d3d11: implement Texture
Bug: dawn:1705 Change-Id: Iff5e301c04120a86ccf4eba33281233e4d972981 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/126662 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Peng Huang <penghuang@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
parent
99c5920361
commit
defda09e3c
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@ -449,6 +449,8 @@ source_set("sources") {
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"d3d11/SamplerD3D11.h",
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"d3d11/ShaderModuleD3D11.cpp",
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"d3d11/ShaderModuleD3D11.h",
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"d3d11/TextureD3D11.cpp",
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"d3d11/TextureD3D11.h",
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"d3d11/UtilsD3D11.cpp",
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"d3d11/UtilsD3D11.h",
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]
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@ -306,6 +306,8 @@ if (DAWN_ENABLE_D3D11)
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"d3d11/SamplerD3D11.h"
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"d3d11/ShaderModuleD3D11.cpp"
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"d3d11/ShaderModuleD3D11.h"
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"d3d11/TextureD3D11.cpp"
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"d3d11/TextureD3D11.h"
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"d3d11/UtilsD3D11.cpp"
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"d3d11/UtilsD3D11.h"
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)
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@ -37,6 +37,7 @@
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#include "dawn/native/d3d11/QueueD3D11.h"
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#include "dawn/native/d3d11/SamplerD3D11.h"
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#include "dawn/native/d3d11/ShaderModuleD3D11.h"
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#include "dawn/native/d3d11/TextureD3D11.h"
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#include "dawn/platform/DawnPlatform.h"
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#include "dawn/platform/tracing/TraceEvent.h"
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@ -295,13 +296,13 @@ ResultOrError<Ref<NewSwapChainBase>> Device::CreateSwapChainImpl(
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}
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ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
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return DAWN_UNIMPLEMENTED_ERROR("CreateTextureImpl");
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return Texture::Create(this, descriptor);
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}
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ResultOrError<Ref<TextureViewBase>> Device::CreateTextureViewImpl(
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TextureBase* texture,
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const TextureViewDescriptor* descriptor) {
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return DAWN_UNIMPLEMENTED_ERROR("CreateTextureViewImpl");
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return TextureView::Create(texture, descriptor);
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}
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void Device::InitializeComputePipelineAsyncImpl(Ref<ComputePipelineBase> computePipeline,
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@ -0,0 +1,506 @@
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// Copyright 2023 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn/native/d3d11/TextureD3D11.h"
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#include <algorithm>
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#include <string>
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#include <utility>
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#include "dawn/common/Constants.h"
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#include "dawn/common/Math.h"
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#include "dawn/native/DynamicUploader.h"
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#include "dawn/native/EnumMaskIterator.h"
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#include "dawn/native/IntegerTypes.h"
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#include "dawn/native/ToBackend.h"
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#include "dawn/native/d3d/D3DError.h"
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#include "dawn/native/d3d/UtilsD3D.h"
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#include "dawn/native/d3d11/DeviceD3D11.h"
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#include "dawn/native/d3d11/Forward.h"
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#include "dawn/native/d3d11/UtilsD3D11.h"
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namespace dawn::native::d3d11 {
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namespace {
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UINT D3D11TextureBindFlags(wgpu::TextureUsage usage, const Format& format) {
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bool isDepthOrStencilFormat = format.HasDepthOrStencil();
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UINT bindFlags = 0;
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if (usage & wgpu::TextureUsage::TextureBinding) {
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bindFlags |= D3D11_BIND_SHADER_RESOURCE;
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}
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if (usage & wgpu::TextureUsage::StorageBinding) {
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bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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}
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if (usage & wgpu::TextureUsage::RenderAttachment) {
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bindFlags |= isDepthOrStencilFormat ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
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}
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return bindFlags;
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}
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} // namespace
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// static
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ResultOrError<Ref<Texture>> Texture::Create(Device* device, const TextureDescriptor* descriptor) {
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Ref<Texture> texture = AcquireRef(new Texture(device, descriptor, TextureState::OwnedInternal));
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DAWN_TRY(texture->InitializeAsInternalTexture());
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return std::move(texture);
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}
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// static
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ResultOrError<Ref<Texture>> Texture::Create(Device* device,
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const TextureDescriptor* descriptor,
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ComPtr<ID3D11Resource> d3d11Texture) {
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Ref<Texture> dawnTexture =
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AcquireRef(new Texture(device, descriptor, TextureState::OwnedExternal));
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DAWN_TRY(dawnTexture->InitializeAsSwapChainTexture(std::move(d3d11Texture)));
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return std::move(dawnTexture);
