOffset.x, info.textureOffset.y,
info.textureOffset.z, &bufferLocation, &sourceRegion);
}
bufferOffsetForNextSlice += bytesPerSlice;
}
break;
}
@ -622,38 +640,53 @@ namespace dawn_native { namespace d3d12 {
Buffer* buffer = ToBackend(copy->destination.buffer.Get());
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
ASSERT(copy->copySize.depth == 1);
SubresourceRange subresource = SubresourceRange::SingleSubresource(
copy->source.mipLevel, copy->source.arrayLayer);
texture->EnsureSubresourceContentInitialized(commandContext, subresource);
// TODO(jiawei.shao@intel.com): use copy->destination.origin.z instead of
// copy->destination.arrayLayer once GPUTextureCopyView.arrayLayer to
// GPUTextureCopyView.origin.z is done.
SubresourceRange subresources = {copy->source.mipLevel, 1,
copy->source.arrayLayer, copy->copySize.depth};
texture->EnsureSubresourceContentInitialized(commandContext, subresources);
texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopySrc,
subresource);
subresources);
buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
TextureCopySplit copySplit = ComputeTextureCopySplit(
copy->source.origin, copy->copySize, texture->GetFormat(),
copy->destination.offset, copy->destination.bytesPerRow,
copy->destination.rowsPerImage);
const uint64_t bytesPerSlice =
copy->destination.bytesPerRow * copy->destination.rowsPerImage;
D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(texture, copy->source.mipLevel,
copy->source.arrayLayer);
const dawn_native::Extent3D copyOneLayerSize = {copy->copySize.width,
copy->copySize.height, 1};
uint64_t bufferOffsetForNextSlice = 0;
for (uint32_t copySlice = copy->source.arrayLayer;
copySlice < copy->source.arrayLayer + copy->copySize.depth; ++copySlice) {
// TODO(jiawei.shao@intel.com): compute copySplit once for all texture array
// layers when possible.
TextureCopySplit copySplit = ComputeTextureCopySplit(
copy->source.origin, copyOneLayerSize, texture->GetFormat(),
bufferOffsetForNextSlice + copy->destination.offset,
copy->destination.bytesPerRow, copy->destination.rowsPerImage);
for (uint32_t i = 0; i < copySplit.count; ++i) {
TextureCopySplit::CopyInfo& info = copySplit.copies[i];
D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(texture, copy->source.mipLevel,
copySlice);
D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(
texture, buffer->GetD3D12Resource().Get(), info.bufferSize,
copySplit.offset, copy->destination.bytesPerRow);
for (uint32_t i = 0; i < copySplit.count; ++i) {
const TextureCopySplit::CopyInfo& info = copySplit.copies[i];
D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.textureOffset, info.copySize);
D3D12_TEXTURE_COPY_LOCATION bufferLocation =
ComputeBufferLocationForCopyTextureRegion(
texture, buffer->GetD3D12Resource().Get(), info.bufferSize,
copySplit.offset, copy->destination.bytesPerRow);
commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x,
info.bufferOffset.y, info.bufferOffset.z,
&textureLocation, &sourceRegion);
D3D12_BOX sourceRegion =
ComputeD3D12BoxFromOffsetAndSize(info.textureOffset, info.copySize);
commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x,
info.bufferOffset.y, info.bufferOffset.z,
&textureLocation, &sourceRegion);
}
bufferOffsetForNextSlice += bytesPerSlice;
}
break;
}

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@ -748,22 +748,40 @@ namespace dawn_native { namespace metal {
EnsureDestinationTextureInitialized(texture, copy->copySize, copy->destination);
Extent3D virtualSizeAtLevel = texture->GetMipLevelVirtualSize(dst.mipLevel);
TextureBufferCopySplit splittedCopies = ComputeTextureBufferCopySplit(
dst.origin, copySize, texture->GetFormat(), virtualSizeAtLevel,
buffer->GetSize(), src.offset, src.bytesPerRow, src.rowsPerImage);
for (uint32_t i = 0; i < splittedCopies.count; ++i) {
const TextureBufferCopySplit::CopyInfo& copyInfo = splittedCopies.copies[i];
[commandContext->EnsureBlit() copyFromBuffer:buffer->GetMTLBuffer()
sourceOffset:copyInfo.bufferOffset
sourceBytesPerRow:copyInfo.bytesPerRow
sourceBytesPerImage:copyInfo.bytesPerImage
sourceSize:copyInfo.copyExtent
toTexture:texture->GetMTLTexture()
destinationSlice:dst.arrayLayer
destinationLevel:dst.mipLevel
destinationOrigin:copyInfo.textureOrigin];
uint64_t bufferOffsetForNextSlice = 0;
const uint64_t bytesPerSlice = src.bytesPerRow * src.rowsPerImage;
const dawn_native::Extent3D copyOneLayerSize = {copySize.width, copySize.height,
1};
// TODO(jiawei.shao@intel.com): use dst.origin.z instead of dst.arrayLayer once
// GPUTextureCopyView.arrayLayer to GPUTextureCopyView.origin.z is done.
for (uint32_t copySlice = dst.arrayLayer;
copySlice < dst.arrayLayer + copySize.depth; ++copySlice) {
// TODO(jiawei.shao@intel.com): compute splitCopies once for all texture
// array layers when possible.
