Labels GPU allocations by Dawn resource type so we
can debug GPU memory consumption given traces or
full memory dumps.
BUG=dawn:967
Change-Id: I7eb19b4f2f9dd4c55c9039d39ffec9f09461556f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/60620
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
This chained struct can be used for internally adding usages to
Dawn textures. It will affect how the texture is allocated, but
not affect frontend validation.
One use case for this is so that Chromium can use an internal
copyTextureToTexture command to implement copies from a WebGPU
texture-backed canvas to other Web platform primitives when the
swapchain texture was not explicitly created with CopySrc usage
in Javascript.
Usage:
wgpu::DawnTextureInternalUsageDescriptor internalDesc = {};
internalDesc.internalUsage = wgpu::TextureUsage::CopySrc;
wgpu::TextureDescriptor desc = {};
// set properties of desc.
desc.nextInChain = &internalDesc;
device.createTexture(&desc);
Fixed: dawn:1027
Change-Id: Id4d08b5588d4960d150d559aa11502c69f40a674
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/58140
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
When we clear an uninitialized 3D texture, we should clear all depth
slices for each mip level. The current implementation only clears one
slice (the first slice) for each mip level. This change fixes this
bug. Dawn end2end tests of NonzeroTextureCreationTests can pass with
this fix. These tests fail on D3D12 without the fix.
This change also renames arguments for GetRTVDescriptor() for 3D
texture: change baseArrayLayer/layerCount to baseSlice/sliceCount.
Bug: dawn:547
Change-Id: Ic56f28e9e6430058c31aaa2bb21f4e42f7b7621c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/57840
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
The main part of this change is to add a few end2end tests, with
some renaming stuff like arrayLayerCount to sliceCount in order to
include both 2DArray and 3D textures.
The implementation is quite simple: just set UAV descriptor on D3D12.
The new tests can pass on Vulkan and Metal, which indicates the
implementation has been done on them.
The new tests fail on OpenGL and OpenGLES. I will take a look and
submit separate patch for GL and GLES.
Bug: dawn:547
Change-Id: Ic03eab6b06654c48341c935f64f4885be544985c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/57160
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
This change implements 3D texture sampling with an en2end test.
It turns out that the implementation has already been done. The
test can pass with minor changes.
Bug: dawn:547
Change-Id: I5dfe1a446de3287392e39cb4dd58143e115b02cd
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/56000
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Metal needs RenderTarget usage to be added to the texture
allocation so the clear can be done using a render pass.
Already working for GL which does not have usage flags on
creation.
Also working on Vulkan which does not need a render pass.
We use vkCmdClearColorImage.
D3D12 also needs a render pass to clear multisampled textures,
but it already requires multisampled
textures to be created with RenderTarget flags.
To test the behavior, NonzeroTextureCreation tests are
expanded, and the ExpectSampledDepthData helper is factored
into a more general ExpectSampledFloatData helper.
Fixes: dawn:794
Change-Id: If0f9f26f3c58b4292c85265aa7ff330e9931ddae
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/55604
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This allows the client to specify a different release key for the keyed
mutex than the default of acquire key + 1. If the release key is the
sentinel value of UINT64_MAX, it's set to acquire key + 1. Once Chromium
transitions to always specifying the release key, it will be made a
required parameter and the default behavior will be removed.
Bug: chromium:1213977
Change-Id: I327f7157bb7ff23cf216e43043568ce7c6f38a60
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/53880
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
In every copy region, its bufferSize.height minus rowsPerImage
can be texture format's blockInfo.height (it is 1 for uncompressed
formats) at most, and it appears only if bytesPerRow is 256 and
copySize on height is a full copy.
This change will benefit 3D texture copy splitter via removing
unwanted empty rows issues. Because empty rows in 3D copy splitter
may lead to recompute/modify copy regions and there might be new
copy regions added.
The removed empty row situations are:
1) Partial copy on height: copySize.height < rowsPerImage *
blockInfo.height
2) bytesPerRow is greater than 512. For example, if bytesPerRow
is 512 and data in one row straddles two rows and there is no
empty row at the first part. The second part will have a fake
empty row if we don't recompute its alignedOffset.