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}
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MaybeError Texture::InitializeAsInternalTexture() {
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Device* device = ToBackend(GetDevice());
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DXGI_FORMAT dxgiFormat = d3d::DXGITextureFormat(GetFormat().format);
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switch (GetDimension()) {
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case wgpu::TextureDimension::e1D: {
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D3D11_TEXTURE1D_DESC textureDescriptor;
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textureDescriptor.Width = GetSize().width;
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textureDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
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textureDescriptor.ArraySize = 1;
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textureDescriptor.Format = dxgiFormat;
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textureDescriptor.Usage = D3D11_USAGE_DEFAULT;
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textureDescriptor.BindFlags = D3D11TextureBindFlags(GetUsage(), GetFormat());
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textureDescriptor.CPUAccessFlags = 0;
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textureDescriptor.MiscFlags = 0;
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ComPtr<ID3D11Texture1D> d3d11Texture1D;
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DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateTexture1D(
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&textureDescriptor, nullptr, &d3d11Texture1D),
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"D3D11 create texture1d"));
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mD3d11Resource = std::move(d3d11Texture1D);
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break;
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}
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case wgpu::TextureDimension::e2D: {
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D3D11_TEXTURE2D_DESC textureDescriptor;
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textureDescriptor.Width = GetSize().width;
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textureDescriptor.Height = GetSize().height;
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textureDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
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textureDescriptor.ArraySize = GetArrayLayers();
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textureDescriptor.Format = dxgiFormat;
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textureDescriptor.SampleDesc.Count = GetSampleCount();
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textureDescriptor.SampleDesc.Quality = 0;
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textureDescriptor.Usage = D3D11_USAGE_DEFAULT;
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textureDescriptor.BindFlags = D3D11TextureBindFlags(GetUsage(), GetFormat());
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textureDescriptor.CPUAccessFlags = 0;
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textureDescriptor.MiscFlags = 0;
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if (GetArrayLayers() >= 6) {
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// Texture layers are more than 6. It can be used as a cube map.
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textureDescriptor.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
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}
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ComPtr<ID3D11Texture2D> d3d11Texture2D;
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DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateTexture2D(
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&textureDescriptor, nullptr, &d3d11Texture2D),
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"D3D11 create texture2d"));
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mD3d11Resource = std::move(d3d11Texture2D);
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break;
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}
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case wgpu::TextureDimension::e3D: {
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D3D11_TEXTURE3D_DESC textureDescriptor;
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textureDescriptor.Width = GetSize().width;
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textureDescriptor.Height = GetSize().height;
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textureDescriptor.Depth = GetSize().depthOrArrayLayers;
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textureDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
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textureDescriptor.Format = dxgiFormat;
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textureDescriptor.Usage = D3D11_USAGE_DEFAULT;
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textureDescriptor.BindFlags = D3D11TextureBindFlags(GetUsage(), GetFormat());
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textureDescriptor.CPUAccessFlags = 0;
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textureDescriptor.MiscFlags = 0;
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ComPtr<ID3D11Texture3D> d3d11Texture3D;
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DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateTexture3D(
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&textureDescriptor, nullptr, &d3d11Texture3D),
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"D3D11 create texture3d"));
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mD3d11Resource = std::move(d3d11Texture3D);
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break;
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}
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}
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SetLabelImpl();
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if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
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CommandRecordingContext* commandContext;
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DAWN_TRY_ASSIGN(commandContext, device->GetPendingCommandContext());
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DAWN_TRY(
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ClearTexture(commandContext, GetAllSubresources(), TextureBase::ClearValue::NonZero));
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}
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return {};
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}
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MaybeError Texture::InitializeAsSwapChainTexture(ComPtr<ID3D11Resource> d3d11Texture) {
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mD3d11Resource = std::move(d3d11Texture);
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SetLabelHelper("Dawn_SwapChainTexture");
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return {};
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}
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Texture::Texture(Device* device, const TextureDescriptor* descriptor, TextureState state)
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: TextureBase(device, descriptor, state) {}
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Texture::~Texture() = default;
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void Texture::DestroyImpl() {
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TextureBase::DestroyImpl();
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mD3d11Resource = nullptr;
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}
