Add validation on format when creating a multisampled texture
This patch adds the validation on the texture format when we create a texture with sample count > 1 according to the latest updates in WebGPU SPEC. Below formats can't be used to create a multisampled texture: - R32Uint, R32Sint, RG32Uint, RG32Sint, RG32Float, RGBA32Uint, RGBA32Uint, RGBA32Sint, RGBA32Float - All compressed formats - RGB9E5UFloat BUG=dawn:1244 TEST=dawn_unittests Change-Id: I71743281ce12158be4b1904732934fad95f39cee Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/80240 Reviewed-by: Brandon Jones <bajones@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This commit is contained in:
parent
9c18d02c2e
commit
ab1a2b7407
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@ -158,7 +158,8 @@ namespace dawn::native {
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auto AddColorFormat =
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[&AddFormat](wgpu::TextureFormat format, bool renderable, bool supportsStorageUsage,
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uint32_t byteSize, SampleTypeBit sampleTypes, uint8_t componentCount,
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bool supportsMultisample, uint32_t byteSize, SampleTypeBit sampleTypes,
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uint8_t componentCount,
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wgpu::TextureFormat baseFormat = wgpu::TextureFormat::Undefined) {
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Format internalFormat;
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internalFormat.format = format;
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@ -166,6 +167,7 @@ namespace dawn::native {
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internalFormat.isCompressed = false;
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internalFormat.isSupported = true;
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internalFormat.supportsStorageUsage = supportsStorageUsage;
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internalFormat.supportsMultisample = supportsMultisample;
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internalFormat.aspects = Aspect::Color;
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internalFormat.componentCount = componentCount;
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@ -213,6 +215,7 @@ namespace dawn::native {
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internalFormat.isCompressed = false;
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internalFormat.isSupported = isSupported;
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internalFormat.supportsStorageUsage = false;
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internalFormat.supportsMultisample = true;
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internalFormat.aspects = Aspect::Depth;
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internalFormat.componentCount = 1;
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@ -242,6 +245,7 @@ namespace dawn::native {
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internalFormat.isCompressed = false;
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internalFormat.isSupported = isSupported;
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internalFormat.supportsStorageUsage = false;
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internalFormat.supportsMultisample = true;
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internalFormat.aspects = Aspect::Stencil;
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internalFormat.componentCount = 1;
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internalFormat.baseFormat = baseFormat;
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@ -273,6 +277,7 @@ namespace dawn::native {
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internalFormat.isCompressed = true;
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internalFormat.isSupported = isSupported;
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internalFormat.supportsStorageUsage = false;
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internalFormat.supportsMultisample = false;
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internalFormat.aspects = Aspect::Color;
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internalFormat.componentCount = componentCount;
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@ -296,7 +301,8 @@ namespace dawn::native {
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auto AddMultiAspectFormat =
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[&AddFormat, &table](wgpu::TextureFormat format, Aspect aspects,
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wgpu::TextureFormat firstFormat, wgpu::TextureFormat secondFormat,
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bool isRenderable, bool isSupported, uint8_t componentCount,
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bool isRenderable, bool isSupported, bool supportsMultisample,
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uint8_t componentCount,
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wgpu::TextureFormat baseFormat = wgpu::TextureFormat::Undefined) {
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Format internalFormat;
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internalFormat.format = format;
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@ -304,6 +310,7 @@ namespace dawn::native {