3) There are two empty rows in a copy region. For example:
if data in one row straddles two rows and there is an empty row
in the first copy region. Then there will be two empty rows in
the copy region of the second part if we don't recompute the
alignedOffset.
This change also fixes an issue found by Corentin that copy related
argument "rowsPerImage" should not take effect when we are copying
one single depth or array slice.
Bug: dawn:547
Change-Id: I603291d559de1d05e420e5ed1f4cabf53de5a93f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/52680
Reviewed-by: Corentin Wallez <cwallez@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This change mainly is a preparation for 3D texture copy splitter,
which will be based on 2D texture copy splitter and then revise
or recompute incorrect copy regions if needed.
The change itself mainly rename some variables and comments and
distiguish 3D texture copies from 2D (array) texture copies. For
example, term slice is changed to layer if it only refers to layer
slices in 2D textures and it is not shared by depth slices in 3D
textures.
Bug: dawn:547
Change-Id: I6f84134a4fbcb90708901a1059b60e78e1a25ca5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/51900
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Also fix and enable testing for texture initialization on OpenGLES.
This CL also factors code so that opengl::Texture::ClearTexture can
use the DoTexSubImage helper.
Note: Clearing of compressed textures on GL still unimplemented.
Bug: dawn:780
Change-Id: I5c1268ee570f2d4347d365465700dd416fbf5619
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/50121
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
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>
This change is a preparation for making the compute pass track the
synchronization scope usages per dispatch instead of for the whole pass.
- Split the tracking of render and compute passes usages.
- Rename PassTextureUsage to TextureSubresourceUsage since is it not
per-pass
- Add SyncScopeResourceUsage as a subclass of PassResourceUsage to
start modifying some of the code to work with synchronization scopes
(even if syncscope == pass at the moment).
There are no functional changes.
Bug: dawn:632
Change-Id: Ieeb6d70a44dc1c726f26989eebcd87e63e732785
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/49883
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This is the first patch to implement 3D texture copy. It starts with
implementation for 3D texture copy on D3D12 backend with the simplest
case: copy to the entire 3D texture. And texture's width is aligned
with 256 bytes.
The implementation for 3d texture copy might be inaccurate/incorrect
in some functions for complicated cases. But don't panic. The previous
implementation is also incorrect because many functions assumes that
we are copying to/from 2D textures only. And I will incrementally fix
the incorrect functions via upcoming tests for 3d texture copy.
BUG: dawn:547
Change-Id: I588b09fc8d0f0398e0798573415ba3a6a3f576fc
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/45980
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This is in preparation for a change that will change all the
CreateFooInternal to be CreateFoo so they can be called in a
reentrant manner without special refcounting.
This also standardizes all the backends (except OpenGL and Null)
to use Object::Create that returns a Ref<T> or ResultOrError<Ref<T>>,
something we wanted to do for a long time.
Bug: dawn:723
Change-Id: I9e0baced333ffeb0affbc6a276c9bd9de082263a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/46440
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Still leave deprecated `depth` functional as there are some references in
other clients. Using `depth` and `depthOrArrayLayers` at the same time is
invalid. Add DeprecatedAPITests.
Bug: chromium:1176969
Change-Id: Ia06645e4f3c17588323dd36b11f9f3988b2e3aba
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44640
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Calling Texture::DestroyImpl will cause a crash when passing a
nullptr D3D12 resource to the Present method of
ID3D12SharingContract.
Protect against crashes by checking whether the allocation we're
destroying is valid before proceeding.
Change-Id: Ifb68c1f85383db5027006cf435f43c84d1a463d9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/42580
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
This patch uses RecordCopyBufferToTextureFromTextureCopySplit() to
record the D3D12 commands in Texture::ClearTexture() so that we can
remove some redundant code in that function.
BUG=dawn:145, dawn:693
Change-Id: Ifd0ba319c335fdf13e60bf748163451d71dad962
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/42760
Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This change allows multiple Dawn textures to be created from the same
D3D11 resource. This avoids re-opening the shared handle by caching the
D3D12 resource outside of the Dawn texture.
Re-opening the handle costs 5-10% of CPU cycles per frame, which far
exceeded syncronization costs.
