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Rename some data structures in TextureCopySplitter
The change renames Texture2DCopySplit and copies2D to TextureCopySubresource and copySubresources respectively. Because they are not used for 2D only. I didn't change Texture2DCopySplit to TextureCopySplit in order to reflect its meaning and distinguish it from TextureCopySplits. TextureCopySubresource is a collection of copy regions for either a single layer of a 1D/2D texture or all depth slices on the same mip level of a 3D texture (They are exactly what subresources are). It also renames function ComputeTextureCopySplit to ComputeTextureCopySubresource, and a couple similar renaming. Bug: dawn:547 Change-Id: I17f8b349e209af0ed1ccaee4634be1e8235a63b3 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/50920 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@@ -33,13 +33,13 @@ namespace dawn_native { namespace d3d12 {
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}
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} // namespace
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Texture2DCopySplit ComputeTextureCopySplit(Origin3D origin,
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Extent3D copySize,
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const TexelBlockInfo& blockInfo,
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uint64_t offset,
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uint32_t bytesPerRow,
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uint32_t rowsPerImage) {
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Texture2DCopySplit copy;
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TextureCopySubresource ComputeTextureCopySubresource(Origin3D origin,
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Extent3D copySize,
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const TexelBlockInfo& blockInfo,
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uint64_t offset,
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uint32_t bytesPerRow,
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uint32_t rowsPerImage) {
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TextureCopySubresource copy;
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ASSERT(bytesPerRow % blockInfo.byteSize == 0);
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@@ -215,7 +215,7 @@ namespace dawn_native { namespace d3d12 {
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const uint64_t bytesPerSlice = bytesPerRow * rowsPerImage;
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// The function ComputeTextureCopySplit() decides how to split the copy based on:
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// The function ComputeTextureCopySubresource() decides how to split the copy based on:
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// - the alignment of the buffer offset with D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512)
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// - the alignment of the buffer offset with D3D12_TEXTURE_DATA_PITCH_ALIGNMENT (256)
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// Each slice of a 2D array or 3D copy might need to be split, but because of the WebGPU
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@@ -233,23 +233,23 @@ namespace dawn_native { namespace d3d12 {
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copyFirstLayerOrigin.z = 0;
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}
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copies.copies2D[0] = ComputeTextureCopySplit(copyFirstLayerOrigin, copyOneLayerSize,
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blockInfo, offset, bytesPerRow, rowsPerImage);
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copies.copySubresources[0] = ComputeTextureCopySubresource(
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copyFirstLayerOrigin, copyOneLayerSize, blockInfo, offset, bytesPerRow, rowsPerImage);
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// When the copy only refers one texture 2D array layer or a 3D texture, copies.copies2D[1]
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// will never be used so we can safely early return here.
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// When the copy only refers one texture 2D array layer or a 3D texture,
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// copies.copySubresources[1] will never be used so we can safely early return here.
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if (copySize.depthOrArrayLayers == 1 || is3DTexture) {
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return copies;
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}
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if (bytesPerSlice % D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT == 0) {
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copies.copies2D[1] = copies.copies2D[0];
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copies.copies2D[1].offset += bytesPerSlice;
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copies.copySubresources[1] = copies.copySubresources[0];
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copies.copySubresources[1].offset += bytesPerSlice;
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} else {
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const uint64_t bufferOffsetNextLayer = offset + bytesPerSlice;
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copies.copies2D[1] =
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ComputeTextureCopySplit(copyFirstLayerOrigin, copyOneLayerSize, blockInfo,
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bufferOffsetNextLayer, bytesPerRow, rowsPerImage);
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copies.copySubresources[1] =
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ComputeTextureCopySubresource(copyFirstLayerOrigin, copyOneLayerSize, blockInfo,
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bufferOffsetNextLayer, bytesPerRow, rowsPerImage);
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}
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return copies;
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@@ -27,7 +27,7 @@ namespace dawn_native {
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namespace dawn_native { namespace d3d12 {
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struct Texture2DCopySplit {
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struct TextureCopySubresource {
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static constexpr unsigned int kMaxTextureCopyRegions = 2;
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struct CopyInfo {
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@@ -44,17 +44,17 @@ namespace dawn_native { namespace d3d12 {
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};
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struct TextureCopySplits {
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static constexpr uint32_t kMaxTextureCopySplits = 2;
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static constexpr uint32_t kMaxTextureCopySubresources = 2;
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std::array<Texture2DCopySplit, kMaxTextureCopySplits> copies2D;
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std::array<TextureCopySubresource, kMaxTextureCopySubresources> copySubresources;
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};
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Texture2DCopySplit ComputeTextureCopySplit(Origin3D origin,
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Extent3D copySize,
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const TexelBlockInfo& blockInfo,
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uint64_t offset,
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uint32_t bytesPerRow,
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uint32_t rowsPerImage);
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TextureCopySubresource ComputeTextureCopySubresource(Origin3D origin,
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Extent3D copySize,
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const TexelBlockInfo& blockInfo,
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uint64_t offset,
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uint32_t bytesPerRow,
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uint32_t rowsPerImage);
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TextureCopySplits ComputeTextureCopySplits(Origin3D origin,
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Extent3D copySize,