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DXGI_FORMAT Texture::GetD3D11Format() const {
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return d3d::DXGITextureFormat(GetFormat().format);
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}
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ID3D11Resource* Texture::GetD3D11Resource() const {
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return mD3d11Resource.Get();
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}
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DXGI_FORMAT Texture::GetD3D11CopyableSubresourceFormat(Aspect aspect) const {
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// TODO(dawn:1705): share the code with D3D12
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ASSERT(GetFormat().aspects & aspect);
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switch (GetFormat().format) {
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case wgpu::TextureFormat::Depth24PlusStencil8:
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case wgpu::TextureFormat::Depth32FloatStencil8:
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case wgpu::TextureFormat::Stencil8:
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switch (aspect) {
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case Aspect::Depth:
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return DXGI_FORMAT_R32_FLOAT;
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case Aspect::Stencil:
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return DXGI_FORMAT_R8_UINT;
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default:
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UNREACHABLE();
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}
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default:
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ASSERT(HasOneBit(GetFormat().aspects));
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return GetD3D11Format();
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}
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}
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D3D11_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(const Format& format,
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const SubresourceRange& range) const {
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D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
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rtvDesc.Format = d3d::DXGITextureFormat(format.format);
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if (IsMultisampledTexture()) {
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ASSERT(GetDimension() == wgpu::TextureDimension::e2D);
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ASSERT(GetNumMipLevels() == 1);
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ASSERT(range.baseMipLevel == 0);
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ASSERT(range.baseArrayLayer == 0);
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ASSERT(range.layerCount == 1);
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
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return rtvDesc;
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}
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switch (GetDimension()) {
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case wgpu::TextureDimension::e2D:
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// Currently we always use D3D11_TEX2D_ARRAY_RTV because we cannot specify base
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// array layer and layer count in D3D11_TEX2D_RTV. For 2D texture views, we treat
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// them as 1-layer 2D array textures. (Just like how we treat SRVs)
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_rtv
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_array
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// _rtv
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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rtvDesc.Texture2DArray.MipSlice = range.baseMipLevel;
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rtvDesc.Texture2DArray.FirstArraySlice = range.baseArrayLayer;
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rtvDesc.Texture2DArray.ArraySize = range.layerCount;
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break;
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case wgpu::TextureDimension::e3D:
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
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rtvDesc.Texture3D.MipSlice = range.baseMipLevel;
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rtvDesc.Texture3D.FirstWSlice = range.baseArrayLayer;
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rtvDesc.Texture3D.WSize = range.layerCount;
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break;
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case wgpu::TextureDimension::e1D:
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UNREACHABLE();
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break;
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}
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return rtvDesc;
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}
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D3D11_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(const SubresourceRange& range,
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bool depthReadOnly,
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bool stencilReadOnly) const {
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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dsvDesc.Format = GetD3D11Format();
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dsvDesc.Flags = 0;
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if (depthReadOnly && range.aspects & Aspect::Depth) {
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dsvDesc.Flags |= D3D11_DSV_READ_ONLY_DEPTH;
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}
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if (stencilReadOnly && range.aspects & Aspect::Stencil) {
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dsvDesc.Flags |= D3D11_DSV_READ_ONLY_STENCIL;
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}
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if (IsMultisampledTexture()) {
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ASSERT(GetNumMipLevels() == 1);
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ASSERT(range.baseMipLevel == 0);
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ASSERT(range.baseArrayLayer == 0);
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ASSERT(range.layerCount == 1);
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dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
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} else {
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dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
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dsvDesc.Texture2DArray.MipSlice = range.baseMipLevel;
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dsvDesc.Texture2DArray.FirstArraySlice = range.baseArrayLayer;
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dsvDesc.Texture2DArray.ArraySize = range.layerCount;
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}
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return dsvDesc;
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}
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MaybeError Texture::ClearTexture(CommandRecordingContext* commandContext,
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const SubresourceRange& range,
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TextureBase::ClearValue clearValue) {
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// TODO(dawn:1740): Implement this.
