// Copyright 2019 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "dawn_native/Format.h" #include "dawn_native/Device.h" #include "dawn_native/EnumMaskIterator.h" #include "dawn_native/Extensions.h" #include "dawn_native/Texture.h" #include namespace dawn_native { // Format // TODO(dawn:527): Remove when unused. ComponentTypeBit ToComponentTypeBit(wgpu::TextureComponentType type) { switch (type) { case wgpu::TextureComponentType::Float: case wgpu::TextureComponentType::Sint: case wgpu::TextureComponentType::Uint: case wgpu::TextureComponentType::DepthComparison: // When the compiler complains that you need to add a case statement here, please // also add a corresponding static assert below! break; } // Check that ComponentTypeBit bits are in the same position / order as the respective // wgpu::TextureComponentType value. static_assert(ComponentTypeBit::Float == static_cast( 1 << static_cast(wgpu::TextureComponentType::Float)), ""); static_assert(ComponentTypeBit::Uint == static_cast( 1 << static_cast(wgpu::TextureComponentType::Uint)), ""); static_assert(ComponentTypeBit::Sint == static_cast( 1 << static_cast(wgpu::TextureComponentType::Sint)), ""); static_assert( ComponentTypeBit::DepthComparison == static_cast( 1 << static_cast(wgpu::TextureComponentType::DepthComparison)), ""); return static_cast(1 << static_cast(type)); } ComponentTypeBit SampleTypeToComponentTypeBit(wgpu::TextureSampleType sampleType) { switch (sampleType) { case wgpu::TextureSampleType::Float: case wgpu::TextureSampleType::UnfilterableFloat: return ComponentTypeBit::Float; case wgpu::TextureSampleType::Sint: return ComponentTypeBit::Sint; case wgpu::TextureSampleType::Uint: return ComponentTypeBit::Uint; case wgpu::TextureSampleType::Depth: return ComponentTypeBit::DepthComparison; case wgpu::TextureSampleType::Undefined: UNREACHABLE(); } // TODO(dawn:527): Ideally we can get this path to use that static_cast method as well. } bool Format::IsColor() const { return aspects == Aspect::Color; } bool Format::HasDepth() const { return (aspects & Aspect::Depth) != 0; } bool Format::HasStencil() const { return (aspects & Aspect::Stencil) != 0; } bool Format::HasDepthOrStencil() const { return (aspects & (Aspect::Depth | Aspect::Stencil)) != 0; } bool Format::IsMultiPlanar() const { return (aspects & (Aspect::Plane0 | Aspect::Plane1)) != 0; } const AspectInfo& Format::GetAspectInfo(wgpu::TextureAspect aspect) const { return GetAspectInfo(SelectFormatAspects(*this, aspect)); } const AspectInfo& Format::GetAspectInfo(Aspect aspect) const { ASSERT(HasOneBit(aspect)); ASSERT(aspects & aspect); const size_t aspectIndex = GetAspectIndex(aspect); ASSERT(aspectIndex < GetAspectCount(aspects)); return aspectInfo[aspectIndex]; } size_t Format::GetIndex() const { return ComputeFormatIndex(format); } // Implementation details of the format table of the DeviceBase // For the enum for formats are packed but this might change when we have a broader extension // mechanism for webgpu.h. Formats start at 1 because 0 is the undefined format. size_t ComputeFormatIndex(wgpu::TextureFormat format) { // This takes advantage of overflows to make the index of TextureFormat::Undefined outside // of the range of the FormatTable. static_assert(static_cast(wgpu::TextureFormat::Undefined) - 1 > kKnownFormatCount, ""); return static_cast(static_cast(format) - 1); } FormatTable BuildFormatTable(const DeviceBase* device) { FormatTable table; std::bitset formatsSet; using Type = wgpu::TextureComponentType; auto AddFormat = [&table, &formatsSet](Format format) { size_t index = ComputeFormatIndex(format.format); ASSERT(index < table.size()); // This checks that each format is set at most once, the first part of checking that all // formats are set exactly once. ASSERT(!formatsSet[index]); // Vulkan describes bytesPerRow in units of texels. If there's any format for which this // ASSERT isn't true, then additional validation on bytesPerRow must be added. const bool hasMultipleAspects = !HasOneBit(format.aspects); ASSERT(hasMultipleAspects || (kTextureBytesPerRowAlignment % format.aspectInfo[0].block.byteSize) == 0); table[index] = format; formatsSet.set(index); }; auto AddColorFormat = [&AddFormat](wgpu::TextureFormat format, bool renderable, bool