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@@ -967,7 +967,7 @@ namespace dawn_native { namespace d3d12 {
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Extent3D copySize = GetMipLevelPhysicalSize(level);
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uint32_t rowsPerImage = GetHeight() / blockInfo.height;
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Texture2DCopySplit copySplit = ComputeTextureCopySplit(
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TextureCopySubresource copySplit = ComputeTextureCopySubresource(
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{0, 0, 0}, copySize, blockInfo, uploadHandle.startOffset, bytesPerRow,
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rowsPerImage);
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@@ -143,7 +143,7 @@ namespace dawn_native { namespace d3d12 {
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}
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void RecordCopyBufferToTextureFromTextureCopySplit(ID3D12GraphicsCommandList* commandList,
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const Texture2DCopySplit& baseCopySplit,
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const TextureCopySubresource& baseCopySplit,
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ID3D12Resource* bufferResource,
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uint64_t baseOffset,
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uint64_t bufferBytesPerRow,
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@@ -158,10 +158,10 @@ namespace dawn_native { namespace d3d12 {
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const uint64_t offsetBytes = baseCopySplit.offset + baseOffset;
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for (uint32_t i = 0; i < baseCopySplit.count; ++i) {
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const Texture2DCopySplit::CopyInfo& info = baseCopySplit.copies[i];
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const TextureCopySubresource::CopyInfo& info = baseCopySplit.copies[i];
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// TODO(jiawei.shao@intel.com): pre-compute bufferLocation and sourceRegion as
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// members in Texture2DCopySplit::CopyInfo.
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// members in TextureCopySubresource::CopyInfo.
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const D3D12_TEXTURE_COPY_LOCATION bufferLocation =
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ComputeBufferLocationForCopyTextureRegion(texture, bufferResource, info.bufferSize,
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offsetBytes, bufferBytesPerRow, aspect);
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@@ -191,20 +191,21 @@ namespace dawn_native { namespace d3d12 {
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const uint64_t bytesPerSlice = bytesPerRow * rowsPerImage;
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// copySplits.copies2D[1] is always calculated for the second copy slice with
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// copySplits.copySubresources[1] is always calculated for the second copy slice with
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// extra "bytesPerSlice" copy offset compared with the first copy slice. So
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// here we use an array bufferOffsetsForNextSlice to record the extra offsets
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// for each copy slice: bufferOffsetsForNextSlice[0] is the extra offset for
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// the next copy slice that uses copySplits.copies2D[0], and
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// the next copy slice that uses copySplits.copySubresources[0], and
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// bufferOffsetsForNextSlice[1] is the extra offset for the next copy slice
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// that uses copySplits.copies2D[1].
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std::array<uint64_t, TextureCopySplits::kMaxTextureCopySplits> bufferOffsetsForNextSlice = {
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{0u, 0u}};
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// that uses copySplits.copySubresources[1].
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std::array<uint64_t, TextureCopySplits::kMaxTextureCopySubresources>
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bufferOffsetsForNextSlice = {{0u, 0u}};
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for (uint32_t copyLayer = 0; copyLayer < copySize.depthOrArrayLayers; ++copyLayer) {
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const uint32_t splitIndex = copyLayer % copySplits.copies2D.size();
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const uint32_t splitIndex = copyLayer % copySplits.copySubresources.size();
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const Texture2DCopySplit& copySplitPerLayerBase = copySplits.copies2D[splitIndex];
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const TextureCopySubresource& copySplitPerLayerBase =
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copySplits.copySubresources[splitIndex];
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const uint64_t bufferOffsetForNextSlice = bufferOffsetsForNextSlice[splitIndex];
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const uint32_t copyTextureLayer = copyLayer + textureCopy.origin.z;
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@@ -213,7 +214,8 @@ namespace dawn_native { namespace d3d12 {
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bufferOffsetForNextSlice, bytesPerRow, texture, textureCopy.mipLevel,
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copyTextureLayer, aspect);
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bufferOffsetsForNextSlice[splitIndex] += bytesPerSlice * copySplits.copies2D.size();
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bufferOffsetsForNextSlice[splitIndex] +=
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bytesPerSlice * copySplits.copySubresources.size();
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}
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}
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@@ -233,7 +235,7 @@ namespace dawn_native { namespace d3d12 {
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textureCopy.origin, copySize, blockInfo, offset, bytesPerRow, rowsPerImage, true);
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RecordCopyBufferToTextureFromTextureCopySplit(
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commandContext->GetCommandList(), copySplits.copies2D[0], bufferResource, 0,
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commandContext->GetCommandList(), copySplits.copySubresources[0], bufferResource, 0,
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bytesPerRow, texture, textureCopy.mipLevel, 0, aspect);
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}
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@@ -261,7 +263,7 @@ namespace dawn_native { namespace d3d12 {
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}
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void RecordCopyTextureToBufferFromTextureCopySplit(ID3D12GraphicsCommandList* commandList,
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const Texture2DCopySplit& baseCopySplit,
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const TextureCopySubresource& baseCopySplit,
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Buffer* buffer,
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uint64_t baseOffset,
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uint64_t bufferBytesPerRow,
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@@ -275,10 +277,10 @@ namespace dawn_native { namespace d3d12 {
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const uint64_t offset = baseCopySplit.offset + baseOffset;
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for (uint32_t i = 0; i < baseCopySplit.count; ++i) {
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const Texture2DCopySplit::CopyInfo& info = baseCopySplit.copies[i];
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const TextureCopySubresource::CopyInfo& info = baseCopySplit.copies[i];
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// TODO(jiawei.shao@intel.com): pre-compute bufferLocation and sourceRegion as
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// members in Texture2DCopySplit::CopyInfo.
