Refactor subresource related variables to a struct - backend
This patch put subresource related variables like baseMipLevel, levelCount, baseArrayLayer, layerCount into a single struct at backends. Bug: dawn:157 Change-Id: I50c6bb0ed8ae7a184506c23cab4b64a472bbd75e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23163 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com>
This commit is contained in:
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@ -163,20 +163,18 @@ namespace dawn_native { namespace d3d12 {
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TextureViewBase* view =
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static_cast<TextureViewBase*>(mBindings[index][binding]);
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ToBackend(view->GetTexture())
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->TrackUsageAndTransitionNow(
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commandContext, kReadonlyStorageTexture,
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view->GetBaseMipLevel(), view->GetLevelCount(),
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view->GetBaseArrayLayer(), view->GetLayerCount());
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->TrackUsageAndTransitionNow(commandContext,
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kReadonlyStorageTexture,
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view->GetSubresourceRange());
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break;
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}
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case wgpu::BindingType::WriteonlyStorageTexture: {
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TextureViewBase* view =
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static_cast<TextureViewBase*>(mBindings[index][binding]);
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ToBackend(view->GetTexture())
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->TrackUsageAndTransitionNow(
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commandContext, wgpu::TextureUsage::Storage,
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view->GetBaseMipLevel(), view->GetLevelCount(),
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view->GetBaseArrayLayer(), view->GetLayerCount());
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->TrackUsageAndTransitionNow(commandContext,
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wgpu::TextureUsage::Storage,
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view->GetSubresourceRange());
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break;
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}
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case wgpu::BindingType::StorageTexture:
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@ -435,14 +433,12 @@ namespace dawn_native { namespace d3d12 {
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Texture* resolveTexture = ToBackend(resolveTarget->GetTexture());
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// Transition the usages of the color attachment and resolve target.
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colorTexture->TrackUsageAndTransitionNow(
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commandContext, D3D12_RESOURCE_STATE_RESOLVE_SOURCE,
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colorView->GetBaseMipLevel(), colorView->GetLevelCount(),
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colorView->GetBaseArrayLayer(), colorView->GetLayerCount());
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resolveTexture->TrackUsageAndTransitionNow(
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commandContext, D3D12_RESOURCE_STATE_RESOLVE_DEST,
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resolveTarget->GetBaseMipLevel(), resolveTarget->GetLevelCount(),
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resolveTarget->GetBaseArrayLayer(), resolveTarget->GetLayerCount());
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colorTexture->TrackUsageAndTransitionNow(commandContext,
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D3D12_RESOURCE_STATE_RESOLVE_SOURCE,
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colorView->GetSubresourceRange());
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resolveTexture->TrackUsageAndTransitionNow(commandContext,
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D3D12_RESOURCE_STATE_RESOLVE_DEST,
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resolveTarget->GetSubresourceRange());
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// Do MSAA resolve with ResolveSubResource().
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ID3D12Resource* colorTextureHandle = colorTexture->GetD3D12Resource();
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@ -591,8 +587,7 @@ namespace dawn_native { namespace d3d12 {
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buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopySrc);
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texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopyDst,
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copy->destination.mipLevel, 1,
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copy->destination.arrayLayer, 1);
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subresource);
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auto copySplit = ComputeTextureCopySplit(
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copy->destination.origin, copy->copySize, texture->GetFormat(),
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@ -626,13 +621,12 @@ namespace dawn_native { namespace d3d12 {
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ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
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ASSERT(copy->copySize.depth == 1);
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texture->EnsureSubresourceContentInitialized(
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commandContext, SubresourceRange::SingleSubresource(
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copy->source.mipLevel, copy->source.arrayLayer));
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SubresourceRange subresource = SubresourceRange::SingleSubresource(
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copy->source.mipLevel, copy->source.arrayLayer);
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texture->EnsureSubresourceContentInitialized(commandContext, subresource);
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texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopySrc,
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copy->source.mipLevel, 1,
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copy->source.arrayLayer, 1);
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subresource);
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buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
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TextureCopySplit copySplit = ComputeTextureCopySplit(
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@ -692,12 +686,10 @@ namespace dawn_native { namespace d3d12 {
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copy->destination.arrayLayer,
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copy->copySize.depth));
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}
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source->TrackUsageAndTransitionNow(
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commandContext, wgpu::TextureUsage::CopySrc, copy->source.mipLevel, 1,
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copy->source.arrayLayer, copy->copySize.depth);
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destination->TrackUsageAndTransitionNow(
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commandContext, wgpu::TextureUsage::CopyDst, copy->destination.mipLevel, 1,
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copy->destination.arrayLayer, copy->copySize.depth);
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source->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopySrc,
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srcRange);
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destination->TrackUsageAndTransitionNow(commandContext,
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wgpu::TextureUsage::CopyDst, dstRange);