In a future change, WrapSharedHandle will be depreciated.
BUG=dawn:625
Change-Id: If0d2dc9b7445ec3ae718bc5305164db88057c4ea
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/42140
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Removes special casing depth-stencil or multi-planar formats.
Like depth-stencil, NV12 views can be created but not sampled.
BUG=dawn:551
Change-Id: I3cd43d079253f4ee45660d0efd2723e1650f88d3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/41342
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Adds support for NV12 texture format and per plane view aspects.
Only allows planar sampling of imported DX11 textures. See usage
tests for examples and formats.h for rules.
Bug: dawn:551
Change-Id: I44b89d2c07bb9969638e77ce7c756ef367167f0c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38781
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
This change also adds a very simple end2end test to verify that
we can create 3D textures and views. But we can't do anything
with them (like copy, sampling, rendering, etc) currently.
I will implement 3d textures and views creation on other backend
in one patch if the simple end2end test is OK.
Bug: dawn:547
Change-Id: I1662458de563cc4b47040a8bc3e94d7a8e0109e5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/39843
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
The global resource usage was used for two things:
- Validating that the texture had the required usage, but this was
removed in a previous commit in favor of checking the texture's usage at
the encoding entrypoint.
- Skipping laz-clearing of the texture if it was used as
RenderAttachment. This was incorrect and would skip clearing of all of
the texture's subresource as long as one of them was used as
RenderAttachment.
This commit make PassTextureUsage exactly a
SubresourceStorage<TextureUsage> and fixes the logic for skipping
the clearing or RenderAttachment. It also adds a regression test for the
lazy clearing fix.
Bug: dawn:635
Change-Id: I5d984febb3e5a5f9ae15b632cac68e294555c4e6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38382
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
Using this container is a small performance regression in the simple
cases where all subresources are the same, or when the texture has few
subrsources. However it give better performance in the hard subresource
tracking cases of textures with many subresources.
Using SubresourceStorage also makes it easier to work with compressed
storage since the compression is mostly transparent. It reduces code
duplication and prevent bugs from appearing when a developer would
forget to handle compression.
This fixes a state tracking issue in ValidatePassResourceUsage where the
function didn't correctly handle the case where the PassResourceUsage
was compressed.
Also removes the unused vulkan::Texture::TransitionFullUsage.
Also makes SubresourceStorage<T> only require operator== on T and not
operator !=.
Also fixes the texture format's aspect being used to create pipeline
barriers instead of the range's aspects.
Bug: dawn:441
Change-Id: I234b8191f39a09b541c1c63a60cccd6cee970550
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/37706
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
One of the helper methods to compute texture barriers didn't handle the
kReadOnlyStorage usage, which made barriers issued too small.
Issue was caught by running
StorageTextureZeroInitTests.ReadonlyStorageTextureClearsToZeroInRenderPass
with the Vulkan barrier validation enabled.
Also renames kReadonlyStorageTexture to kReadOnlyStorageTexture for
consistency.
Bug: dawn:635
Change-Id: I6e6027c380672dcdaea789c811665536b446003e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38101
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
This helper function makes the code easier to read because the name
encodes the semantic of the operation compared to the bit-twiddling that
it replaces.
Bug: None
Change-Id: Iab587e04a91cf60acf8920de1f20bb55f3ea3816
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31668
Reviewed-by: Stephen White <senorblanco@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This CL adds sampling of depth-only and stencil-only texture
views on all backends. However, Metal on macOS <= 10.11 will
need a workaround to use separate depth/stencil textures for
each aspect since it is impossible to sample the stencil
aspect of a combined depth/stencil texture.
Also fixes sampling of depth24plus on D3D12 which had an
incomplete check for determining if a TYPELESS format is
necessary.
Bug: dawn:439, dawn:553
Change-Id: Id4991c565f822add200054296714e2dcd330119a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/30725
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
In follow up CLs additional will be added to the AspectInfo, like the
supported component types.
Also simplify the logic for GetTexelInfo since all aspects are the first
aspects, except stencil which is always stencil8.
Bug: dawn:517
Change-Id: Iebbcb8a7f8fa2c4b7b06f65d6e4e8917c0a85366
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/30100
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This will prevent mixing it up with other serial types in the future.