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// members in TextureCopySubresource::CopyInfo.
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const D3D12_TEXTURE_COPY_LOCATION bufferLocation =
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ComputeBufferLocationForCopyTextureRegion(texture, buffer->GetD3D12Resource(),
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info.bufferSize, offset,
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@@ -309,19 +311,20 @@ namespace dawn_native { namespace d3d12 {
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const uint64_t bytesPerSlice = bufferCopy.bytesPerRow * bufferCopy.rowsPerImage;
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// copySplits.copies2D[1] is always calculated for the second copy slice with
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// copySplits.copySubresources[1] is always calculated for the second copy slice with
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// extra "bytesPerSlice" copy offset compared with the first copy slice. So
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// here we use an array bufferOffsetsForNextSlice to record the extra offsets
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// for each copy slice: bufferOffsetsForNextSlice[0] is the extra offset for
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// the next copy slice that uses copySplits.copies2D[0], and
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// the next copy slice that uses copySplits.copySubresources[0], and
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// bufferOffsetsForNextSlice[1] is the extra offset for the next copy slice
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// that uses copySplits.copies2D[1].
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std::array<uint64_t, TextureCopySplits::kMaxTextureCopySplits> bufferOffsetsForNextSlice = {
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{0u, 0u}};
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// that uses copySplits.copySubresources[1].
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std::array<uint64_t, TextureCopySplits::kMaxTextureCopySubresources>
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bufferOffsetsForNextSlice = {{0u, 0u}};
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for (uint32_t copyLayer = 0; copyLayer < copySize.depthOrArrayLayers; ++copyLayer) {
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const uint32_t splitIndex = copyLayer % copySplits.copies2D.size();
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const uint32_t splitIndex = copyLayer % copySplits.copySubresources.size();
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const Texture2DCopySplit& copySplitPerLayerBase = copySplits.copies2D[splitIndex];
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const TextureCopySubresource& copySplitPerLayerBase =
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copySplits.copySubresources[splitIndex];
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const uint64_t bufferOffsetForNextSlice = bufferOffsetsForNextSlice[splitIndex];
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const uint32_t copyTextureLayer = copyLayer + textureCopy.origin.z;
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@@ -330,7 +333,8 @@ namespace dawn_native { namespace d3d12 {
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bufferCopy.bytesPerRow, texture, textureCopy.mipLevel, copyTextureLayer,
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textureCopy.aspect);
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bufferOffsetsForNextSlice[splitIndex] += bytesPerSlice * copySplits.copies2D.size();
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bufferOffsetsForNextSlice[splitIndex] +=
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bytesPerSlice * copySplits.copySubresources.size();
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}
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}
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@@ -349,8 +353,8 @@ namespace dawn_native { namespace d3d12 {
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ComputeTextureCopySplits(textureCopy.origin, copySize, blockInfo, bufferCopy.offset,
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bufferCopy.bytesPerRow, bufferCopy.rowsPerImage, true);
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RecordCopyTextureToBufferFromTextureCopySplit(commandList, copySplits.copies2D[0], buffer,
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0, bufferCopy.bytesPerRow, texture,
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RecordCopyTextureToBufferFromTextureCopySplit(commandList, copySplits.copySubresources[0],
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buffer, 0, bufferCopy.bytesPerRow, texture,
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textureCopy.mipLevel, 0, textureCopy.aspect);
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}
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@@ -45,7 +45,7 @@ namespace dawn_native { namespace d3d12 {
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bool IsTypeless(DXGI_FORMAT format);
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void RecordCopyBufferToTextureFromTextureCopySplit(ID3D12GraphicsCommandList* commandList,
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const Texture2DCopySplit& baseCopySplit,
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const TextureCopySubresource& baseCopySplit,
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ID3D12Resource* bufferResource,
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uint64_t baseOffset,
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uint64_t bufferBytesPerRow,
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@@ -65,7 +65,7 @@ namespace dawn_native { namespace d3d12 {
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Aspect aspect);
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void RecordCopyTextureToBufferFromTextureCopySplit(ID3D12GraphicsCommandList* commandList,
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const Texture2DCopySplit& baseCopySplit,
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const TextureCopySubresource& baseCopySplit,
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Buffer* buffer,
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uint64_t baseOffset,
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uint64_t bufferBytesPerRow,
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