TextureBufferCopySplit splitCopies = ComputeTextureBufferCopySplit(
dst.origin, copyOneLayerSize, texture->GetFormat(), virtualSizeAtLevel,
buffer->GetSize(), bufferOffsetForNextSlice + src.offset,
src.bytesPerRow, src.rowsPerImage);
for (uint32_t i = 0; i < splitCopies.count; ++i) {
const TextureBufferCopySplit::CopyInfo& copyInfo =
splitCopies.copies[i];
[commandContext->EnsureBlit() copyFromBuffer:buffer->GetMTLBuffer()
sourceOffset:copyInfo.bufferOffset
sourceBytesPerRow:copyInfo.bytesPerRow
sourceBytesPerImage:copyInfo.bytesPerImage
sourceSize:copyInfo.copyExtent
toTexture:texture->GetMTLTexture()
destinationSlice:copySlice
destinationLevel:dst.mipLevel
destinationOrigin:copyInfo.textureOrigin];
}
bufferOffsetForNextSlice += bytesPerSlice;
}
break;
}
@ -778,21 +796,37 @@ namespace dawn_native { namespace metal {
EnsureSourceTextureInitialized(texture, copy->copySize, copy->source);
Extent3D virtualSizeAtLevel = texture->GetMipLevelVirtualSize(src.mipLevel);
TextureBufferCopySplit splittedCopies = ComputeTextureBufferCopySplit(
src.origin, copySize, texture->GetFormat(), virtualSizeAtLevel,
buffer->GetSize(), dst.offset, dst.bytesPerRow, dst.rowsPerImage);
for (uint32_t i = 0; i < splittedCopies.count; ++i) {
const TextureBufferCopySplit::CopyInfo& copyInfo = splittedCopies.copies[i];
[commandContext->EnsureBlit() copyFromTexture:texture->GetMTLTexture()
sourceSlice:src.arrayLayer
sourceLevel:src.mipLevel
sourceOrigin:copyInfo.textureOrigin
sourceSize:copyInfo.copyExtent
toBuffer:buffer->GetMTLBuffer()
destinationOffset:copyInfo.bufferOffset
destinationBytesPerRow:copyInfo.bytesPerRow
destinationBytesPerImage:copyInfo.bytesPerImage];
uint64_t bufferOffsetForNextSlice = 0;
const uint64_t bytesPerSlice = dst.bytesPerRow * dst.rowsPerImage;
const dawn_native::Extent3D copyOneLayerSize = {copySize.width, copySize.height,
1};
// TODO(jiawei.shao@intel.com): use src.origin.z instead of src.arrayLayer once
// GPUTextureCopyView.arrayLayer to GPUTextureCopyView.origin.z is done.
for (uint32_t copySlice = src.arrayLayer;
copySlice < src.arrayLayer + copySize.depth; ++copySlice) {
// TODO(jiawei.shao@intel.com): compute splitCopies once for all texture
// array layers when possible.
TextureBufferCopySplit splitCopies = ComputeTextureBufferCopySplit(
src.origin, copyOneLayerSize, texture->GetFormat(), virtualSizeAtLevel,
buffer->GetSize(), bufferOffsetForNextSlice + dst.offset,
dst.bytesPerRow, dst.rowsPerImage);
for (uint32_t i = 0; i < splitCopies.count; ++i) {
const TextureBufferCopySplit::CopyInfo& copyInfo =
splitCopies.copies[i];
[commandContext->EnsureBlit() copyFromTexture:texture->GetMTLTexture()
sourceSlice:copySlice
sourceLevel:src.mipLevel
sourceOrigin:copyInfo.textureOrigin
sourceSize:copyInfo.copyExtent
toBuffer:buffer->GetMTLBuffer()
destinationOffset:copyInfo.bufferOffset
destinationBytesPerRow:copyInfo.bytesPerRow
destinationBytesPerImage:copyInfo.bytesPerImage];
}
bufferOffsetForNextSlice += bytesPerSlice;
}
break;
}

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@ -515,13 +515,15 @@ namespace dawn_native { namespace opengl {
const GLFormat& format = texture->GetGLFormat();
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
ASSERT(copy->copySize.depth == 1);
SubresourceRange subresource =
SubresourceRange::SingleSubresource(dst.mipLevel, dst.arrayLayer);
// TODO(jiawei.shao@intel.com): use copy->destination.origin.z instead of
// copy->destination.arrayLayer once GPUTextureCopyView.arrayLayer to
// GPUTextureCopyView.origin.z is done.