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return DAWN_UNIMPLEMENTED_ERROR("ClearTexture");
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}
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void Texture::SetLabelHelper(const char* prefix) {
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SetDebugName(ToBackend(GetDevice()), mD3d11Resource.Get(), prefix, GetLabel());
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}
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void Texture::SetLabelImpl() {
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SetLabelHelper("Dawn_InternalTexture");
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}
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MaybeError Texture::EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
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const SubresourceRange& range) {
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if (!ToBackend(GetDevice())->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) {
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return {};
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}
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if (!IsSubresourceContentInitialized(range)) {
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// If subresource has not been initialized, clear it to black as it could contain
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// dirty bits from recycled memory
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DAWN_TRY(ClearTexture(commandContext, range, TextureBase::ClearValue::Zero));
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}
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return {};
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}
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// static
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Ref<TextureView> TextureView::Create(TextureBase* texture,
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const TextureViewDescriptor* descriptor) {
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return AcquireRef(new TextureView(texture, descriptor));
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}
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TextureView::~TextureView() = default;
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DXGI_FORMAT TextureView::GetD3D11Format() const {
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return d3d::DXGITextureFormat(GetFormat().format);
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}
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ResultOrError<ComPtr<ID3D11ShaderResourceView>> TextureView::GetD3D11ShaderResourceView() const {
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Device* device = ToBackend(GetDevice());
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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srvDesc.Format = d3d::DXGITextureFormat(GetFormat().format);
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const Format& textureFormat = GetTexture()->GetFormat();
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// TODO(dawn:1705): share below code with D3D12?
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if (textureFormat.HasDepthOrStencil()) {
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// Configure the SRV descriptor to reinterpret the texture allocated as
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// TYPELESS as a single-plane shader-accessible view.
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switch (textureFormat.format) {
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case wgpu::TextureFormat::Depth32Float:
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case wgpu::TextureFormat::Depth24Plus:
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srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
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break;
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case wgpu::TextureFormat::Depth16Unorm:
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srvDesc.Format = DXGI_FORMAT_R16_UNORM;
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break;
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case wgpu::TextureFormat::Stencil8: {
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Aspect aspects = GetAspects();
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ASSERT(aspects != Aspect::None);
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if (!HasZeroOrOneBits(aspects)) {
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// A single aspect is not selected. The texture view must not be
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// sampled.
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srvDesc.Format = DXGI_FORMAT_UNKNOWN;
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break;
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}
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switch (aspects) {
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case Aspect::Depth:
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srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
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break;
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case Aspect::Stencil:
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srvDesc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT;
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break;
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default:
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UNREACHABLE();
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break;
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}
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break;
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}
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case wgpu::TextureFormat::Depth24PlusStencil8:
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case wgpu::TextureFormat::Depth32FloatStencil8: {
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Aspect aspects = GetAspects();
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ASSERT(aspects != Aspect::None);
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if (!HasZeroOrOneBits(aspects)) {
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// A single aspect is not selected. The texture view must not be
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// sampled.