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internalFormat.isCompressed = false;
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internalFormat.isSupported = isSupported;
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internalFormat.supportsStorageUsage = false;
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internalFormat.supportsMultisample = supportsMultisample;
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internalFormat.aspects = aspects;
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internalFormat.componentCount = componentCount;
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@ -325,51 +332,51 @@ namespace dawn::native {
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// clang-format off
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// 1 byte color formats
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AddColorFormat(wgpu::TextureFormat::R8Unorm, true, false, 1, kAnyFloat, 1);
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AddColorFormat(wgpu::TextureFormat::R8Snorm, false, false, 1, kAnyFloat, 1);
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AddColorFormat(wgpu::TextureFormat::R8Uint, true, false, 1, SampleTypeBit::Uint, 1);
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AddColorFormat(wgpu::TextureFormat::R8Sint, true, false, 1, SampleTypeBit::Sint, 1);
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AddColorFormat(wgpu::TextureFormat::R8Unorm, true, false, true, 1, kAnyFloat, 1);
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AddColorFormat(wgpu::TextureFormat::R8Snorm, false, false, true, 1, kAnyFloat, 1);
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AddColorFormat(wgpu::TextureFormat::R8Uint, true, false, true, 1, SampleTypeBit::Uint, 1);
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AddColorFormat(wgpu::TextureFormat::R8Sint, true, false, true, 1, SampleTypeBit::Sint, 1);
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// 2 bytes color formats
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AddColorFormat(wgpu::TextureFormat::R16Uint, true, false, 2, SampleTypeBit::Uint, 1);
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AddColorFormat(wgpu::TextureFormat::R16Sint, true, false, 2, SampleTypeBit::Sint, 1);
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AddColorFormat(wgpu::TextureFormat::R16Float, true, false, 2, kAnyFloat, 1);
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AddColorFormat(wgpu::TextureFormat::RG8Unorm, true, false, 2, kAnyFloat, 2);
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AddColorFormat(wgpu::TextureFormat::RG8Snorm, false, false, 2, kAnyFloat, 2);
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AddColorFormat(wgpu::TextureFormat::RG8Uint, true, false, 2, SampleTypeBit::Uint, 2);
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AddColorFormat(wgpu::TextureFormat::RG8Sint, true, false, 2, SampleTypeBit::Sint, 2);
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AddColorFormat(wgpu::TextureFormat::R16Uint, true, false, true, 2, SampleTypeBit::Uint, 1);
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AddColorFormat(wgpu::TextureFormat::R16Sint, true, false, true, 2, SampleTypeBit::Sint, 1);
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AddColorFormat(wgpu::TextureFormat::R16Float, true, false, true, 2, kAnyFloat, 1);
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AddColorFormat(wgpu::TextureFormat::RG8Unorm, true, false, true, 2, kAnyFloat, 2);
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AddColorFormat(wgpu::TextureFormat::RG8Snorm, false, false, true, 2, kAnyFloat, 2);
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AddColorFormat(wgpu::TextureFormat::RG8Uint, true, false, true, 2, SampleTypeBit::Uint, 2);
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AddColorFormat(wgpu::TextureFormat::RG8Sint, true, false, true, 2, SampleTypeBit::Sint, 2);
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// 4 bytes color formats
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AddColorFormat(wgpu::TextureFormat::R32Uint, true, true, 4, SampleTypeBit::Uint, 1);
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AddColorFormat(wgpu::TextureFormat::R32Sint, true, true, 4, SampleTypeBit::Sint, 1);
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AddColorFormat(wgpu::TextureFormat::R32Float, true, true, 4, SampleTypeBit::UnfilterableFloat, 1);
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AddColorFormat(wgpu::TextureFormat::RG16Uint, true, false, 4, SampleTypeBit::Uint, 2);
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AddColorFormat(wgpu::TextureFormat::RG16Sint, true, false, 4, SampleTypeBit::Sint, 2);
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AddColorFormat(wgpu::TextureFormat::RG16Float, true, false, 4, kAnyFloat, 2);
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AddColorFormat(wgpu::TextureFormat::RGBA8Unorm, true, true, 4, kAnyFloat, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA8UnormSrgb, true, false, 4, kAnyFloat, 4, wgpu::TextureFormat::RGBA8Unorm);
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AddColorFormat(wgpu::TextureFormat::RGBA8Snorm, false, true, 4, kAnyFloat, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA8Uint, true, true, 4, SampleTypeBit::Uint, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA8Sint, true, true, 4, SampleTypeBit::Sint, 4);
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AddColorFormat(wgpu::TextureFormat::BGRA8Unorm, true, false, 4, kAnyFloat, 4);