SubresourceRange subresources = {dst.mipLevel, 1, dst.arrayLayer,
copy->copySize.depth};
if (IsCompleteSubresourceCopiedTo(texture, copySize, dst.mipLevel)) {
texture->SetIsSubresourceContentInitialized(true, subresource);
texture->SetIsSubresourceContentInitialized(true, subresources);
} else {
texture->EnsureSubresourceContentInitialized(subresource);
texture->EnsureSubresourceContentInitialized(subresources);
}
gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->GetHandle());
@ -549,8 +551,8 @@ namespace dawn_native { namespace opengl {
if (texture->GetArrayLayers() > 1) {
gl.CompressedTexSubImage3D(
target, dst.mipLevel, dst.origin.x, dst.origin.y, dst.arrayLayer,
copyExtent.width, copyExtent.height, 1, format.internalFormat,
copyDataSize,
copyExtent.width, copyExtent.height, copyExtent.depth,
format.internalFormat, copyDataSize,
reinterpret_cast<void*>(static_cast<uintptr_t>(src.offset)));
} else {
gl.CompressedTexSubImage2D(
@ -564,7 +566,8 @@ namespace dawn_native { namespace opengl {
if (texture->GetArrayLayers() > 1) {
gl.TexSubImage3D(target, dst.mipLevel, dst.origin.x,
dst.origin.y, dst.arrayLayer, copySize.width,
copySize.height, 1, format.format, format.type,
copySize.height, copySize.depth, format.format,
format.type,
reinterpret_cast<void*>(
static_cast<uintptr_t>(src.offset)));
} else {
@ -606,9 +609,9 @@ namespace dawn_native { namespace opengl {
}
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
ASSERT(copy->copySize.depth == 1);
texture->EnsureSubresourceContentInitialized(
SubresourceRange::SingleSubresource(src.mipLevel, src.arrayLayer));
SubresourceRange subresources = {src.mipLevel, 1, src.arrayLayer,
copy->copySize.depth};
texture->EnsureSubresourceContentInitialized(subresources);
// The only way to move data from a texture to a buffer in GL is via
// glReadPixels with a pack buffer. Create a temporary FBO for the copy.
gl.BindTexture(target, texture->GetHandle());
@ -636,29 +639,42 @@ namespace dawn_native { namespace opengl {
break;
}
gl.BindBuffer(GL_PIXEL_PACK_BUFFER, buffer->GetHandle());
gl.PixelStorei(GL_PACK_ROW_LENGTH, dst.bytesPerRow / format.blockByteSize);
gl.PixelStorei(GL_PACK_IMAGE_HEIGHT, dst.rowsPerImage);
uint8_t* offset =
reinterpret_cast<uint8_t*>(static_cast<uintptr_t>(dst.offset));
switch (texture->GetDimension()) {
case wgpu::TextureDimension::e2D:
if (texture->GetArrayLayers() > 1) {
gl.FramebufferTextureLayer(GL_READ_FRAMEBUFFER, glAttachment,
texture->GetHandle(), src.mipLevel,
src.arrayLayer);
} else {
case wgpu::TextureDimension::e2D: {
if (texture->GetArrayLayers() == 1) {
gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment, target,
texture->GetHandle(), src.mipLevel);
gl.ReadPixels(src.origin.x, src.origin.y, copySize.width,
copySize.height, glFormat.format, glFormat.type,
offset);
break;
}
const uint64_t bytesPerImage = dst.bytesPerRow * dst.rowsPerImage;
for (uint32_t layer = 0; layer < copySize.depth; ++layer) {
gl.FramebufferTextureLayer(GL_READ_FRAMEBUFFER, glAttachment,
texture->GetHandle(), src.mipLevel,
src.arrayLayer + layer);
gl.ReadPixels(src.origin.x, src.origin.y, copySize.width,
copySize.height, glFormat.format, glFormat.type,
offset);
offset += bytesPerImage;
}
break;
}
default:
UNREACHABLE();
}
gl.BindBuffer(GL_PIXEL_PACK_BUFFER, buffer->GetHandle());
gl.PixelStorei(GL_PACK_ROW_LENGTH, dst.bytesPerRow / format.blockByteSize);
gl.PixelStorei(GL_PACK_IMAGE_HEIGHT, dst.rowsPerImage);
ASSERT(copySize.depth == 1 && src.origin.z == 0);
void* offset = reinterpret_cast<void*>(static_cast<uintptr_t>(dst.offset));
gl.ReadPixels(src.origin.x, src.origin.y, copySize.width, copySize.height,
glFormat.format, glFormat.type, offset);
gl.PixelStorei(GL_PACK_ROW_LENGTH, 0);
gl.PixelStorei(GL_PACK_IMAGE_HEIGHT, 0);

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@ -448,9 +448,8 @@ namespace dawn_native { namespace vulkan {
VkImageSubresourceLayers subresource = region.imageSubresource;
ASSERT(dst.texture->GetDimension() == wgpu::TextureDimension::e2D);
ASSERT(copy->copySize.depth == 1);
SubresourceRange range = SubresourceRange::SingleSubresource(
subresource.mipLevel, subresource.baseArrayLayer);
SubresourceRange range = {subresource.mipLevel, 1, subresource.baseArrayLayer,
subresource.layerCount};
if (IsCompleteSubresourceCopiedTo(dst.texture.Get(), copy->copySize,
subresource.mipLevel)) {
// Since texture has been overwritten, it has been "initialized"
@ -484,9 +483,9 @@ namespace dawn_native { namespace vulkan {
VkImageSubresourceLayers subresource = region.imageSubresource;
ASSERT(src.texture->GetDimension() == wgpu::TextureDimension::e2D);