supportsStorageUsage, uint32_t byteSize, Type type) { Format internalFormat; internalFormat.format = format; internalFormat.isRenderable = renderable; internalFormat.isCompressed = false; internalFormat.isSupported = true; internalFormat.supportsStorageUsage = supportsStorageUsage; internalFormat.aspects = Aspect::Color; AspectInfo* firstAspect = internalFormat.aspectInfo.data(); firstAspect->block.byteSize = byteSize; firstAspect->block.width = 1; firstAspect->block.height = 1; firstAspect->baseType = type; firstAspect->supportedComponentTypes = ToComponentTypeBit(type); firstAspect->format = format; AddFormat(internalFormat); }; auto AddDepthFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize) { Format internalFormat; internalFormat.format = format; internalFormat.isRenderable = true; internalFormat.isCompressed = false; internalFormat.isSupported = true; internalFormat.supportsStorageUsage = false; internalFormat.aspects = Aspect::Depth; AspectInfo* firstAspect = internalFormat.aspectInfo.data(); firstAspect->block.byteSize = byteSize; firstAspect->block.width = 1; firstAspect->block.height = 1; firstAspect->baseType = wgpu::TextureComponentType::Float; firstAspect->supportedComponentTypes = ComponentTypeBit::Float | ComponentTypeBit::DepthComparison; firstAspect->format = format; AddFormat(internalFormat); }; auto AddStencilFormat = [&AddFormat](wgpu::TextureFormat format) { Format internalFormat; internalFormat.format = format; internalFormat.isRenderable = true; internalFormat.isCompressed = false; internalFormat.isSupported = false; internalFormat.supportsStorageUsage = false; internalFormat.aspects = Aspect::Stencil; AspectInfo* firstAspect = internalFormat.aspectInfo.data(); firstAspect->block.byteSize = 1; firstAspect->block.width = 1; firstAspect->block.height = 1; firstAspect->baseType = wgpu::TextureComponentType::Uint; firstAspect->supportedComponentTypes = ComponentTypeBit::Uint; firstAspect->format = format; AddFormat(internalFormat); }; auto AddCompressedFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize, uint32_t width, uint32_t height, bool isSupported) { Format internalFormat; internalFormat.format = format; internalFormat.isRenderable = false; internalFormat.isCompressed = true; internalFormat.isSupported = isSupported; internalFormat.supportsStorageUsage = false; internalFormat.aspects = Aspect::Color; AspectInfo* firstAspect = internalFormat.aspectInfo.data(); firstAspect->block.byteSize = byteSize; firstAspect->block.width = width; firstAspect->block.height = height; firstAspect->baseType = wgpu::TextureComponentType::Float; firstAspect->supportedComponentTypes = ComponentTypeBit::Float; firstAspect->format = format; AddFormat(internalFormat); }; auto AddMultiAspectFormat = [&AddFormat, &table](wgpu::TextureFormat format, Aspect aspects, wgpu::TextureFormat firstFormat, wgpu::TextureFormat secondFormat, bool isRenderable, bool isSupported) { Format internalFormat; internalFormat.format = format; internalFormat.isRenderable = isRenderable; internalFormat.isCompressed = false; internalFormat.isSupported = isSupported; internalFormat.supportsStorageUsage = false; internalFormat.aspects = aspects; const size_t firstFormatIndex = ComputeFormatIndex(firstFormat); const size_t secondFormatIndex = ComputeFormatIndex(secondFormat); internalFormat.aspectInfo[0] = table[firstFormatIndex].aspectInfo[0]; internalFormat.aspectInfo[1] = table[secondFormatIndex].aspectInfo[0]; AddFormat(internalFormat); }; // clang-format off // 1 byte color formats AddColorFormat(wgpu::TextureFormat::R8Unorm, true, false, 1, Type::Float); AddColorFormat(wgpu::TextureFormat::R8Snorm, false, false, 1, Type::Float); AddColorFormat(wgpu::TextureFormat::R8Uint, true, false, 1, Type::Uint); AddColorFormat(wgpu::TextureFormat::R8Sint, true, false, 1, Type::Sint); // 2 bytes color formats AddColorFormat(wgpu::TextureFormat::R16Uint, true, false, 2, Type::Uint); AddColorFormat(wgpu::TextureFormat::R16Sint, true, false, 2, Type::Sint); AddColorFormat(wgpu::TextureFormat::R16Float, true, false, 2, Type::Float); AddColorFormat(wgpu::TextureFormat::RG8Unorm, true, false, 2, Type::Float); AddColorFormat(wgpu::TextureFormat::RG8Snorm, false, false, 2, Type::Float); AddColorFormat(wgpu::TextureFormat::RG8Uint, true, false, 