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srvDesc.Format = DXGI_FORMAT_UNKNOWN;
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break;
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}
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switch (aspects) {
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case Aspect::Depth:
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srvDesc.Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
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break;
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case Aspect::Stencil:
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srvDesc.Format = DXGI_FORMAT_X32_TYPELESS_G8X24_UINT;
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break;
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default:
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UNREACHABLE();
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break;
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}
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break;
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}
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default:
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UNREACHABLE();
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break;
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}
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}
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// Currently we always use D3D11_TEX2D_ARRAY_SRV because we cannot specify base array
|
||||
// layer and layer count in D3D11_TEX2D_SRV. For 2D texture views, we treat them as
|
||||
// 1-layer 2D array textures. Multisampled textures may only be one array layer, so we
|
||||
// use D3D11_SRV_DIMENSION_TEXTURE2DMS.
|
||||
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_srv
|
||||
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_array_srv
|
||||
if (GetTexture()->IsMultisampledTexture()) {
|
||||
switch (GetDimension()) {
|
||||
case wgpu::TextureViewDimension::e2DArray:
|
||||
ASSERT(GetTexture()->GetArrayLayers() == 1);
|
||||
[[fallthrough]];
|
||||
case wgpu::TextureViewDimension::e2D:
|
||||
ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e2D);
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
|
||||
break;
|
||||
|
||||
default:
|
||||
UNREACHABLE();
|
||||
}
|
||||
} else {
|
||||
switch (GetDimension()) {
|
||||
case wgpu::TextureViewDimension::e1D:
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
|
||||
srvDesc.Texture1D.MipLevels = GetLevelCount();
|
||||
srvDesc.Texture1D.MostDetailedMip = GetBaseMipLevel();
|
||||
break;
|
||||
|
||||
case wgpu::TextureViewDimension::e2D:
|
||||
case wgpu::TextureViewDimension::e2DArray:
|
||||
ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e2D);
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
|
||||
srvDesc.Texture2DArray.ArraySize = GetLayerCount();
|
||||
srvDesc.Texture2DArray.FirstArraySlice = GetBaseArrayLayer();
|
||||
srvDesc.Texture2DArray.MipLevels = GetLevelCount();
|
||||
srvDesc.Texture2DArray.MostDetailedMip = GetBaseMipLevel();
|
||||
break;
|
||||
case wgpu::TextureViewDimension::Cube:
|
||||
case wgpu::TextureViewDimension::CubeArray:
|
||||
ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e2D);
|
||||
ASSERT(GetLayerCount() % 6 == 0);
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