ASSERT(copy->copySize.depth == 1);
SubresourceRange range = SubresourceRange::SingleSubresource(
subresource.mipLevel, subresource.baseArrayLayer);
const SubresourceRange range = {subresource.mipLevel, 1,
subresource.baseArrayLayer,
subresource.layerCount};
ToBackend(src.texture)
->EnsureSubresourceContentInitialized(recordingContext, range);

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@ -82,7 +82,6 @@ namespace dawn_native { namespace vulkan {
region.imageSubresource.aspectMask = texture->GetVkAspectMask();
region.imageSubresource.mipLevel = textureCopy.mipLevel;
region.imageSubresource.baseArrayLayer = textureCopy.arrayLayer;
region.imageSubresource.layerCount = 1;
region.imageOffset.x = textureCopy.origin.x;
region.imageOffset.y = textureCopy.origin.y;
@ -91,7 +90,10 @@ namespace dawn_native { namespace vulkan {
Extent3D imageExtent = ComputeTextureCopyExtent(textureCopy, copySize);
region.imageExtent.width = imageExtent.width;
region.imageExtent.height = imageExtent.height;
region.imageExtent.depth = copySize.depth;
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
region.imageSubresource.layerCount = copySize.depth;
region.imageExtent.depth = 1;
return region;
}

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@ -34,6 +34,7 @@ class CopyTests : public DawnTest {
uint64_t size;
uint64_t offset;
uint32_t bytesPerRow;
uint32_t rowsPerImage;
};
static std::vector<RGBA8> GetExpectedTextureData(
@ -56,12 +57,14 @@ class CopyTests : public DawnTest {
}
static BufferSpec MinimumBufferSpec(uint32_t width,
uint32_t height,
uint32_t arrayLayer = 1) {
uint32_t rowsPerImage,
uint32_t arrayLayer = 1,
bool testZeroRowsPerImage = true) {
const uint32_t bytesPerRow = utils::GetMinimumBytesPerRow(kTextureFormat, width);
const uint32_t totalBufferSize = utils::GetBytesInBufferTextureCopy(
kTextureFormat, width, bytesPerRow, height, arrayLayer);
return {totalBufferSize, 0, bytesPerRow};
kTextureFormat, width, bytesPerRow, rowsPerImage, arrayLayer);
uint32_t appliedRowsPerImage = testZeroRowsPerImage ? 0 : rowsPerImage;
return {totalBufferSize, 0, bytesPerRow, appliedRowsPerImage};
}
static void PackTextureData(const RGBA8* srcData, uint32_t width, uint32_t height, uint32_t srcTexelsPerRow, RGBA8* dstData, uint32_t dstTexelsPerRow) {
@ -90,30 +93,24 @@ class CopyTests_T2B : public CopyTests {
descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::CopySrc;
wgpu::Texture texture = device.CreateTexture(&descriptor);
const uint32_t rowsPerImage = textureSpec.textureSize.height >> textureSpec.level;
const utils::BufferTextureCopyLayout copyLayout =
utils::GetBufferTextureCopyLayoutForTexture2DAtLevel(
kTextureFormat, textureSpec.textureSize, textureSpec.level, rowsPerImage);
kTextureFormat, textureSpec.textureSize, textureSpec.level,
bufferSpec.rowsPerImage);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Initialize the source texture
std::vector<RGBA8> textureArrayData = GetExpectedTextureData(copyLayout);
// TODO(jiawei.shao@intel.com): copy into multiple texture array layers in one
// buffer-to-texture copy command.
wgpu::Buffer uploadBuffer = utils::CreateBufferFromData(
device, textureArrayData.data(), copyLayout.byteLength, wgpu::BufferUsage::CopySrc);
uint64_t uploadBufferOffset = 0;
for (uint32_t slice = 0; slice < textureSpec.textureSize.depth; ++slice) {
{
wgpu::Buffer uploadBuffer =
utils::CreateBufferFromData(device, textureArrayData.data(),
copyLayout.byteLength, wgpu::BufferUsage::CopySrc);
wgpu::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(
uploadBuffer, uploadBufferOffset, copyLayout.bytesPerRow, 0);
uploadBuffer, 0, copyLayout.bytesPerRow, bufferSpec.rowsPerImage);
wgpu::TextureCopyView textureCopyView =
utils::CreateTextureCopyView(texture, textureSpec.level, {0, 0, slice});
wgpu::Extent3D copyOneLayerSize = {copyLayout.mipSize.width,
copyLayout.mipSize.height, 1};
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copyOneLayerSize);
uploadBufferOffset += copyLayout.bytesPerImage;
utils::CreateTextureCopyView(texture, textureSpec.level, {0, 0, 0});
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copyLayout.mipSize);
}
// Create a buffer of `size` and populate it with empty data (0,0,0,0) Note:
@ -128,31 +125,21 @@ class CopyTests_T2B : public CopyTests {
utils::CreateBufferFromData(device, emptyData.data(), bufferSpec.size,
wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst);
const uint32_t maxArrayLayer = textureSpec.copyOrigin.z + copySize.depth;
// TODO(jiawei.shao@intel.com): copy from multiple texture array layers in one
// texture-to-buffer copy command.