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AddColorFormat(wgpu::TextureFormat::BGRA8UnormSrgb, true, false, 4, kAnyFloat, 4, wgpu::TextureFormat::BGRA8Unorm);
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AddColorFormat(wgpu::TextureFormat::RGB10A2Unorm, true, false, 4, kAnyFloat, 4);
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AddColorFormat(wgpu::TextureFormat::R32Uint, true, true, false, 4, SampleTypeBit::Uint, 1);
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AddColorFormat(wgpu::TextureFormat::R32Sint, true, true, false, 4, SampleTypeBit::Sint, 1);
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AddColorFormat(wgpu::TextureFormat::R32Float, true, true, true, 4, SampleTypeBit::UnfilterableFloat, 1);
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AddColorFormat(wgpu::TextureFormat::RG16Uint, true, false, true, 4, SampleTypeBit::Uint, 2);
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AddColorFormat(wgpu::TextureFormat::RG16Sint, true, false, true, 4, SampleTypeBit::Sint, 2);
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AddColorFormat(wgpu::TextureFormat::RG16Float, true, false, true, 4, kAnyFloat, 2);
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AddColorFormat(wgpu::TextureFormat::RGBA8Unorm, true, true, true, 4, kAnyFloat, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA8UnormSrgb, true, false, true, 4, kAnyFloat, 4, wgpu::TextureFormat::RGBA8Unorm);
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AddColorFormat(wgpu::TextureFormat::RGBA8Snorm, false, true, true, 4, kAnyFloat, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA8Uint, true, true, true, 4, SampleTypeBit::Uint, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA8Sint, true, true, true, 4, SampleTypeBit::Sint, 4);
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AddColorFormat(wgpu::TextureFormat::BGRA8Unorm, true, false, true, 4, kAnyFloat, 4);
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AddColorFormat(wgpu::TextureFormat::BGRA8UnormSrgb, true, false, true, 4, kAnyFloat, 4, wgpu::TextureFormat::BGRA8Unorm);
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AddColorFormat(wgpu::TextureFormat::RGB10A2Unorm, true, false, true, 4, kAnyFloat, 4);
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AddColorFormat(wgpu::TextureFormat::RG11B10Ufloat, false, false, 4, kAnyFloat, 3);
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AddColorFormat(wgpu::TextureFormat::RGB9E5Ufloat, false, false, 4, kAnyFloat, 3);
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AddColorFormat(wgpu::TextureFormat::RG11B10Ufloat, false, false, true, 4, kAnyFloat, 3);
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AddColorFormat(wgpu::TextureFormat::RGB9E5Ufloat, false, false, false, 4, kAnyFloat, 3);
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// 8 bytes color formats
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AddColorFormat(wgpu::TextureFormat::RG32Uint, true, true, 8, SampleTypeBit::Uint, 2);
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AddColorFormat(wgpu::TextureFormat::RG32Sint, true, true, 8, SampleTypeBit::Sint, 2);
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AddColorFormat(wgpu::TextureFormat::RG32Float, true, true, 8, SampleTypeBit::UnfilterableFloat, 2);
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AddColorFormat(wgpu::TextureFormat::RGBA16Uint, true, true, 8, SampleTypeBit::Uint, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA16Sint, true, true, 8, SampleTypeBit::Sint, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA16Float, true, true, 8, kAnyFloat, 4);
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AddColorFormat(wgpu::TextureFormat::RG32Uint, true, true, false, 8, SampleTypeBit::Uint, 2);
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AddColorFormat(wgpu::TextureFormat::RG32Sint, true, true, false, 8, SampleTypeBit::Sint, 2);
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AddColorFormat(wgpu::TextureFormat::RG32Float, true, true, false, 8, SampleTypeBit::UnfilterableFloat, 2);
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AddColorFormat(wgpu::TextureFormat::RGBA16Uint, true, true, true, 8, SampleTypeBit::Uint, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA16Sint, true, true, true, 8, SampleTypeBit::Sint, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA16Float, true, true, true, 8, kAnyFloat, 4);
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// 16 bytes color formats
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AddColorFormat(wgpu::TextureFormat::RGBA32Uint, true, true, 16, SampleTypeBit::Uint, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, 16, SampleTypeBit::Sint, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, 16, SampleTypeBit::UnfilterableFloat, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA32Uint, true, true, false, 16, SampleTypeBit::Uint, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, false, 16, SampleTypeBit::Sint, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, false, 16, SampleTypeBit::UnfilterableFloat, 4);
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// Depth-stencil formats
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// TODO(dawn:666): Implement the stencil8 format
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@ -380,14 +387,14 @@ namespace dawn::native {
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// using 0 here to mean "unsized" and adding a backend-specific query for the block size.