2, Type::Uint); AddColorFormat(wgpu::TextureFormat::RG8Sint, true, false, 2, Type::Sint); // 4 bytes color formats AddColorFormat(wgpu::TextureFormat::R32Uint, true, true, 4, Type::Uint); AddColorFormat(wgpu::TextureFormat::R32Sint, true, true, 4, Type::Sint); AddColorFormat(wgpu::TextureFormat::R32Float, true, true, 4, Type::Float); AddColorFormat(wgpu::TextureFormat::RG16Uint, true, false, 4, Type::Uint); AddColorFormat(wgpu::TextureFormat::RG16Sint, true, false, 4, Type::Sint); AddColorFormat(wgpu::TextureFormat::RG16Float, true, false, 4, Type::Float); AddColorFormat(wgpu::TextureFormat::RGBA8Unorm, true, true, 4, Type::Float); AddColorFormat(wgpu::TextureFormat::RGBA8UnormSrgb, true, false, 4, Type::Float); AddColorFormat(wgpu::TextureFormat::RGBA8Snorm, false, true, 4, Type::Float); AddColorFormat(wgpu::TextureFormat::RGBA8Uint, true, true, 4, Type::Uint); AddColorFormat(wgpu::TextureFormat::RGBA8Sint, true, true, 4, Type::Sint); AddColorFormat(wgpu::TextureFormat::BGRA8Unorm, true, false, 4, Type::Float); AddColorFormat(wgpu::TextureFormat::BGRA8UnormSrgb, true, false, 4, Type::Float); AddColorFormat(wgpu::TextureFormat::RGB10A2Unorm, true, false, 4, Type::Float); AddColorFormat(wgpu::TextureFormat::RG11B10Ufloat, false, false, 4, Type::Float); AddColorFormat(wgpu::TextureFormat::RGB9E5Ufloat, false, false, 4, Type::Float); // 8 bytes color formats AddColorFormat(wgpu::TextureFormat::RG32Uint, true, true, 8, Type::Uint); AddColorFormat(wgpu::TextureFormat::RG32Sint, true, true, 8, Type::Sint); AddColorFormat(wgpu::TextureFormat::RG32Float, true, true, 8, Type::Float); AddColorFormat(wgpu::TextureFormat::RGBA16Uint, true, true, 8, Type::Uint); AddColorFormat(wgpu::TextureFormat::RGBA16Sint, true, true, 8, Type::Sint); AddColorFormat(wgpu::TextureFormat::RGBA16Float, true, true, 8, Type::Float); // 16 bytes color formats AddColorFormat(wgpu::TextureFormat::RGBA32Uint, true, true, 16, Type::Uint); AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, 16, Type::Sint); AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, 16, Type::Float); // Depth-stencil formats AddDepthFormat(wgpu::TextureFormat::Depth32Float, 4); AddDepthFormat(wgpu::TextureFormat::Depth24Plus, 4); // TODO(dawn:666): Implement the stencil8 format AddStencilFormat(wgpu::TextureFormat::Stencil8); // TODO(cwallez@chromium.org): It isn't clear if this format should be copyable // because its size isn't well defined, is it 4, 5 or 8? AddMultiAspectFormat(wgpu::TextureFormat::Depth24PlusStencil8, Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth24Plus, wgpu::TextureFormat::Stencil8, true, true); // BC compressed formats bool isBCFormatSupported = device->IsExtensionEnabled(Extension::TextureCompressionBC); AddCompressedFormat(wgpu::TextureFormat::BC1RGBAUnorm, 8, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC1RGBAUnormSrgb, 8, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC4RSnorm, 8, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC4RUnorm, 8, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC2RGBAUnorm, 16, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC2RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC3RGBAUnorm, 16, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC3RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC5RGSnorm, 16, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC5RGUnorm, 16, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC6HRGBFloat, 16, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC6HRGBUfloat, 16, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC7RGBAUnorm, 16, 4, 4, isBCFormatSupported); AddCompressedFormat(wgpu::TextureFormat::BC7RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported); // multi-planar formats const bool isMultiPlanarFormatSupported = device->IsExtensionEnabled(Extension::MultiPlanarFormats); AddMultiAspectFormat(wgpu::TextureFormat::R8BG8Biplanar420Unorm, Aspect::Plane0 | Aspect::Plane1, wgpu::TextureFormat::R8Unorm, wgpu::TextureFormat::RG8Unorm, false, isMultiPlanarFormatSupported); // clang-format on // This checks that each format is set at least once, the second part of checking that all // formats are checked exactly once. ASSERT(formatsSet.all()); return table; } } // namespace dawn_native