uint64_t bufferOffset = bufferSpec.offset;
for (uint32_t slice = textureSpec.copyOrigin.z; slice < maxArrayLayer; ++slice) {
// Copy the region [(`x`, `y`, slice), (`x + testCopySize.width, `y +
// testCopySize.height`, 1)] from the `level` mip into the buffer at `offset +
// bufferSpec.size * slice` and `bytesPerRow`
wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(
texture, textureSpec.level,
{textureSpec.copyOrigin.x, textureSpec.copyOrigin.y, slice});
wgpu::BufferCopyView bufferCopyView =
utils::CreateBufferCopyView(buffer, bufferOffset, bufferSpec.bytesPerRow, 0);
wgpu::Extent3D copyOneLayerSize = {copySize.width, copySize.height, 1};
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, &copyOneLayerSize);
bufferOffset += copyLayout.bytesPerImage;
{
wgpu::TextureCopyView textureCopyView =
utils::CreateTextureCopyView(texture, textureSpec.level, textureSpec.copyOrigin);
wgpu::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(
buffer, bufferSpec.offset, bufferSpec.bytesPerRow, bufferSpec.rowsPerImage);
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, &copySize);
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
bufferOffset = bufferSpec.offset;
uint64_t bufferOffset = bufferSpec.offset;
const uint32_t texelCountInCopyRegion =
bufferSpec.bytesPerRow / bytesPerTexel * (copySize.height - 1) + copySize.width;
const uint32_t maxArrayLayer = textureSpec.copyOrigin.z + copySize.depth;
std::vector<RGBA8> expected(texelCountInCopyRegion);
for (uint32_t slice = textureSpec.copyOrigin.z; slice < maxArrayLayer; ++slice) {
// Pack the data used to create the upload buffer in the specified copy region to have
@ -218,34 +205,23 @@ protected:
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
const uint32_t rowsPerImage = textureSpec.textureSize.height >> textureSpec.level;
const utils::BufferTextureCopyLayout copyLayout =
utils::GetBufferTextureCopyLayoutForTexture2DAtLevel(
kTextureFormat, textureSpec.textureSize, textureSpec.level, rowsPerImage);
kTextureFormat, textureSpec.textureSize, textureSpec.level,
bufferSpec.rowsPerImage);
const uint32_t maxArrayLayer = textureSpec.copyOrigin.z + copySize.depth;
// TODO(jiawei.shao@intel.com): support copying into multiple texture array layers in one
// copy command.
uint64_t bufferOffset = bufferSpec.offset;
for (uint32_t slice = textureSpec.copyOrigin.z; slice < maxArrayLayer; ++slice) {
// Copy to the region [(`x`, `y`, `slice`), (`x + testCopySize.width, `y +
// testCopySize.height`, 1] at the `level` mip
// from the buffer at the specified `offset` and `bytesPerRow`
wgpu::BufferCopyView bufferCopyView =
utils::CreateBufferCopyView(buffer, bufferOffset, bufferSpec.bytesPerRow, 0);
wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(
texture, textureSpec.level,
{textureSpec.copyOrigin.x, textureSpec.copyOrigin.y, slice});
wgpu::Extent3D copyOneLayerSize = {copySize.width, copySize.height, 1};
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copyOneLayerSize);
bufferOffset += copyLayout.bytesPerImage;
}
wgpu::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(
buffer, bufferSpec.offset, bufferSpec.bytesPerRow, bufferSpec.rowsPerImage);
wgpu::TextureCopyView textureCopyView =
utils::CreateTextureCopyView(texture, textureSpec.level, textureSpec.copyOrigin);
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
bufferOffset = bufferSpec.offset;
uint64_t bufferOffset = bufferSpec.offset;
const uint32_t texelCountLastLayer =
copyLayout.texelBlocksPerRow * (copyLayout.mipSize.height - 1) +
copyLayout.mipSize.width;
@ -305,30 +281,21 @@ class CopyTests_T2T : public CopyTests {
// Create an upload buffer and use it to populate the current slice of the texture in
// `level` mip level
const uint32_t rowsPerImage = srcSpec.textureSize.height >> srcSpec.level;
const utils::BufferTextureCopyLayout copyLayout =
utils::GetBufferTextureCopyLayoutForTexture2DAtLevel(
kTextureFormat,
{srcSpec.textureSize.width, srcSpec.textureSize.height, copySize.depth},
srcSpec.level, rowsPerImage);
srcSpec.level, 0);
const std::vector<RGBA8> textureArrayCopyData = GetExpectedTextureData(copyLayout);
// TODO(jiawei.shao@intel.com): support copying into multiple contiguous array layers in one
// copyBufferToTexture() call.