Bug: dawn:442
Change-Id: I74e964708acc62eb0f33127cc48f1b9a7b171d11
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28923
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
This will prevent mixing it up with other serial types in the future.
Bug: dawn:442
Change-Id: Ia1ec00572fa268e48349f7d9e39234ec8f5d3953
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28961
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
A lot of our switches over enum values use the following pattern:
default:
UNREACHABLE();
return foo;
This is problematic because when adding a new value to one of the WebGPU
enums, there is no compilation error for switches that are missing it.
Currently we're supposed to write code and tests and fix UNREACHABLEs when
we see them.
Instead we should strive to have most switches on enums to be complete
and explicitily tag unreachable values as UNREACHABLE. Some switches
might still want to use default: UNREACHABLE() if only a couple values
need to be handled out of very many.
In this CL we go through all the UNRAECHABLEs and change them if need
be. Also an ErrorQueue class is added to avoid having
QueueBase::SubmitImpl just be UNREACHABLE (and force overriding
instead).
Bug: dawn:527
Change-Id: I33dfb4703104912cc5f001f9faf907a61324de68
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28501
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Returning the layouts from an export operation and then using
them in a subsequent import operation allows the import to preserve
the texture contents.
This fixes Vukan image wrapping on some AMD/NVIDIA devices.
Bug: dawn:200
Change-Id: Icbb6e759856d410bb69724b9f439bc3088756d19
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28380
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch combines all the resource barriers added before each
dispatch() into one call to reduce the number of ResourceBarrier() call
in the D3D12 command list.
BUG=dawn:522
Change-Id: I31d1520925e79f6a4ef8168a3713466866b2108c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28100
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
When using a dynamic uploader we didn't align the offset
that the allocated memory might have already had.
That fixes WriteTexture, WriteBuffer, ClearTexture and
on D3D12 ClearBuffer.
Bug: dawn:512
Change-Id: I64c7511ad6b0d3d6a28a494e1324a10ad4d38091
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/27020
Commit-Queue: Tomek Ponitka <tommek@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Also update RG11B10Float to be name RG11B10Ufloat
Bug: dawn:22
Change-Id: I0ea76dc25c37ebaeb4c2c2c2a119d00940acc145
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/25760
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Previously, lazy clearing always added DEPTH_STENCIL or RENDER_TARGET to
textures because we cleared using ClearDepthStencilView or
ClearRenderTargetView. Now, we're able to clear using copies.
This also allows textures to actually use the small resource heap
placement optimization. Doing so generates debug layer warnings when the
small alignment is first tried but rejected. This CL silences those
warnings.
Bug: dawn:145
Change-Id: Id385846536b337cddcfdadc5739561c7adc30c8c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/26840
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Heap usage tracking for textures in a pass was mistakenly removed when
texture subresource transitions was implemented. This must be re-added
for residency management to work (and not crash the application).
Bug: dawn:193
Change-Id: Ie5e9622f88a70d153232d5d72bb11846f4164e87
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/26461
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
This enables depth-stencil textures to track per aspect state
independently. It lifts the restriction that depth and stencil
store ops must be the same as they now have independent clear
states. It will also enable correct barriers on Vulkan and D3D12.
Bug: dawn:439
Change-Id: I8a73187df57a1d7eee6790cb4395bdecf42b63aa
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/26127
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Commit-Queue: Austin Eng <enga@chromium.org>
This patch optimizes the implementation of buffer-to-texture and
texture-to-buffer computations on D3D12 backends by computing
TextureCopySplits once for all the 2D texture array layers in the
copy instead of computing it once per layer. You can see the
comments in the function D3D12::ComputeTextureCopySplits() for more
details.
BUG=dawn:453
TEST=dawn_end2end_tests
Change-Id: I1b66d24d2418147957fbe03e2c25144bd043a62e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24643
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This CL adds support for multisampled sampling on the D3D12 backend.
This was already working on other backends. It also adds tests that all
of the sample locations are correct.
Bug: dawn:431
Change-Id: I6849e5e2d708ad4824e6db2665d668d43a4ef5ea
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23245
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>