// Copyright 2023 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. #ifndef SRC_DAWN_NATIVE_BLITBUFFERTODEPTHSTENCIL_H_ #define SRC_DAWN_NATIVE_BLITBUFFERTODEPTHSTENCIL_H_ #include "dawn/native/Error.h" namespace dawn::native { struct TextureCopy; // BlitBufferToDepth works around issues where copying from a buffer // to depth does not work on some drivers. // Currently, only depth16unorm textures can be CopyDst, so only depth16unorm // is supported. // It does the following: // - Copies buffer data to an rg8uint texture. // - Sets the viewport to the copy rect. // - Uploads the copy origin to a uniform buffer. // - For each destination layer: // - Performs a draw to sample the rg8uint data, computes the // floating point depth value, and writes the frag depth. MaybeError BlitStagingBufferToDepth(DeviceBase* device, BufferBase* buffer, const TextureDataLayout& src, const TextureCopy& dst, const Extent3D& copyExtent); MaybeError BlitBufferToDepth(DeviceBase* device, CommandEncoder* commandEncoder, BufferBase* buffer, const TextureDataLayout& src, const TextureCopy& dst, const Extent3D& copyExtent); // BlitBufferToStencil works around issues where copying from a buffer // to stencil does not work on some drivers. // It does the following: // - Copies buffer data to an r8uint texture. // - Sets the viewport to the copy rect. // - Uploads the copy origin to a uniform buffer. // - For each destination layer: // - Performs a draw to clear stencil to 0. // - Performs 8 draws for each bit of stencil to set the respective // stencil bit to 1, if the source r8 texture also has that bit set. // If the source r8 texture does not, the fragment is discarded. MaybeError BlitStagingBufferToStencil(DeviceBase* device, BufferBase* buffer, const TextureDataLayout& src, const TextureCopy& dst, const Extent3D& copyExtent); MaybeError BlitBufferToStencil(DeviceBase* device, CommandEncoder* commandEncoder, BufferBase* buffer, const TextureDataLayout& src, const TextureCopy& dst, const Extent3D& copyExtent); } // namespace dawn::native #endif // SRC_DAWN_NATIVE_BLITBUFFERTODEPTHSTENCIL_H_