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if (CanUseCopyResource(source, destination, copy->copySize)) {
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commandList->CopyResource(destination->GetD3D12Resource(),
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@ -886,10 +878,7 @@ namespace dawn_native { namespace d3d12 {
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resolveDestinationTexture->TrackUsageAndTransitionNow(
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commandContext, D3D12_RESOURCE_STATE_RESOLVE_DEST,
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resolveDestinationView->GetBaseMipLevel(),
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resolveDestinationView->GetLevelCount(),
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resolveDestinationView->GetBaseArrayLayer(),
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resolveDestinationView->GetLayerCount());
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resolveDestinationView->GetSubresourceRange());
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renderPassBuilder->SetRenderTargetEndingAccessResolve(i, attachmentInfo.storeOp,
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view, resolveDestinationView);
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@ -549,32 +549,24 @@ namespace dawn_native { namespace d3d12 {
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void Texture::TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
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wgpu::TextureUsage usage,
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uint32_t mipLevel,
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uint32_t levelCount,
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uint32_t arrayLayer,
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uint32_t layerCount) {
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TrackUsageAndTransitionNow(commandContext, D3D12TextureUsage(usage, GetFormat()), mipLevel,
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levelCount, arrayLayer, layerCount);
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const SubresourceRange& range) {
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TrackUsageAndTransitionNow(commandContext, D3D12TextureUsage(usage, GetFormat()), range);
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}
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void Texture::TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
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wgpu::TextureUsage usage) {
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TrackUsageAndTransitionNow(commandContext, D3D12TextureUsage(usage, GetFormat()), 0,
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GetNumMipLevels(), 0, GetArrayLayers());
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TrackUsageAndTransitionNow(commandContext, D3D12TextureUsage(usage, GetFormat()),
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GetAllSubresources());
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}
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void Texture::TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
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D3D12_RESOURCE_STATES newState) {
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TrackUsageAndTransitionNow(commandContext, newState, 0, GetNumMipLevels(), 0,
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GetArrayLayers());
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TrackUsageAndTransitionNow(commandContext, newState, GetAllSubresources());
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}
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void Texture::TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
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D3D12_RESOURCE_STATES newState,
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uint32_t baseMipLevel,
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uint32_t levelCount,
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uint32_t baseArrayLayer,
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uint32_t layerCount) {
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const SubresourceRange& range) {
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if (mResourceAllocation.GetInfo().mMethod != AllocationMethod::kExternal) {
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// Track the underlying heap to ensure residency.
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Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
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@ -582,10 +574,9 @@ namespace dawn_native { namespace d3d12 {
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}
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std::vector<D3D12_RESOURCE_BARRIER> barriers;
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barriers.reserve(levelCount * layerCount);
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barriers.reserve(range.levelCount * range.layerCount);
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TransitionUsageAndGetResourceBarrier(commandContext, &barriers, newState, baseMipLevel,
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levelCount, baseArrayLayer, layerCount);
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TransitionUsageAndGetResourceBarrier(commandContext, &barriers, newState, range);
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if (barriers.size()) {
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commandContext->GetCommandList()->ResourceBarrier(barriers.size(), barriers.data());
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}
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@ -687,17 +678,14 @@ namespace dawn_native { namespace d3d12 {
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CommandRecordingContext* commandContext,
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std::vector<D3D12_RESOURCE_BARRIER>* barriers,
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D3D12_RESOURCE_STATES newState,
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uint32_t baseMipLevel,
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uint32_t levelCount,
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uint32_t baseArrayLayer,
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uint32_t layerCount) {
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const SubresourceRange& range) {
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HandleTransitionSpecialCases(commandContext);
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const Serial pendingCommandSerial = ToBackend(GetDevice())->GetPendingCommandSerial();
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for (uint32_t arrayLayer = 0; arrayLayer < layerCount; ++arrayLayer) {
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for (uint32_t mipLevel = 0; mipLevel < levelCount; ++mipLevel) {
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uint32_t index =
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GetSubresourceIndex(baseMipLevel + mipLevel, baseArrayLayer + arrayLayer);
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for (uint32_t arrayLayer = 0; arrayLayer < range.layerCount; ++arrayLayer) {
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for (uint32_t mipLevel = 0; mipLevel < range.levelCount; ++mipLevel) {
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uint32_t index = GetSubresourceIndex(range.baseMipLevel + mipLevel,
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range.baseArrayLayer + arrayLayer);
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TransitionSingleSubresource(barriers, newState, index, pendingCommandSerial);
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}
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@ -797,9 +785,7 @@ namespace dawn_native { namespace d3d12 {
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if (GetFormat().isRenderable) {
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if (GetFormat().HasDepthOrStencil()) {
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TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_DEPTH_WRITE,
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range.baseMipLevel, range.levelCount,
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range.baseArrayLayer, range.layerCount);
