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:
Peng Huang 2023-04-11 20:42:23 +00:00 committed by Dawn LUCI CQ
parent 99c5920361
commit defda09e3c
5 changed files with 612 additions and 2 deletions

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@ -449,6 +449,8 @@ source_set("sources") {
"d3d11/SamplerD3D11.h",
"d3d11/ShaderModuleD3D11.cpp",
"d3d11/ShaderModuleD3D11.h",
"d3d11/TextureD3D11.cpp",
"d3d11/TextureD3D11.h",
"d3d11/UtilsD3D11.cpp",
"d3d11/UtilsD3D11.h",
]

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@ -306,6 +306,8 @@ if (DAWN_ENABLE_D3D11)
"d3d11/SamplerD3D11.h"
"d3d11/ShaderModuleD3D11.cpp"
"d3d11/ShaderModuleD3D11.h"
"d3d11/TextureD3D11.cpp"
"d3d11/TextureD3D11.h"
"d3d11/UtilsD3D11.cpp"
"d3d11/UtilsD3D11.h"
)

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@ -37,6 +37,7 @@
#include "dawn/native/d3d11/QueueD3D11.h"
#include "dawn/native/d3d11/SamplerD3D11.h"
#include "dawn/native/d3d11/ShaderModuleD3D11.h"
#include "dawn/native/d3d11/TextureD3D11.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
@ -295,13 +296,13 @@ ResultOrError<Ref<NewSwapChainBase>> Device::CreateSwapChainImpl(
}
ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreateTextureImpl");
return Texture::Create(this, descriptor);
}
ResultOrError<Ref<TextureViewBase>> Device::CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("CreateTextureViewImpl");
return TextureView::Create(texture, descriptor);
}
void Device::InitializeComputePipelineAsyncImpl(Ref<ComputePipelineBase> computePipeline,

