Create texture view with descriptor on D3D12 and Metal - Part I
This patch is the first part to implement creating a texture view with a texture view descriptor on D3D12 and Metal back-ends. With this patch the texture views created with descriptor can be bound as sampledTextures on D3D12 and Metal back-ends. Note that the support of rendering into a layer or a mipmap level of a texture on D3D12 and Metal back-ends is not included in this patch. BUG=dawn:16 TEST=dawn_end2end_tests Change-Id: I62473ec5a4bb6b84d797ef7fd9cb98689ff763f4 Reviewed-on: https://dawn-review.googlesource.com/c/1940 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -187,28 +187,28 @@ namespace dawn_native { namespace d3d12 {
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mLastUsage = usage;
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}
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// TODO(jiawei.shao@intel.com): create texture view by TextureViewDescriptor
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TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor)
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: TextureViewBase(texture, descriptor) {
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mSrvDesc.Format = D3D12TextureFormat(GetTexture()->GetFormat());
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mSrvDesc.Format = D3D12TextureFormat(descriptor->format);
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mSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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switch (GetTexture()->GetDimension()) {
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case dawn::TextureDimension::e2D:
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if (GetTexture()->GetArrayLayers() == 1) {
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mSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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mSrvDesc.Texture2D.MostDetailedMip = 0;
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mSrvDesc.Texture2D.MipLevels = GetTexture()->GetNumMipLevels();
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mSrvDesc.Texture2D.PlaneSlice = 0;
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mSrvDesc.Texture2D.ResourceMinLODClamp = 0;
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} else {
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mSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
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mSrvDesc.Texture2DArray.ArraySize = GetTexture()->GetArrayLayers();
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mSrvDesc.Texture2DArray.FirstArraySlice = 0;
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mSrvDesc.Texture2DArray.MipLevels = GetTexture()->GetNumMipLevels();
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mSrvDesc.Texture2DArray.MostDetailedMip = 0;
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mSrvDesc.Texture2DArray.PlaneSlice = 0;
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mSrvDesc.Texture2DArray.ResourceMinLODClamp = 0;
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}
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// Currently we always use D3D12_TEX2D_ARRAY_SRV because we cannot specify base array layer
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// and layer count in D3D12_TEX2D_SRV. For 2D texture views, we treat them as 1-layer 2D
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// array textures.
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_srv
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array_srv
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// TODO(jiawei.shao@intel.com): support more texture view dimensions.
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switch (descriptor->dimension) {
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case dawn::TextureViewDimension::e2D:
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case dawn::TextureViewDimension::e2DArray:
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ASSERT(texture->GetDimension() == dawn::TextureDimension::e2D);
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mSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
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mSrvDesc.Texture2DArray.ArraySize = descriptor->layerCount;
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mSrvDesc.Texture2DArray.FirstArraySlice = descriptor->baseArrayLayer;
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mSrvDesc.Texture2DArray.MipLevels = descriptor->levelCount;
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mSrvDesc.Texture2DArray.MostDetailedMip = descriptor->baseMipLevel;
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mSrvDesc.Texture2DArray.PlaneSlice = 0;
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mSrvDesc.Texture2DArray.ResourceMinLODClamp = 0;
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break;
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default:
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@ -220,6 +220,7 @@ namespace dawn_native { namespace d3d12 {
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return mSrvDesc;
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}
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// TODO(jiawei.shao@intel.com): support rendering into a layer of a texture.
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D3D12_RENDER_TARGET_VIEW_DESC TextureView::GetRTVDescriptor() {
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
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rtvDesc.Format = ToBackend(GetTexture())->GetD3D12Format();
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@ -229,6 +230,7 @@ namespace dawn_native { namespace d3d12 {
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return rtvDesc;
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}
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// TODO(jiawei.shao@intel.com): support rendering into a layer of a texture.
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D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() {
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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dsvDesc.Format = ToBackend(GetTexture())->GetD3D12Format();
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@ -63,6 +63,7 @@ namespace dawn_native { namespace metal {
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descriptor.colorAttachments[i].loadAction = MTLLoadActionLoad;
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}
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// TODO(jiawei.shao@intel.com): support rendering into a layer of a texture.
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descriptor.colorAttachments[i].texture =
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ToBackend(attachmentInfo.view->GetTexture())->GetMTLTexture();
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descriptor.colorAttachments[i].storeAction = MTLStoreActionStore;
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@ -71,6 +72,7 @@ namespace dawn_native { namespace metal {
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if (desc->HasDepthStencilAttachment()) {
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auto& attachmentInfo = desc->GetDepthStencilAttachment();
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// TODO(jiawei.shao@intel.com): support rendering into a layer of a texture.