|
||||
srvDesc.TextureCubeArray.First2DArrayFace = GetBaseArrayLayer();
|
||||
srvDesc.TextureCubeArray.NumCubes = GetLayerCount() / 6;
|
||||
srvDesc.TextureCubeArray.MipLevels = GetLevelCount();
|
||||
srvDesc.TextureCubeArray.MostDetailedMip = GetBaseMipLevel();
|
||||
break;
|
||||
case wgpu::TextureViewDimension::e3D:
|
||||
ASSERT(GetTexture()->GetDimension() == wgpu::TextureDimension::e3D);
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
|
||||
srvDesc.Texture3D.MostDetailedMip = GetBaseMipLevel();
|
||||
srvDesc.Texture3D.MipLevels = GetLevelCount();
|
||||
break;
|
||||
|
||||
case wgpu::TextureViewDimension::Undefined:
|
||||
UNREACHABLE();
|
||||
}
|
||||
}
|
||||
|
||||
ComPtr<ID3D11ShaderResourceView> srv;
|
||||
DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateShaderResourceView(
|
||||
ToBackend(GetTexture())->GetD3D11Resource(), &srvDesc, &srv),
|
||||
"CreateShaderResourceView"));
|
||||
|
||||
return srv;
|
||||
}
|
||||
|
||||
ResultOrError<ComPtr<ID3D11RenderTargetView>> TextureView::GetD3D11RenderTargetView() const {
|
||||
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc =
|
||||
ToBackend(GetTexture())->GetRTVDescriptor(GetFormat(), GetSubresourceRange());
|
||||
ComPtr<ID3D11RenderTargetView> rtv;
|
||||
DAWN_TRY(CheckHRESULT(
|
||||
ToBackend(GetDevice())
|
||||
->GetD3D11Device()
|
||||
->CreateRenderTargetView(ToBackend(GetTexture())->GetD3D11Resource(), &rtvDesc, &rtv),
|
||||
"CreateRenderTargetView"));
|
||||
return rtv;
|
||||
}
|
||||
|
||||
ResultOrError<ComPtr<ID3D11DepthStencilView>> TextureView::GetD3D11DepthStencilView(
|
||||
bool depthReadOnly,
|
||||
bool stencilReadOnly) const {
|
||||
ComPtr<ID3D11DepthStencilView> dsv;
|
||||
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc =
|
||||
ToBackend(GetTexture())
|
||||
->GetDSVDescriptor(GetSubresourceRange(), depthReadOnly, stencilReadOnly);
|
||||
DAWN_TRY(CheckHRESULT(
|
||||
ToBackend(GetDevice())
|
||||
->GetD3D11Device()
|
||||
->CreateDepthStencilView(ToBackend(GetTexture())->GetD3D11Resource(), &dsvDesc, &dsv),
|
||||
"CreateDepthStencilView"));
|
||||
return dsv;
|
||||
}
|
||||
|
||||
ResultOrError<ComPtr<ID3D11UnorderedAccessView>> TextureView::GetD3D11UnorderedAccessView() const {
|
||||
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
|
||||
uavDesc.Format = GetD3D11Format();
|
||||
|
||||
ASSERT(!GetTexture()->IsMultisampledTexture());
|
||||
switch (GetDimension()) {
|
||||
case wgpu::TextureViewDimension::e1D:
|
||||
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE1D;
|
||||
uavDesc.Texture1D.MipSlice = GetBaseMipLevel();
|
||||
break;
|
||||
case wgpu::TextureViewDimension::e2D:
|
||||
case wgpu::TextureViewDimension::e2DArray:
|
||||
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
|
||||
uavDesc.Texture2DArray.FirstArraySlice = GetBaseArrayLayer();
|
||||
uavDesc.Texture2DArray.ArraySize = GetLayerCount();
|
||||
uavDesc.Texture2DArray.MipSlice = GetBaseMipLevel();
|
||||
break;
|
||||
case wgpu::TextureViewDimension::e3D:
|
||||
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
|
||||
uavDesc.Texture3D.FirstWSlice = 0;
|
||||
uavDesc.Texture3D.WSize = GetTexture()->GetDepth() >> GetBaseMipLevel();
|
||||
uavDesc.Texture3D.MipSlice = GetBaseMipLevel();
|
||||
break;
|
||||
// Cube and Cubemap can't be used as storage texture. So there is no need to create UAV
|
||||
// descriptor for them.