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@ -0,0 +1,506 @@
// 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.
#include "dawn/native/d3d11/TextureD3D11.h"
#include <algorithm>
#include <string>
#include <utility>
#include "dawn/common/Constants.h"
#include "dawn/common/Math.h"
#include "dawn/native/DynamicUploader.h"
#include "dawn/native/EnumMaskIterator.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/ToBackend.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d/UtilsD3D.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/Forward.h"
#include "dawn/native/d3d11/UtilsD3D11.h"
namespace dawn::native::d3d11 {
namespace {
UINT D3D11TextureBindFlags(wgpu::TextureUsage usage, const Format& format) {
bool isDepthOrStencilFormat = format.HasDepthOrStencil();
UINT bindFlags = 0;
if (usage & wgpu::TextureUsage::TextureBinding) {
bindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
if (usage & wgpu::TextureUsage::StorageBinding) {
bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
if (usage & wgpu::TextureUsage::RenderAttachment) {
bindFlags |= isDepthOrStencilFormat ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
}
return bindFlags;
}
} // namespace
// static
ResultOrError<Ref<Texture>> Texture::Create(Device* device, const TextureDescriptor* descriptor) {
Ref<Texture> texture = AcquireRef(new Texture(device, descriptor, TextureState::OwnedInternal));
DAWN_TRY(texture->InitializeAsInternalTexture());
return std::move(texture);
}
// static
ResultOrError<Ref<Texture>> Texture::Create(Device* device,
const TextureDescriptor* descriptor,
ComPtr<ID3D11Resource> d3d11Texture) {
Ref<Texture> dawnTexture =
AcquireRef(new Texture(device, descriptor, TextureState::OwnedExternal));
DAWN_TRY(dawnTexture->InitializeAsSwapChainTexture(std::move(d3d11Texture)));
return std::move(dawnTexture);
}
MaybeError Texture::InitializeAsInternalTexture() {
Device* device = ToBackend(GetDevice());
DXGI_FORMAT dxgiFormat = d3d::DXGITextureFormat(GetFormat().format);
switch (GetDimension()) {
case wgpu::TextureDimension::e1D: {
D3D11_TEXTURE1D_DESC textureDescriptor;
textureDescriptor.Width = GetSize().width;
textureDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
textureDescriptor.ArraySize = 1;
textureDescriptor.Format = dxgiFormat;
textureDescriptor.Usage = D3D11_USAGE_DEFAULT;
textureDescriptor.BindFlags = D3D11TextureBindFlags(GetUsage(), GetFormat());
textureDescriptor.CPUAccessFlags = 0;
textureDescriptor.MiscFlags = 0;
ComPtr<ID3D11Texture1D> d3d11Texture1D;
DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateTexture1D(
&textureDescriptor, nullptr, &d3d11Texture1D),
"D3D11 create texture1d"));
mD3d11Resource = std::move(d3d11Texture1D);
break;
}
case wgpu::TextureDimension::e2D: {
D3D11_TEXTURE2D_DESC textureDescriptor;
textureDescriptor.Width = GetSize().width;
textureDescriptor.Height = GetSize().height;
textureDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
textureDescriptor.ArraySize = GetArrayLayers();
textureDescriptor.Format = dxgiFormat;
textureDescriptor.SampleDesc.Count = GetSampleCount();
textureDescriptor.SampleDesc.Quality = 0;
textureDescriptor.Usage = D3D11_USAGE_DEFAULT;
textureDescriptor.BindFlags = D3D11TextureBindFlags(GetUsage(), GetFormat());
textureDescriptor.CPUAccessFlags = 0;
textureDescriptor.MiscFlags = 0;
if (GetArrayLayers() >= 6) {
// Texture layers are more than 6. It can be used as a cube map.
textureDescriptor.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
}
ComPtr<ID3D11Texture2D> d3d11Texture2D;
DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateTexture2D(
&textureDescriptor, nullptr, &d3d11Texture2D),
"D3D11 create texture2d"));
mD3d11Resource = std::move(d3d11Texture2D);
break;
}
case wgpu::TextureDimension::e3D: {
D3D11_TEXTURE3D_DESC textureDescriptor;
textureDescriptor.Width = GetSize().width;
textureDescriptor.Height = GetSize().height;
textureDescriptor.Depth = GetSize().depthOrArrayLayers;
textureDescriptor.MipLevels = static_cast<UINT16>(GetNumMipLevels());
textureDescriptor.Format = dxgiFormat;
textureDescriptor.Usage = D3D11_USAGE_DEFAULT;
textureDescriptor.BindFlags = D3D11TextureBindFlags(GetUsage(), GetFormat());
textureDescriptor.CPUAccessFlags = 0;
textureDescriptor.MiscFlags = 0;
ComPtr<ID3D11Texture3D> d3d11Texture3D;
DAWN_TRY(CheckHRESULT(device->GetD3D11Device()->CreateTexture3D(
&textureDescriptor, nullptr, &d3d11Texture3D),
"D3D11 create texture3d"));
mD3d11Resource = std::move(d3d11Texture3D);
break;
}
}
SetLabelImpl();
if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
CommandRecordingContext* commandContext;
DAWN_TRY_ASSIGN(commandContext, device->GetPendingCommandContext());
DAWN_TRY(
ClearTexture(commandContext, GetAllSubresources(), TextureBase::ClearValue::NonZero));
}
return {};
}
MaybeError Texture::InitializeAsSwapChainTexture(ComPtr<ID3D11Resource> d3d11Texture) {
mD3d11Resource = std::move(d3d11Texture);
SetLabelHelper("Dawn_SwapChainTexture");
return {};
}
Texture::Texture(Device* device, const TextureDescriptor* descriptor, TextureState state)
: TextureBase(device, descriptor, state) {}
Texture::~Texture() = default;
void Texture::DestroyImpl() {
TextureBase::DestroyImpl();
mD3d11Resource = nullptr;
}
DXGI_FORMAT Texture::GetD3D11Format() const {
return d3d::DXGITextureFormat(GetFormat().format);
}
ID3D11Resource* Texture::GetD3D11Resource() const {
return mD3d11Resource.Get();
}
DXGI_FORMAT Texture::GetD3D11CopyableSubresourceFormat(Aspect aspect) const {
// TODO(dawn:1705): share the code with D3D12
ASSERT(GetFormat().aspects & aspect);
switch (GetFormat().format) {
case wgpu::TextureFormat::Depth24PlusStencil8:
case wgpu::TextureFormat::Depth32FloatStencil8:
case wgpu::TextureFormat::Stencil8:
switch (aspect) {
case Aspect::Depth:
return DXGI_FORMAT_R32_FLOAT;
case Aspect::Stencil:
return DXGI_FORMAT_R8_UINT;
default:
UNREACHABLE();
}
default:
ASSERT(HasOneBit(GetFormat().aspects));
return GetD3D11Format();
}
}
D3D11_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(const Format& format,
const SubresourceRange& range) const {
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = d3d::DXGITextureFormat(format.format);
if (IsMultisampledTexture()) {
ASSERT(GetDimension() == wgpu::TextureDimension::e2D);
ASSERT(GetNumMipLevels() == 1);
ASSERT(range.baseMipLevel == 0);
ASSERT(range.baseArrayLayer == 0);
ASSERT(range.layerCount == 1);
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
return rtvDesc;
}
switch (GetDimension()) {
case wgpu::TextureDimension::e2D:
// Currently we always use D3D11_TEX2D_ARRAY_RTV because we cannot specify base
// array layer and layer count in D3D11_TEX2D_RTV. For 2D texture views, we treat
// them as 1-layer 2D array textures. (Just like how we treat SRVs)
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_rtv
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_tex2d_array
// _rtv
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = range.baseMipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = range.baseArrayLayer;
rtvDesc.Texture2DArray.ArraySize = range.layerCount;
break;
case wgpu::TextureDimension::e3D:
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = range.baseMipLevel;
rtvDesc.Texture3D.FirstWSlice = range.baseArrayLayer;
rtvDesc.Texture3D.WSize = range.layerCount;
break;
case wgpu::TextureDimension::e1D:
UNREACHABLE();
break;
}
return rtvDesc;
}
D3D11_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(const SubresourceRange& range,
bool depthReadOnly,
bool stencilReadOnly) const {
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = GetD3D11Format();
dsvDesc.Flags = 0;
if (depthReadOnly && range.aspects & Aspect::Depth) {
dsvDesc.Flags |= D3D11_DSV_READ_ONLY_DEPTH;
}
if (stencilReadOnly && range.aspects & Aspect::Stencil) {
dsvDesc.Flags |= D3D11_DSV_READ_ONLY_STENCIL;
}
if (IsMultisampledTexture()) {
ASSERT(GetNumMipLevels() == 1);
ASSERT(range.baseMipLevel == 0);
ASSERT(range.baseArrayLayer == 0);
ASSERT(range.layerCount == 1);
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
} else {
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Texture2DArray.MipSlice = range.baseMipLevel;
dsvDesc.Texture2DArray.FirstArraySlice = range.baseArrayLayer;
dsvDesc.Texture2DArray.ArraySize = range.layerCount;
}
return dsvDesc;
}
MaybeError Texture::ClearTexture(CommandRecordingContext* commandContext,
const SubresourceRange& range,
TextureBase::ClearValue clearValue) {
// TODO(dawn:1740): Implement this.
return DAWN_UNIMPLEMENTED_ERROR("ClearTexture");
}
void Texture::SetLabelHelper(const char* prefix) {
SetDebugName(ToBackend(GetDevice()), mD3d11Resource.Get(), prefix, GetLabel());
}
void Texture::SetLabelImpl() {
SetLabelHelper("Dawn_InternalTexture");
}
MaybeError Texture::EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
const SubresourceRange& range) {
if (!ToBackend(GetDevice())->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) {
return {};
}
if (!IsSubresourceContentInitialized(range)) {
// If subresource has not been initialized, clear it to black as it could contain
// dirty bits from recycled memory
DAWN_TRY(ClearTexture(commandContext, range, TextureBase::ClearValue::Zero));
}
return {};
}
// static
Ref<TextureView> TextureView::Create(TextureBase* texture,
const TextureViewDescriptor* descriptor) {
return AcquireRef(new TextureView(texture, descriptor));
}
TextureView::~TextureView() = default;
DXGI_FORMAT TextureView::GetD3D11Format() const {
return d3d::DXGITextureFormat(GetFormat().format);
}
ResultOrError<ComPtr<ID3D11ShaderResourceView>> TextureView::GetD3D11ShaderResourceView() const {
Device* device = ToBackend(GetDevice());
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = d3d::DXGITextureFormat(GetFormat().format);
const Format& textureFormat = GetTexture()->GetFormat();
// TODO(dawn:1705): share below code with D3D12?
if (textureFormat.HasDepthOrStencil()) {
// Configure the SRV descriptor to reinterpret the texture allocated as
// TYPELESS as a single-plane shader-accessible view.
switch (textureFormat.format) {
case wgpu::TextureFormat::Depth32Float:
case wgpu::TextureFormat::Depth24Plus:
srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
break;
case wgpu::TextureFormat::Depth16Unorm:
srvDesc.Format = DXGI_FORMAT_R16_UNORM;
break;
case wgpu::TextureFormat::Stencil8: {
Aspect aspects = GetAspects();
ASSERT(aspects != Aspect::None);
if (!HasZeroOrOneBits(aspects)) {
// A single aspect is not selected. The texture view must not be
// sampled.
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
break;
}
switch (aspects) {
case Aspect::Depth:
srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
break;
case Aspect::Stencil:
srvDesc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT;
break;
default:
UNREACHABLE();
break;
}
break;
}
case wgpu::TextureFormat::Depth24PlusStencil8:
case wgpu::TextureFormat::Depth32FloatStencil8: {
Aspect aspects = GetAspects();
ASSERT(aspects != Aspect::None);
if (!HasZeroOrOneBits(aspects)) {
// A single aspect is not selected. The texture view must not be
// sampled.
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
break;
}
switch (aspects) {
case Aspect::Depth:
srvDesc.Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
break;
case Aspect::Stencil:
srvDesc.Format = DXGI_FORMAT_X32_TYPELESS_G8X24_UINT;
break;
default:
UNREACHABLE();
break;
}
break;
}
default:
UNREACHABLE();
break;
}
}
// 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

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@ -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_