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id<MTLTexture> texture =
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ToBackend(attachmentInfo.view->GetTexture())->GetMTLTexture();
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dawn::TextureFormat format = attachmentInfo.view->GetTexture()->GetFormat();
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@ -187,16 +189,17 @@ namespace dawn_native { namespace metal {
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} break;
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case dawn::BindingType::SampledTexture: {
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auto texture =
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ToBackend(group->GetBindingAsTextureView(binding)->GetTexture());
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auto textureView = ToBackend(group->GetBindingAsTextureView(binding));
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if (hasVertStage) {
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[render setVertexTexture:texture->GetMTLTexture() atIndex:vertIndex];
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[render setVertexTexture:textureView->GetMTLTexture()
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atIndex:vertIndex];
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}
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if (hasFragStage) {
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[render setFragmentTexture:texture->GetMTLTexture() atIndex:fragIndex];
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[render setFragmentTexture:textureView->GetMTLTexture()
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atIndex:fragIndex];
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}
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if (hasComputeStage) {
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[compute setTexture:texture->GetMTLTexture() atIndex:computeIndex];
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[compute setTexture:textureView->GetMTLTexture() atIndex:computeIndex];
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}
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} break;
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}
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@ -40,6 +40,12 @@ namespace dawn_native { namespace metal {
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class TextureView : public TextureViewBase {
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public:
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TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor);
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~TextureView();
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id<MTLTexture> GetMTLTexture();
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private:
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id<MTLTexture> mMtlTextureView = nil;
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};
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}} // namespace dawn_native::metal
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@ -55,6 +55,10 @@ namespace dawn_native { namespace metal {
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result |= MTLTextureUsageRenderTarget;
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}
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// TODO(jiawei.shao@intel.com): investigate if we should skip setting this flag when the
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// texture is only used as a render target.
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result |= MTLTextureUsagePixelFormatView;
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return result;
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}
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@ -65,6 +69,18 @@ namespace dawn_native { namespace metal {
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return (arrayLayers > 1) ? MTLTextureType2DArray : MTLTextureType2D;
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}
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}
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MTLTextureType MetalTextureViewType(dawn::TextureViewDimension dimension) {
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switch (dimension) {
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case dawn::TextureViewDimension::e2D:
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return MTLTextureType2D;
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case dawn::TextureViewDimension::e2DArray:
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return MTLTextureType2DArray;
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default:
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UNREACHABLE();
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return MTLTextureType2D;
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}
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}
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}
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Texture::Texture(Device* device, const TextureDescriptor* descriptor)
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@ -101,9 +117,27 @@ namespace dawn_native { namespace metal {
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return mMtlTexture;
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}
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// TODO(jiawei.shao@intel.com): create texture view by texture view descriptor
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// TODO(jiawei.shao@intel.com): use the original texture directly when the descriptor covers the
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// whole texture in the same format (for example, when CreateDefaultTextureView() is called).
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TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor)
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: TextureViewBase(texture, descriptor) {
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MTLPixelFormat format = MetalPixelFormat(descriptor->format);
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MTLTextureType textureViewType = MetalTextureViewType(descriptor->dimension);
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auto mipLevelRange = NSMakeRange(descriptor->baseMipLevel, descriptor->levelCount);
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auto arrayLayerRange = NSMakeRange(descriptor->baseArrayLayer, descriptor->layerCount);
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id<MTLTexture> mtlTexture = ToBackend(texture)->GetMTLTexture();
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mMtlTextureView = [mtlTexture newTextureViewWithPixelFormat:format
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textureType:textureViewType
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levels:mipLevelRange
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slices:arrayLayerRange];
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}
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TextureView::~TextureView() {
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[mMtlTextureView release];
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}
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id<MTLTexture> TextureView::GetMTLTexture() {
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return mMtlTextureView;
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}
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}} // namespace dawn_native::metal
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@ -164,8 +164,8 @@ protected:
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uint32_t textureViewBaseLayer,
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uint32_t textureViewBaseMipLevel) {
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// TODO(jiawei.shao@intel.com): support creating texture view with a texture view descriptor
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// on D3D12, Metal and OpenGL.
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DAWN_SKIP_TEST_IF(IsD3D12() || IsMetal() || IsOpenGL());
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// on OpenGL.
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DAWN_SKIP_TEST_IF(IsOpenGL());
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ASSERT(textureViewBaseLayer < textureArrayLayers);
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ASSERT(textureViewBaseMipLevel < textureMipLevels);
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@ -201,8 +201,8 @@ protected:
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uint32_t textureViewBaseLayer,
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uint32_t textureViewBaseMipLevel) {
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// TODO(jiawei.shao@intel.com): support creating texture view with a texture view descriptor
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// on D3D12, Metal and OpenGL.
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DAWN_SKIP_TEST_IF(IsD3D12() || IsMetal() || IsOpenGL());
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// on OpenGL.
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DAWN_SKIP_TEST_IF(IsOpenGL());
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ASSERT(textureViewBaseLayer < textureArrayLayers);
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ASSERT(textureViewBaseMipLevel < textureMipLevels);
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