// 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/Extensions.h" #include namespace dawn_native { // Format // static Format::Type Format::TextureComponentTypeToFormatType( wgpu::TextureComponentType componentType) { switch (componentType) { case wgpu::TextureComponentType::Float: case wgpu::TextureComponentType::Sint: case wgpu::TextureComponentType::Uint: break; default: UNREACHABLE(); } // Check that Type correctly mirrors TextureComponentType except for "Other". static_assert(static_cast(wgpu::TextureComponentType::Float) == Type::Float, ""); static_assert(static_cast(wgpu::TextureComponentType::Sint) == Type::Sint, ""); static_assert(static_cast(wgpu::TextureComponentType::Uint) == Type::Uint, ""); return static_cast(componentType); } // static wgpu::TextureComponentType Format::FormatTypeToTextureComponentType(Type type) { switch (type) { case Type::Float: case Type::Sint: case Type::Uint: break; default: UNREACHABLE(); } // Check that Type correctly mirrors TextureComponentType except for "Other". static_assert(static_cast(wgpu::TextureComponentType::Float) == Type::Float, ""); static_assert(static_cast(wgpu::TextureComponentType::Sint) == Type::Sint, ""); static_assert(static_cast(wgpu::TextureComponentType::Uint) == Type::Uint, ""); return static_cast(type); } bool Format::IsColor() const { return aspect == Aspect::Color; } bool Format::HasDepth() const { return aspect == Depth || aspect == DepthStencil; } bool Format::HasStencil() const { return aspect == Stencil || aspect == DepthStencil; } bool Format::HasDepthOrStencil() const { return aspect != Color; } bool Format::HasComponentType(Type componentType) const { return componentType == type; } 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 = Format::Type; using Aspect = Format::Aspect; 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]); 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.aspect = Aspect::Color; internalFormat.type = type; internalFormat.blockByteSize = byteSize; internalFormat.blockWidth = 1; internalFormat.blockHeight = 1; AddFormat(internalFormat); }; auto AddDepthStencilFormat = [&AddFormat](wgpu::TextureFormat format, Format::Aspect aspect, uint32_t byteSize) { Format internalFormat; internalFormat.format = format; internalFormat.isRenderable = true; internalFormat.isCompressed = false; internalFormat.isSupported = true; internalFormat.supportsStorageUsage = false; internalFormat.aspect = aspect; internalFormat.type = Type::Other; internalFormat.blockByteSize = byteSize; internalFormat.blockWidth = 1; internalFormat.blockHeight = 1; AddFormat(internalFormat); }; auto AddDepthFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize, Type type) { Format internalFormat; internalFormat.format = format; internalFormat.isRenderable = true; internalFormat.isCompressed = false; internalFormat.isSupported = true; internalFormat.supportsStorageUsage = false; internalFormat.aspect = Aspect::Depth; internalFormat.type = type; internalFormat.blockByteSize = byteSize; internalFormat.blockWidth = 1; internalFormat.blockHeight = 1; 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.aspect = Aspect::Color; internalFormat.type = Type::Float; internalFormat.blockByteSize = byteSize; internalFormat.blockWidth = width; internalFormat.blockHeight = height; 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::RG11B10Float, 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 only formats AddDepthFormat(wgpu::TextureFormat::Depth32Float, 4, Type::Float); // Packed depth/depth-stencil formats AddDepthStencilFormat(wgpu::TextureFormat::Depth24Plus, Aspect::Depth, 4); // 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? AddDepthStencilFormat(wgpu::TextureFormat::Depth24PlusStencil8, Aspect::DepthStencil, 4); // 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::BC6HRGBSfloat, 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); // 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