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TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_DEPTH_WRITE, range);
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D3D12_CLEAR_FLAGS clearFlags = {};
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@ -836,8 +822,7 @@ namespace dawn_native { namespace d3d12 {
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}
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} else {
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TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_RENDER_TARGET,
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range.baseMipLevel, range.levelCount,
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range.baseArrayLayer, range.layerCount);
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range);
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const float clearColorRGBA[4] = {fClearColor, fClearColor, fClearColor,
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fClearColor};
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@ -882,9 +867,7 @@ namespace dawn_native { namespace d3d12 {
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uploader->Allocate(bufferSize, device->GetPendingCommandSerial()));
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memset(uploadHandle.mappedBuffer, clearColor, bufferSize);
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TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_COPY_DEST,
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range.baseMipLevel, range.levelCount, range.baseArrayLayer,
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range.layerCount);
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TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_COPY_DEST, range);
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for (uint32_t level = range.baseMipLevel; level < range.baseMipLevel + range.levelCount;
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++level) {
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@ -63,16 +63,10 @@ namespace dawn_native { namespace d3d12 {
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const std::vector<wgpu::TextureUsage>& subresourceUsages);
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void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
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wgpu::TextureUsage usage,
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uint32_t baseMipLevel,
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uint32_t levelCount,
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uint32_t baseArrayLayer,
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uint32_t layerCount);
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const SubresourceRange& range);
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void TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
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D3D12_RESOURCE_STATES newState,
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uint32_t baseMipLevel,
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uint32_t levelCount,
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uint32_t baseArrayLayer,
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uint32_t layerCount);
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const SubresourceRange& range);
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void TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
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wgpu::TextureUsage usage);
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void TrackAllUsageAndTransitionNow(CommandRecordingContext* commandContext,
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@ -98,10 +92,7 @@ namespace dawn_native { namespace d3d12 {
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void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
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std::vector<D3D12_RESOURCE_BARRIER>* barrier,
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D3D12_RESOURCE_STATES newState,
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uint32_t baseMipLevel,
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uint32_t levelCount,
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uint32_t baseArrayLayer,
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uint32_t layerCount);
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const SubresourceRange& range);
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void TransitionSingleSubresource(std::vector<D3D12_RESOURCE_BARRIER>* barriers,
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D3D12_RESOURCE_STATES subresourceNewState,
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@ -460,9 +460,7 @@ namespace dawn_native { namespace vulkan {
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ToBackend(src.buffer)
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->TransitionUsageNow(recordingContext, wgpu::BufferUsage::CopySrc);
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ToBackend(dst.texture)
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->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopyDst,
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subresource.mipLevel, 1, subresource.baseArrayLayer,
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1);
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->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopyDst, range);
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VkBuffer srcBuffer = ToBackend(src.buffer)->GetHandle();
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VkImage dstImage = ToBackend(dst.texture)->GetHandle();
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@ -485,16 +483,13 @@ namespace dawn_native { namespace vulkan {
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ASSERT(src.texture->GetDimension() == wgpu::TextureDimension::e2D);
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ASSERT(copy->copySize.depth == 1);
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SubresourceRange range = SubresourceRange::SingleSubresource(
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subresource.mipLevel, subresource.baseArrayLayer);
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ToBackend(src.texture)
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->EnsureSubresourceContentInitialized(
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recordingContext,
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SubresourceRange::SingleSubresource(subresource.mipLevel,
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subresource.baseArrayLayer));
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->EnsureSubresourceContentInitialized(recordingContext, range);
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ToBackend(src.texture)
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->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopySrc,
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subresource.mipLevel, 1, subresource.baseArrayLayer,
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1);
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->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopySrc, range);
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ToBackend(dst.buffer)
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->TransitionUsageNow(recordingContext, wgpu::BufferUsage::CopyDst);
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@ -538,10 +533,10 @@ namespace dawn_native { namespace vulkan {
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ToBackend(src.texture)
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->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopySrc,
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src.mipLevel, 1, src.arrayLayer, copy->copySize.depth);
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srcRange);
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ToBackend(dst.texture)
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->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopyDst,
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dst.mipLevel, 1, dst.arrayLayer, copy->copySize.depth);
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dstRange);
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// In some situations we cannot do texture-to-texture copies with vkCmdCopyImage