wgpu::Buffer uploadBuffer = utils::CreateBufferFromData(
device, textureArrayCopyData.data(), copyLayout.byteLength, wgpu::BufferUsage::CopySrc);
uint64_t uploadBufferOffset = 0;
for (uint32_t slice = 0; slice < copySize.depth; ++slice) {
wgpu::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(
uploadBuffer, uploadBufferOffset, copyLayout.bytesPerRow, 0);
wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(
srcTexture, srcSpec.level, {0, 0, srcSpec.copyOrigin.z + slice});
wgpu::Extent3D copyOneLayerSize = {copyLayout.mipSize.width, copyLayout.mipSize.height,
1};
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copyOneLayerSize);
uploadBufferOffset += copyLayout.bytesPerImage;
}
wgpu::BufferCopyView bufferCopyView =
utils::CreateBufferCopyView(uploadBuffer, 0, copyLayout.bytesPerRow, 0);
wgpu::TextureCopyView textureCopyView =
utils::CreateTextureCopyView(srcTexture, srcSpec.level, {0, 0, srcSpec.copyOrigin.z});
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copyLayout.mipSize);
// Perform the texture to texture copy
wgpu::TextureCopyView srcTextureCopyView =
@ -700,8 +667,12 @@ TEST_P(CopyTests_T2B, RowPitchUnaligned) {
}
}
// Test that copying regions of each texture 2D array layer works
// Test that copying whole texture 2D array layers in one texture-to-buffer-copy works.
TEST_P(CopyTests_T2B, Texture2DArrayRegion) {
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layer fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
constexpr uint32_t kWidth = 256;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kLayers = 6u;
@ -714,8 +685,12 @@ TEST_P(CopyTests_T2B, Texture2DArrayRegion) {
DoTest(textureSpec, MinimumBufferSpec(kWidth, kHeight, kLayers), {kWidth, kHeight, kLayers});
}
// Test that copying a sub-region of each texture 2D array layer works
// Test that copying a range of texture 2D array layers in one texture-to-buffer-copy works.
TEST_P(CopyTests_T2B, Texture2DArraySubRegion) {
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layer fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
constexpr uint32_t kWidth = 256;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kLayers = 6u;
@ -733,6 +708,10 @@ TEST_P(CopyTests_T2B, Texture2DArraySubRegion) {
// Test that copying texture 2D array mips with 256-byte aligned sizes works
TEST_P(CopyTests_T2B, Texture2DArrayMip) {
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layers fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
constexpr uint32_t kWidth = 256;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kLayers = 6u;
@ -750,6 +729,31 @@ TEST_P(CopyTests_T2B, Texture2DArrayMip) {
}
}
// Test that copying from a range of texture 2D array layers in one texture-to-buffer-copy when
// RowsPerImage is not equal to the height of the texture works.
TEST_P(CopyTests_T2B, Texture2DArrayRegionNonzeroRowsPerImage) {
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layers fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
constexpr uint32_t kWidth = 256;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kLayers = 6u;
constexpr uint32_t kBaseLayer = 2u;
constexpr uint32_t kCopyLayers = 3u;
constexpr uint32_t kRowsPerImage = kHeight * 2;
TextureSpec textureSpec;
textureSpec.copyOrigin = {0, 0, kBaseLayer};
textureSpec.textureSize = {kWidth, kHeight, kLayers};
textureSpec.level = 0;
BufferSpec bufferSpec = MinimumBufferSpec(kWidth, kRowsPerImage, kCopyLayers, false);
bufferSpec.rowsPerImage = kRowsPerImage;
DoTest(textureSpec, bufferSpec, {kWidth, kHeight, kCopyLayers});
}
DAWN_INSTANTIATE_TEST(CopyTests_T2B, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());
// Test that copying an entire texture with 256-byte aligned dimensions works
@ -1038,8 +1042,12 @@ TEST_P(CopyTests_B2T, RowPitchUnaligned) {
}
}
// Test that copying into regions of each texture 2D array layer works
// Test that copying whole texture 2D array layers in one texture-to-buffer-copy works.
TEST_P(CopyTests_B2T, Texture2DArrayRegion) {
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layers fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
constexpr uint32_t kWidth = 256;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kLayers = 6u;
@ -1052,8 +1060,12 @@ TEST_P(CopyTests_B2T, Texture2DArrayRegion) {
DoTest(textureSpec, MinimumBufferSpec(kWidth, kHeight, kLayers), {kWidth, kHeight, kLayers});
}
// Test that copying into a sub-region of each texture 2D array layer works
// Test that copying a range of texture 2D array layers in one texture-to-buffer-copy works.
TEST_P(CopyTests_B2T, Texture2DArraySubRegion) {
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layers fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
constexpr uint32_t kWidth = 256;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kLayers = 6u;
@ -1069,6 +1081,31 @@ TEST_P(CopyTests_B2T, Texture2DArraySubRegion) {
{kWidth, kHeight, kCopyLayers});
}
// Test that copying into a range of texture 2D array layers in one texture-to-buffer-copy when
// RowsPerImage is not equal to the height of the texture works.