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AddDepthFormat(wgpu::TextureFormat::Depth24Plus, 4, true);
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AddMultiAspectFormat(wgpu::TextureFormat::Depth24PlusStencil8,
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Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth24Plus, wgpu::TextureFormat::Stencil8, true, true, 2);
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Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth24Plus, wgpu::TextureFormat::Stencil8, true, true, true, 2);
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bool isD24S8Supported = device->IsFeatureEnabled(Feature::Depth24UnormStencil8);
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AddMultiAspectFormat(wgpu::TextureFormat::Depth24UnormStencil8,
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Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth24Plus, wgpu::TextureFormat::Stencil8, true, isD24S8Supported, 2);
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Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth24Plus, wgpu::TextureFormat::Stencil8, true, isD24S8Supported, true, 2);
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AddDepthFormat(wgpu::TextureFormat::Depth32Float, 4, true);
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bool isD32S8Supported = device->IsFeatureEnabled(Feature::Depth32FloatStencil8);
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AddMultiAspectFormat(wgpu::TextureFormat::Depth32FloatStencil8,
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Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth32Float, wgpu::TextureFormat::Stencil8, true, isD32S8Supported, 2);
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Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth32Float, wgpu::TextureFormat::Stencil8, true, isD32S8Supported, true, 2);
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// BC compressed formats
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bool isBCFormatSupported = device->IsFeatureEnabled(Feature::TextureCompressionBC);
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// multi-planar formats
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const bool isMultiPlanarFormatSupported = device->IsFeatureEnabled(Feature::MultiPlanarFormats);
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AddMultiAspectFormat(wgpu::TextureFormat::R8BG8Biplanar420Unorm, Aspect::Plane0 | Aspect::Plane1,
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wgpu::TextureFormat::R8Unorm, wgpu::TextureFormat::RG8Unorm, false, isMultiPlanarFormatSupported, 3);
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wgpu::TextureFormat::R8Unorm, wgpu::TextureFormat::RG8Unorm, false, isMultiPlanarFormatSupported, false, 3);
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// clang-format on
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@ -91,6 +91,7 @@ namespace dawn::native {
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// A format can be known but not supported because it is part of a disabled extension.
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bool isSupported;
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bool supportsStorageUsage;
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bool supportsMultisample;
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Aspect aspects;
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// Only used for renderable color formats, number of color channels.
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uint8_t componentCount;
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@ -112,10 +112,7 @@ namespace dawn::native {
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"The depthOrArrayLayers (%u) of a multisampled texture is not 1.",
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descriptor->size.depthOrArrayLayers);
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// If a format can support multisample, it must be renderable. Because Vulkan
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// requires that if the format is not color-renderable or depth/stencil renderable,
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// sampleCount must be 1.
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DAWN_INVALID_IF(!format->isRenderable,
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DAWN_INVALID_IF(!format->supportsMultisample,
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"The texture format (%s) does not support multisampling.",
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format->format);
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@ -144,15 +144,19 @@ namespace {
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{
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wgpu::TextureDescriptor descriptor = defaultDescriptor;
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descriptor.sampleCount = 4;
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descriptor.usage = wgpu::TextureUsage::TextureBinding;
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for (wgpu::TextureFormat format : kNonRenderableColorFormats) {
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// If a format can support multisample, it must be renderable.
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for (wgpu::TextureFormat format : utils::kFormatsInCoreSpec) {
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descriptor.format = format;
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if (utils::TextureFormatSupportsMultisampling(format)) {
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device.CreateTexture(&descriptor);
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} else {
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ASSERT_DEVICE_ERROR(device.CreateTexture(&descriptor));
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}
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}
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}
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// Currently we do not support multisampled 2D textures with depth>1.
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// Currently we do not support multisampled 2D textures with depth > 1.