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// because as Vulkan SPEC always validates image copies with the virtual size of
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@ -213,10 +213,7 @@ namespace dawn_native { namespace vulkan {
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const VkImage& image,
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wgpu::TextureUsage lastUsage,
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wgpu::TextureUsage usage,
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uint32_t baseMipLevel,
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uint32_t levelCount,
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uint32_t baseArrayLayer,
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uint32_t layerCount) {
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const SubresourceRange& range) {
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VkImageMemoryBarrier barrier;
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barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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barrier.pNext = nullptr;
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barrier.newLayout = VulkanImageLayout(usage, format);
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barrier.image = image;
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barrier.subresourceRange.aspectMask = VulkanAspectMask(format);
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barrier.subresourceRange.baseMipLevel = baseMipLevel;
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barrier.subresourceRange.levelCount = levelCount;
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barrier.subresourceRange.baseArrayLayer = baseArrayLayer;
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barrier.subresourceRange.layerCount = layerCount;
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barrier.subresourceRange.baseMipLevel = range.baseMipLevel;
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barrier.subresourceRange.levelCount = range.levelCount;
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barrier.subresourceRange.baseArrayLayer = range.baseArrayLayer;
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barrier.subresourceRange.layerCount = range.layerCount;
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barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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@ -682,9 +679,9 @@ namespace dawn_native { namespace vulkan {
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if (mExternalState == ExternalState::PendingAcquire) {
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if (barriers->size() == transitionBarrierStart) {
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barriers->push_back(BuildMemoryBarrier(GetFormat(), mHandle,
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wgpu::TextureUsage::None,
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wgpu::TextureUsage::None, 0, 1, 0, 1));
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barriers->push_back(BuildMemoryBarrier(
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GetFormat(), mHandle, wgpu::TextureUsage::None, wgpu::TextureUsage::None,
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SubresourceRange::SingleSubresource(0, 0)));
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}
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// Transfer texture from external queue to graphics queue
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@ -696,9 +693,9 @@ namespace dawn_native { namespace vulkan {
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mExternalState = ExternalState::Acquired;
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} else if (mExternalState == ExternalState::PendingRelease) {
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if (barriers->size() == transitionBarrierStart) {
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barriers->push_back(BuildMemoryBarrier(GetFormat(), mHandle,
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wgpu::TextureUsage::None,
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wgpu::TextureUsage::None, 0, 1, 0, 1));
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barriers->push_back(BuildMemoryBarrier(
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GetFormat(), mHandle, wgpu::TextureUsage::None, wgpu::TextureUsage::None,
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SubresourceRange::SingleSubresource(0, 0)));
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}
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// Transfer texture from graphics queue to external queue
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@ -727,7 +724,7 @@ namespace dawn_native { namespace vulkan {
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void Texture::TransitionFullUsage(CommandRecordingContext* recordingContext,
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wgpu::TextureUsage usage) {
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TransitionUsageNow(recordingContext, usage, 0, GetNumMipLevels(), 0, GetArrayLayers());
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TransitionUsageNow(recordingContext, usage, GetAllSubresources());
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}
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void Texture::TransitionUsageForPass(CommandRecordingContext* recordingContext,
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@ -756,8 +753,7 @@ namespace dawn_native { namespace vulkan {
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}
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imageBarriers->push_back(BuildMemoryBarrier(format, mHandle, mSubresourceLastUsages[0],
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textureUsages.usage, 0, GetNumMipLevels(),
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0, GetArrayLayers()));
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textureUsages.usage, GetAllSubresources()));
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allLastUsages = mSubresourceLastUsages[0];
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allUsages = textureUsages.usage;
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for (uint32_t i = 0; i < subresourceCount; ++i) {
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@ -779,7 +775,8 @@ namespace dawn_native { namespace vulkan {
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}
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imageBarriers->push_back(BuildMemoryBarrier(
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format, mHandle, mSubresourceLastUsages[index],
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textureUsages.subresourceUsages[index], mipLevel, 1, arrayLayer, 1));
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textureUsages.subresourceUsages[index],
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SubresourceRange::SingleSubresource(mipLevel, arrayLayer)));
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allLastUsages |= mSubresourceLastUsages[index];
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allUsages |= textureUsages.subresourceUsages[index];
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mSubresourceLastUsages[index] = textureUsages.subresourceUsages[index];
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@ -799,10 +796,7 @@ namespace dawn_native { namespace vulkan {
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void Texture::TransitionUsageNow(CommandRecordingContext* recordingContext,
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wgpu::TextureUsage usage,
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uint32_t baseMipLevel,
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uint32_t levelCount,
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uint32_t baseArrayLayer,
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uint32_t layerCount) {
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const SubresourceRange& range) {
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std::vector<VkImageMemoryBarrier> barriers;
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const Format& format = GetFormat();
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@ -816,29 +810,32 @@ namespace dawn_native { namespace vulkan {
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// are the same, then we can use one barrier to do state transition for all subresources.
