Implement 3D Texture copy for partial depth slices on D3D12

Note that a slice somehow means a subresource on D3D12. There
are mip slice, array slice, and plane/aspect slice in D3D12.
We reuse the term "slice" for multiple depth of a 3D texture,
although one single depth slice of multiple depth slices is
not a separate subresource of a 3D texture (all these depth
slices for one mip are a separte subresource in 3D texture).

For the reason above, this change also renames "slice" to
"layer" in some functions if "slice" is a layer in that
function. Because a layer is definitely a subresource but a
slice may not be (like a single depth slice of a 3D texture).

Bug: dawn:547
Change-Id: I88b8120ef7f73bfc261fc225f4242924da221654
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/49240
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:
Yunchao He 2021-04-27 20:22:17 +00:00 committed by Commit Bot service account
parent 74326fe2c8
commit ef6a482fb2
4 changed files with 63 additions and 23 deletions

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@ -842,17 +842,17 @@ namespace dawn_native { namespace d3d12 {
copy->copySize.width, copy->copySize.height, 1u};
for (Aspect aspect : IterateEnumMask(srcRange.aspects)) {
for (uint32_t slice = 0; slice < copy->copySize.depthOrArrayLayers;
++slice) {
for (uint32_t layer = 0; layer < copy->copySize.depthOrArrayLayers;
++layer) {
D3D12_TEXTURE_COPY_LOCATION srcLocation =
ComputeTextureCopyLocationForTexture(
source, copy->source.mipLevel,
copy->source.origin.z + slice, aspect);
copy->source.origin.z + layer, aspect);
D3D12_TEXTURE_COPY_LOCATION dstLocation =
ComputeTextureCopyLocationForTexture(
destination, copy->destination.mipLevel,
copy->destination.origin.z + slice, aspect);
copy->destination.origin.z + layer, aspect);
Origin3D sourceOriginInSubresource = copy->source.origin;
sourceOriginInSubresource.z = 0;

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@ -68,12 +68,12 @@ namespace dawn_native { namespace d3d12 {
D3D12_TEXTURE_COPY_LOCATION ComputeTextureCopyLocationForTexture(const Texture* texture,
uint32_t level,
uint32_t slice,
uint32_t layer,
Aspect aspect) {
D3D12_TEXTURE_COPY_LOCATION copyLocation;
copyLocation.pResource = texture->GetD3D12Resource();
copyLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
copyLocation.SubresourceIndex = texture->GetSubresourceIndex(level, slice, aspect);
copyLocation.SubresourceIndex = texture->GetSubresourceIndex(level, layer, aspect);
return copyLocation;
}
@ -149,11 +149,11 @@ namespace dawn_native { namespace d3d12 {
uint64_t bufferBytesPerRow,
Texture* texture,
uint32_t textureMiplevel,
uint32_t textureSlice,
uint32_t textureLayer,
Aspect aspect) {
ASSERT(HasOneBit(aspect));
const D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(texture, textureMiplevel, textureSlice, aspect);
ComputeTextureCopyLocationForTexture(texture, textureMiplevel, textureLayer, aspect);
const uint64_t offsetBytes = baseCopySplit.offset + baseOffset;
@ -201,12 +201,12 @@ namespace dawn_native { namespace d3d12 {
std::array<uint64_t, TextureCopySplits::kMaxTextureCopySplits> bufferOffsetsForNextSlice = {
{0u, 0u}};
for (uint32_t copySlice = 0; copySlice < copySize.depthOrArrayLayers; ++copySlice) {
const uint32_t splitIndex = copySlice % copySplits.copies2D.size();
for (uint32_t copyLayer = 0; copyLayer < copySize.depthOrArrayLayers; ++copyLayer) {
const uint32_t splitIndex = copyLayer % copySplits.copies2D.size();
const Texture2DCopySplit& copySplitPerLayerBase = copySplits.copies2D[splitIndex];
const uint64_t bufferOffsetForNextSlice = bufferOffsetsForNextSlice[splitIndex];
const uint32_t copyTextureLayer = copySlice + textureCopy.origin.z;
const uint32_t copyTextureLayer = copyLayer + textureCopy.origin.z;
RecordCopyBufferToTextureFromTextureCopySplit(
commandContext->GetCommandList(), copySplitPerLayerBase, bufferResource,
@ -234,7 +234,7 @@ namespace dawn_native { namespace d3d12 {
RecordCopyBufferToTextureFromTextureCopySplit(
commandContext->GetCommandList(), copySplits.copies2D[0], bufferResource, 0,
bytesPerRow, texture, textureCopy.mipLevel, textureCopy.origin.z, aspect);
bytesPerRow, texture, textureCopy.mipLevel, 0, aspect);
}
void RecordCopyBufferToTexture(CommandRecordingContext* commandContext,
@ -267,10 +267,10 @@ namespace dawn_native { namespace d3d12 {
uint64_t bufferBytesPerRow,
Texture* texture,
uint32_t textureMiplevel,
uint32_t textureSlice,
uint32_t textureLayer,
Aspect aspect) {
const D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(texture, textureMiplevel, textureSlice, aspect);
ComputeTextureCopyLocationForTexture(texture, textureMiplevel, textureLayer, aspect);
const uint64_t offset = baseCopySplit.offset + baseOffset;
@ -318,12 +318,12 @@ namespace dawn_native { namespace d3d12 {
// that uses copySplits.copies2D[1].
std::array<uint64_t, TextureCopySplits::kMaxTextureCopySplits> bufferOffsetsForNextSlice = {
{0u, 0u}};
for (uint32_t copySlice = 0; copySlice < copySize.depthOrArrayLayers; ++copySlice) {
const uint32_t splitIndex = copySlice % copySplits.copies2D.size();
for (uint32_t copyLayer = 0; copyLayer < copySize.depthOrArrayLayers; ++copyLayer) {
const uint32_t splitIndex = copyLayer % copySplits.copies2D.size();
const Texture2DCopySplit& copySplitPerLayerBase = copySplits.copies2D[splitIndex];
const uint64_t bufferOffsetForNextSlice = bufferOffsetsForNextSlice[splitIndex];
const uint32_t copyTextureLayer = copySlice + textureCopy.origin.z;
const uint32_t copyTextureLayer = copyLayer + textureCopy.origin.z;
RecordCopyTextureToBufferFromTextureCopySplit(
commandList, copySplitPerLayerBase, buffer, bufferOffsetForNextSlice,
@ -349,9 +349,9 @@ namespace dawn_native { namespace d3d12 {
ComputeTextureCopySplits(textureCopy.origin, copySize, blockInfo, bufferCopy.offset,
bufferCopy.bytesPerRow, bufferCopy.rowsPerImage, true);
RecordCopyTextureToBufferFromTextureCopySplit(
commandList, copySplits.copies2D[0], buffer, 0, bufferCopy.bytesPerRow, texture,
textureCopy.mipLevel, textureCopy.origin.z, textureCopy.aspect);
RecordCopyTextureToBufferFromTextureCopySplit(commandList, copySplits.copies2D[0], buffer,
0, bufferCopy.bytesPerRow, texture,
textureCopy.mipLevel, 0, textureCopy.aspect);
}
void RecordCopyTextureToBuffer(ID3D12GraphicsCommandList* commandList,