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{
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wgpu::TextureDescriptor descriptor = defaultDescriptor;
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descriptor.sampleCount = 4;
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@ -130,6 +130,29 @@ namespace utils {
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}
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}
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bool TextureFormatSupportsMultisampling(wgpu::TextureFormat textureFormat) {
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if (IsBCTextureFormat(textureFormat) || IsETC2TextureFormat(textureFormat) ||
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IsASTCTextureFormat(textureFormat)) {
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return false;
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}
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switch (textureFormat) {
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case wgpu::TextureFormat::R32Uint:
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case wgpu::TextureFormat::R32Sint:
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case wgpu::TextureFormat::RG32Uint:
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case wgpu::TextureFormat::RG32Sint:
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case wgpu::TextureFormat::RG32Float:
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case wgpu::TextureFormat::RGBA32Uint:
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case wgpu::TextureFormat::RGBA32Sint:
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case wgpu::TextureFormat::RGBA32Float:
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case wgpu::TextureFormat::RGB9E5Ufloat:
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return false;
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default:
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return true;
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}
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}
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uint32_t GetTexelBlockSizeInBytes(wgpu::TextureFormat textureFormat) {
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switch (textureFormat) {
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case wgpu::TextureFormat::R8Unorm:
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@ -119,6 +119,29 @@ namespace utils {
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wgpu::TextureFormat::ASTC12x12Unorm,
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wgpu::TextureFormat::ASTC12x12UnormSrgb};
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static constexpr std::array<wgpu::TextureFormat, 40> kFormatsInCoreSpec = {
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wgpu::TextureFormat::R8Unorm, wgpu::TextureFormat::R8Snorm,
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wgpu::TextureFormat::R8Uint, wgpu::TextureFormat::R8Sint,
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wgpu::TextureFormat::R16Uint, wgpu::TextureFormat::R16Sint,
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wgpu::TextureFormat::R16Float, wgpu::TextureFormat::RG8Unorm,
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wgpu::TextureFormat::RG8Snorm, wgpu::TextureFormat::RG8Uint,
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wgpu::TextureFormat::RG8Sint, wgpu::TextureFormat::R32Float,
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wgpu::TextureFormat::R32Uint, wgpu::TextureFormat::R32Sint,
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wgpu::TextureFormat::RG16Uint, wgpu::TextureFormat::RG16Sint,
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wgpu::TextureFormat::RG16Float, wgpu::TextureFormat::RGBA8Unorm,
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wgpu::TextureFormat::RGBA8UnormSrgb, wgpu::TextureFormat::RGBA8Snorm,
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wgpu::TextureFormat::RGBA8Uint, wgpu::TextureFormat::RGBA8Sint,
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wgpu::TextureFormat::BGRA8Unorm, wgpu::TextureFormat::BGRA8UnormSrgb,
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wgpu::TextureFormat::RGB10A2Unorm, wgpu::TextureFormat::RG11B10Ufloat,
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wgpu::TextureFormat::RGB9E5Ufloat, wgpu::TextureFormat::RG32Float,
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wgpu::TextureFormat::RG32Uint, wgpu::TextureFormat::RG32Sint,
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wgpu::TextureFormat::RGBA16Uint, wgpu::TextureFormat::RGBA16Sint,
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wgpu::TextureFormat::RGBA16Float, wgpu::TextureFormat::RGBA32Float,
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wgpu::TextureFormat::RGBA32Uint, wgpu::TextureFormat::RGBA32Sint,
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wgpu::TextureFormat::Depth16Unorm, wgpu::TextureFormat::Depth32Float,
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wgpu::TextureFormat::Depth24Plus, wgpu::TextureFormat::Depth24PlusStencil8,
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};
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static constexpr std::array<wgpu::TextureFormat, 14> kBCFormats = {
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wgpu::TextureFormat::BC1RGBAUnorm, wgpu::TextureFormat::BC1RGBAUnormSrgb,
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wgpu::TextureFormat::BC2RGBAUnorm, wgpu::TextureFormat::BC2RGBAUnormSrgb,
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bool IsDepthOnlyFormat(wgpu::TextureFormat textureFormat);
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bool TextureFormatSupportsMultisampling(wgpu::TextureFormat textureFormat);
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uint32_t GetTexelBlockSizeInBytes(wgpu::TextureFormat textureFormat);
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uint32_t GetTextureFormatBlockWidth(wgpu::TextureFormat textureFormat);
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uint32_t GetTextureFormatBlockHeight(wgpu::TextureFormat textureFormat);
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