|
||||
case wgpu::TextureViewDimension::Cube:
|
||||
case wgpu::TextureViewDimension::CubeArray:
|
||||
case wgpu::TextureViewDimension::Undefined:
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
ComPtr<ID3D11UnorderedAccessView> uav;
|
||||
DAWN_TRY(CheckHRESULT(ToBackend(GetDevice())
|
||||
->GetD3D11Device()
|
||||
->CreateUnorderedAccessView(
|
||||
ToBackend(GetTexture())->GetD3D11Resource(), &uavDesc, &uav),
|
||||
"CreateUnorderedAccessView"));
|
||||
return uav;
|
||||
}
|
||||
|
||||
} // namespace dawn::native::d3d11
|
|
@ -0,0 +1,99 @@
|
|||
// Copyright 2023 The Dawn Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
#ifndef SRC_DAWN_NATIVE_D3D11_TEXTURED3D11_H_
|
||||
#define SRC_DAWN_NATIVE_D3D11_TEXTURED3D11_H_
|
||||
|
||||
#include "dawn/native/DawnNative.h"
|
||||
#include "dawn/native/Error.h"
|
||||
#include "dawn/native/IntegerTypes.h"
|
||||
#include "dawn/native/PassResourceUsage.h"
|
||||
#include "dawn/native/Texture.h"
|
||||
#include "dawn/native/d3d/d3d_platform.h"
|
||||
|
||||
namespace dawn::native::d3d11 {
|
||||
|
||||
class CommandRecordingContext;
|
||||
class Device;
|
||||
|
||||
class Texture final : public TextureBase {
|
||||
public:
|
||||
static ResultOrError<Ref<Texture>> Create(Device* device, const TextureDescriptor* descriptor);
|
||||
static ResultOrError<Ref<Texture>> Create(Device* device,
|
||||
const TextureDescriptor* descriptor,
|
||||
ComPtr<ID3D11Resource> d3d11Texture);
|
||||
|
||||
DXGI_FORMAT GetD3D11Format() const;
|
||||
ID3D11Resource* GetD3D11Resource() const;
|
||||
|
||||
DXGI_FORMAT GetD3D11CopyableSubresourceFormat(Aspect aspect) const;
|
||||
|
||||
D3D11_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(const Format& format,
|
||||
uint32_t mipLevel,
|
||||
uint32_t baseSlice,
|
||||
uint32_t sliceCount) const;
|
||||
D3D11_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel,
|
||||
uint32_t baseArrayLayer,
|
||||
uint32_t layerCount,
|
||||
Aspect aspects,
|
||||
bool depthReadOnly,
|
||||
bool stencilReadOnly) const;
|
||||
|
||||
MaybeError EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
|
||||
const SubresourceRange& range);
|
||||
|
||||
private:
|
||||
Texture(Device* device, const TextureDescriptor* descriptor, TextureState state);
|
||||
~Texture() override;
|
||||
using TextureBase::TextureBase;
|
||||
|
||||
MaybeError InitializeAsInternalTexture();
|
||||
MaybeError InitializeAsSwapChainTexture(ComPtr<ID3D11Resource> d3d11Texture);
|
||||
|
||||
void SetLabelHelper(const char* prefix);
|
||||
|
||||
// Dawn API
|
||||
void SetLabelImpl() override;
|
||||
void DestroyImpl() override;
|
||||
|
||||
MaybeError ClearTexture(CommandRecordingContext* commandContext,
|
||||
const SubresourceRange& range,
|
||||
TextureBase::ClearValue clearValue);
|
||||
|
||||
MaybeError WriteTexture();
|
||||
|
||||
ComPtr<ID3D11Resource> mD3d11Resource;
|
||||
};
|
||||
|
||||
class TextureView final : public TextureViewBase {
|
||||
public:
|
||||
static Ref<TextureView> Create(TextureBase* texture, const TextureViewDescriptor* descriptor);
|
||||
|
||||
DXGI_FORMAT GetD3D11Format() const;
|
||||
ResultOrError<ComPtr<ID3D11ShaderResourceView>> GetD3D11ShaderResourceView() const;
|
||||
ResultOrError<ComPtr<ID3D11RenderTargetView>> GetD3D11RenderTargetView() const;
|
||||
ResultOrError<ComPtr<ID3D11DepthStencilView>> GetD3D11DepthStencilView(
|
||||
bool depthReadOnly,
|
||||
bool stencilReadOnly) const;
|
||||
ResultOrError<ComPtr<ID3D11UnorderedAccessView>> GetD3D11UnorderedAccessView() const;
|
||||
|
||||
private:
|
||||
using TextureViewBase::TextureViewBase;
|
||||
|
||||
~TextureView() override;
|
||||
};
|
||||
|
||||
} // namespace dawn::native::d3d11
|
||||
|
||||
#endif // SRC_DAWN_NATIVE_D3D11_TEXTURED3D11_H_
|
Loading…
Reference in New Issue