TEST_P(CopyTests_B2T, Texture2DArrayRegionNonzeroRowsPerImage) {
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layers fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
constexpr uint32_t kWidth = 256;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kLayers = 6u;
constexpr uint32_t kBaseLayer = 2u;
constexpr uint32_t kCopyLayers = 3u;
constexpr uint32_t kRowsPerImage = kHeight * 2;
TextureSpec textureSpec;
textureSpec.copyOrigin = {0, 0, kBaseLayer};
textureSpec.textureSize = {kWidth, kHeight, kLayers};
textureSpec.level = 0;
BufferSpec bufferSpec = MinimumBufferSpec(kWidth, kRowsPerImage, kCopyLayers, false);
bufferSpec.rowsPerImage = kRowsPerImage;
DoTest(textureSpec, bufferSpec, {kWidth, kHeight, kCopyLayers});
}
DAWN_INSTANTIATE_TEST(CopyTests_B2T, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());
TEST_P(CopyTests_T2T, Texture) {

View File

@ -460,23 +460,14 @@ class StorageTextureTests : public DawnTest {
CreateTexture(format, wgpu::TextureUsage::Storage | wgpu::TextureUsage::CopyDst, kWidth,
kHeight, arrayLayerCount);
const wgpu::Extent3D copyExtent = {kWidth, kHeight, 1};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// TODO(jiawei.shao@intel.com): copy multiple array layers in one CopyBufferToTexture() when
// it is supported.
for (uint32_t layer = 0; layer < arrayLayerCount; ++layer) {
wgpu::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(
uploadBuffer, kTextureBytesPerRowAlignment * kHeight * layer,
kTextureBytesPerRowAlignment, 0);
wgpu::TextureCopyView textureCopyView;
textureCopyView.texture = outputTexture;
textureCopyView.origin.z = layer;
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copyExtent);
}
const wgpu::Extent3D copyExtent = {kWidth, kHeight, arrayLayerCount};
wgpu::BufferCopyView bufferCopyView =
utils::CreateBufferCopyView(uploadBuffer, 0, kTextureBytesPerRowAlignment, 0);
wgpu::TextureCopyView textureCopyView;
textureCopyView.texture = outputTexture;
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copyExtent);
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
@ -643,23 +634,14 @@ class StorageTextureTests : public DawnTest {
static_cast<uint32_t>(expectedData.size() / texelSize / (kWidth * kHeight));
wgpu::Buffer resultBuffer = CreateEmptyBufferForTextureCopy(texelSize, arrayLayerCount);
const wgpu::Extent3D copyExtent = {kWidth, kHeight, 1};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// TODO(jiawei.shao@intel.com): copy multiple array layers in one CopyTextureToBuffer() when
// it is supported.
for (uint32_t layer = 0; layer < arrayLayerCount; ++layer) {
wgpu::TextureCopyView textureCopyView;
textureCopyView.texture = writeonlyStorageTexture;
textureCopyView.origin.z = layer;
const uint64_t bufferOffset = kTextureBytesPerRowAlignment * kHeight * layer;
wgpu::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(
resultBuffer, bufferOffset, kTextureBytesPerRowAlignment, 0);
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, &copyExtent);
}
const wgpu::Extent3D copyExtent = {kWidth, kHeight, arrayLayerCount};
wgpu::TextureCopyView textureCopyView =
utils::CreateTextureCopyView(writeonlyStorageTexture, 0, {0, 0, 0});
wgpu::BufferCopyView bufferCopyView =
utils::CreateBufferCopyView(resultBuffer, 0, kTextureBytesPerRowAlignment, 0);
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, &copyExtent);
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
@ -955,6 +937,10 @@ TEST_P(StorageTextureTests, Readonly2DArrayStorageTexture) {
// bug in spvc parser is fixed.
DAWN_SKIP_TEST_IF(IsSpvcParserBeingUsed());
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layer fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
constexpr uint32_t kArrayLayerCount = 3u;
constexpr wgpu::TextureFormat kTextureFormat = wgpu::TextureFormat::R32Uint;
@ -993,6 +979,10 @@ TEST_P(StorageTextureTests, Writeonly2DArrayStorageTexture) {
// bug in spvc parser is fixed.
DAWN_SKIP_TEST_IF(IsD3D12() && IsSpvcParserBeingUsed());
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layer fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
constexpr uint32_t kArrayLayerCount = 3u;
constexpr wgpu::TextureFormat kTextureFormat = wgpu::TextureFormat::R32Uint;

View File

@ -130,6 +130,49 @@ TEST_P(TextureZeroInitTest, CopyTextureToBufferSource) {
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, 1));
}
// This tests that the code path of CopyTextureToBuffer with multiple texture array layers clears
// correctly to Zero after first usage
TEST_P(TextureZeroInitTest, CopyMultipleTextureArrayLayersToBufferSource) {
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layers fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
constexpr uint32_t kArrayLayers = 6u;
const wgpu::TextureDescriptor descriptor = CreateTextureDescriptor(
1, kArrayLayers, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc,
kColorFormat);
wgpu::Texture texture = device.CreateTexture(&descriptor);
const uint32_t bytesPerRow = utils::GetMinimumBytesPerRow(kColorFormat, kSize);
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
bufferDescriptor.size =
utils::GetBytesInBufferTextureCopy(kColorFormat, kSize, bytesPerRow, kSize, kArrayLayers);
wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
const wgpu::BufferCopyView bufferCopyView =
utils::CreateBufferCopyView(buffer, 0, bytesPerRow, 0);
const wgpu::TextureCopyView textureCopyView =
utils::CreateTextureCopyView(texture, 0, {0, 0, 0});
const wgpu::Extent3D copySize = {kSize, kSize, kArrayLayers};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, &copySize);
wgpu::CommandBuffer commandBuffer = encoder.Finish();
// Expect texture to be lazy initialized.