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@ -30,7 +30,7 @@ namespace dawn_native { namespace d3d12 {
D3D12_TEXTURE_COPY_LOCATION ComputeTextureCopyLocationForTexture(const Texture* texture,
uint32_t level,
uint32_t slice,
uint32_t layer,
Aspect aspect);
D3D12_TEXTURE_COPY_LOCATION ComputeBufferLocationForCopyTextureRegion(
@ -51,7 +51,7 @@ namespace dawn_native { namespace d3d12 {
uint64_t bufferBytesPerRow,
Texture* texture,
uint32_t textureMiplevel,
uint32_t textureSlice,
uint32_t textureLayer,
Aspect aspect);
void RecordCopyBufferToTexture(CommandRecordingContext* commandContext,
@ -71,7 +71,7 @@ namespace dawn_native { namespace d3d12 {
uint64_t bufferBytesPerRow,
Texture* texture,
uint32_t textureMiplevel,
uint32_t textureSlice,
uint32_t textureLayer,
Aspect aspect);
void RecordCopyTextureToBuffer(ID3D12GraphicsCommandList* commandList,

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@ -962,6 +962,26 @@ TEST_P(CopyTests_T2B, Texture3DFull) {
wgpu::TextureDimension::e3D);
}
// Test that copying a range of texture 3D depths in one texture-to-buffer-copy works.
TEST_P(CopyTests_T2B, Texture3DSubRegion) {
// TODO(yunchao.he@intel.com): implement 3D texture copy on Vulkan, Metal, OpenGL and OpenGLES
// backend.
DAWN_SKIP_TEST_IF(IsVulkan() || IsMetal() || IsOpenGL() || IsOpenGLES());
constexpr uint32_t kWidth = 256;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kDepth = 6u;
constexpr uint32_t kBaseDepth = 2u;
constexpr uint32_t kCopyDepth = 3u;
TextureSpec textureSpec;
textureSpec.copyOrigin = {0, 0, kBaseDepth};
textureSpec.textureSize = {kWidth, kHeight, kDepth};
DoTest(textureSpec, MinimumBufferSpec(kWidth, kHeight, kCopyDepth),
{kWidth, kHeight, kCopyDepth}, wgpu::TextureDimension::e3D);
}
// TODO(yunchao.he@intel.com): add T2B tests for 3D textures, like RowPitch,
// RowsPerImage, buffer offset, partial depth range, non-zero level, etc.
@ -1419,6 +1439,26 @@ TEST_P(CopyTests_B2T, Texture3DFull) {
wgpu::TextureDimension::e3D);
}
// Test that copying a range of texture 3D Depths in one texture-to-buffer-copy works.
TEST_P(CopyTests_B2T, Texture3DSubRegion) {
// TODO(yunchao.he@intel.com): implement 3D texture copy on Vulkan, Metal, OpenGL and OpenGLES
// backend.
DAWN_SKIP_TEST_IF(IsVulkan() || IsMetal() || IsOpenGL() || IsOpenGLES());
constexpr uint32_t kWidth = 256;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kDepth = 6u;
constexpr uint32_t kBaseDepth = 2u;
constexpr uint32_t kCopyDepth = 3u;
TextureSpec textureSpec;
textureSpec.copyOrigin = {0, 0, kBaseDepth};
textureSpec.textureSize = {kWidth, kHeight, kDepth};
DoTest(textureSpec, MinimumBufferSpec(kWidth, kHeight, kCopyDepth),
{kWidth, kHeight, kCopyDepth}, wgpu::TextureDimension::e3D);
}
// TODO(yunchao.he@intel.com): add more tests like RowPitch, RowsPerImage, buffer offset, partial
// depth range, non-zero level, etc.