|
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// Note that if the texture has only one mip level and one array slice, it will fall into
|
||||
// this category.
|
||||
bool isAllSubresourcesCovered = levelCount * layerCount == subresourceCount;
|
||||
bool isAllSubresourcesCovered = range.levelCount * range.layerCount == subresourceCount;
|
||||
if (mSameLastUsagesAcrossSubresources && isAllSubresourcesCovered) {
|
||||
ASSERT(baseMipLevel == 0 && baseArrayLayer == 0);
|
||||
ASSERT(range.baseMipLevel == 0 && range.baseArrayLayer == 0);
|
||||
if (CanReuseWithoutBarrier(mSubresourceLastUsages[0], usage)) {
|
||||
return;
|
||||
}
|
||||
barriers.push_back(BuildMemoryBarrier(format, mHandle, mSubresourceLastUsages[0], usage,
|
||||
0, levelCount, 0, layerCount));
|
||||
barriers.push_back(
|
||||
BuildMemoryBarrier(format, mHandle, mSubresourceLastUsages[0], usage, range));
|
||||
allLastUsages = mSubresourceLastUsages[0];
|
||||
for (uint32_t i = 0; i < subresourceCount; ++i) {
|
||||
mSubresourceLastUsages[i] = usage;
|
||||
}
|
||||
} else {
|
||||
for (uint32_t layer = baseArrayLayer; layer < baseArrayLayer + layerCount; ++layer) {
|
||||
for (uint32_t level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
|
||||
for (uint32_t layer = range.baseArrayLayer;
|
||||
layer < range.baseArrayLayer + range.layerCount; ++layer) {
|
||||
for (uint32_t level = range.baseMipLevel;
|
||||
level < range.baseMipLevel + range.levelCount; ++level) {
|
||||
uint32_t index = GetSubresourceIndex(level, layer);
|
||||
|
||||
if (CanReuseWithoutBarrier(mSubresourceLastUsages[index], usage)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
barriers.push_back(BuildMemoryBarrier(
|
||||
format, mHandle, mSubresourceLastUsages[index], usage, level, 1, layer, 1));
|
||||
barriers.push_back(
|
||||
BuildMemoryBarrier(format, mHandle, mSubresourceLastUsages[index], usage,
|
||||
SubresourceRange::SingleSubresource(level, layer)));
|
||||
allLastUsages |= mSubresourceLastUsages[index];
|
||||
mSubresourceLastUsages[index] = usage;
|
||||
}
|
||||
|
@ -866,8 +863,7 @@ namespace dawn_native { namespace vulkan {
|
|||
uint8_t clearColor = (clearValue == TextureBase::ClearValue::Zero) ? 0 : 1;
|
||||
float fClearColor = (clearValue == TextureBase::ClearValue::Zero) ? 0.f : 1.f;
|
||||
|
||||
TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopyDst, range.baseMipLevel,
|
||||
range.levelCount, range.baseArrayLayer, range.layerCount);
|
||||
TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopyDst, range);
|
||||
if (GetFormat().isRenderable) {
|
||||
VkImageSubresourceRange imageRange = {};
|
||||
imageRange.aspectMask = GetVkAspectMask();
|
||||
|
|
|
@ -69,10 +69,7 @@ namespace dawn_native { namespace vulkan {
|
|||
|
||||
void TransitionUsageNow(CommandRecordingContext* recordingContext,
|
||||
wgpu::TextureUsage usage,
|
||||
uint32_t baseMipLevel,
|
||||
uint32_t levelCount,
|
||||
uint32_t baseArrayLayer,
|
||||
uint32_t layerCount);
|
||||
const SubresourceRange& range);
|
||||
void TransitionUsageForPass(CommandRecordingContext* recordingContext,
|
||||
const PassTextureUsage& textureUsages,
|
||||
std::vector<VkImageMemoryBarrier>* imageBarriers,
|
||||
|
|
Loading…
Reference in New Issue