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commandBuffer));
// Expect texture subresource initialized to be true
EXPECT_TRUE(dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, kArrayLayers));
const std::vector<RGBA8> kExpectedAllZero(kSize * kSize, {0, 0, 0, 0});
for (uint32_t layer = 0; layer < kArrayLayers; ++layer) {
EXPECT_TEXTURE_RGBA8_EQ(kExpectedAllZero.data(), texture, 0, 0, kSize, kSize, 0, layer);
}
}
// Test that non-zero mip level clears subresource to Zero after first use
// This goes through the BeginRenderPass's code path
TEST_P(TextureZeroInitTest, RenderingMipMapClearsToZero) {
@ -282,6 +325,47 @@ TEST_P(TextureZeroInitTest, CopyBufferToTextureHalf) {
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, 1));
}
// This tests CopyBufferToTexture fully overwrites a range of subresources, so lazy initialization
// is needed for neither the subresources involved in the copy nor the other subresources.
TEST_P(TextureZeroInitTest, CopyBufferToTextureMultipleArrayLayers) {
// TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layers fail
// with swiftshader.
DAWN_SKIP_TEST_IF(IsSwiftshader());
wgpu::TextureDescriptor descriptor = CreateTextureDescriptor(
1, 6, wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::CopySrc, kColorFormat);
wgpu::Texture texture = device.CreateTexture(&descriptor);
constexpr uint32_t kBaseArrayLayer = 2u;
constexpr uint32_t kCopyLayerCount = 3u;
std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize * kCopyLayerCount, 100);
wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
const wgpu::BufferCopyView bufferCopyView =
utils::CreateBufferCopyView(stagingBuffer, 0, kSize * kFormatBlockByteSize, 0);
const wgpu::TextureCopyView textureCopyView =
utils::CreateTextureCopyView(texture, 0, {0, 0, kBaseArrayLayer});
const wgpu::Extent3D copySize = {kSize, kSize, kCopyLayerCount};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
wgpu::CommandBuffer commands = encoder.Finish();
// The copy overwrites the whole subresources su we don't need to do lazy initialization on
// them.
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
// Expect texture subresource initialized to be true
EXPECT_TRUE(dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, kBaseArrayLayer,
kCopyLayerCount));
const std::vector<RGBA8> expected100(kSize * kSize, {100, 100, 100, 100});
for (uint32_t layer = kBaseArrayLayer; layer < kBaseArrayLayer + kCopyLayerCount; ++layer) {
EXPECT_TEXTURE_RGBA8_EQ(expected100.data(), texture, 0, 0, kSize, kSize, 0, layer);
}
}
// This tests CopyTextureToTexture fully overwrites copy so lazy init is not needed.
TEST_P(TextureZeroInitTest, CopyTextureToTexture) {
wgpu::TextureDescriptor srcDescriptor = CreateTextureDescriptor(

View File

@ -384,6 +384,7 @@ namespace utils {
uint32_t bytesPerRow,
uint32_t rowsPerImage,
uint32_t copyArrayLayerCount) {
ASSERT(rowsPerImage > 0);
const uint32_t bytesPerTexel = utils::GetTexelBlockSizeInBytes(format);
const uint32_t bytesAtLastImage = bytesPerRow * (rowsPerImage - 1) + bytesPerTexel * width;
return bytesPerRow * rowsPerImage * (copyArrayLayerCount - 1) + bytesAtLastImage;
@ -401,11 +402,13 @@ namespace utils {
textureSizeAtLevel0.height >> mipmapLevel, textureSizeAtLevel0.depth};
layout.bytesPerRow = GetMinimumBytesPerRow(format, layout.mipSize.width);
layout.bytesPerImage = layout.bytesPerRow * rowsPerImage;
uint32_t appliedRowsPerImage = rowsPerImage > 0 ? rowsPerImage : layout.mipSize.height;
layout.bytesPerImage = layout.bytesPerRow * appliedRowsPerImage;
layout.byteLength =
GetBytesInBufferTextureCopy(format, layout.mipSize.width, layout.bytesPerRow,
layout.mipSize.height, textureSizeAtLevel0.depth);
appliedRowsPerImage, textureSizeAtLevel0.depth);
const uint32_t bytesPerTexel = utils::GetTexelBlockSizeInBytes(format);
layout.texelBlocksPerRow = layout.bytesPerRow / bytesPerTexel;