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But keep a namespace alias to avoid breaking project that depend on the previous namespace name while they get updated. Done with through the following steps: - git grep -l dawn_native:: | xargs sed -i "" "s/dawn_native::/dawn::native::/g" - git grep -l "namespace dawn_native" | xargs sed -i "" "s/namespace dawn_native/namespace dawn::native/g" - git cl format - Manual fixups in generator/templates (and the addition of namespace_case in dawn_json_generator.py). - The addition of the namespace alias in DawnNative.h Bug: dawn:824 Change-Id: I676cc4e3ced2e0e4bab32a0d66d7eaf9537e3f09 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75982 Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Corentin Wallez <cwallez@chromium.org>
241 lines
10 KiB
C++
241 lines
10 KiB
C++
// Copyright 2017 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn_native/CommandBuffer.h"
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#include "common/BitSetIterator.h"
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#include "dawn_native/Buffer.h"
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#include "dawn_native/CommandEncoder.h"
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#include "dawn_native/CommandValidation.h"
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#include "dawn_native/Commands.h"
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#include "dawn_native/Format.h"
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#include "dawn_native/ObjectType_autogen.h"
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#include "dawn_native/Texture.h"
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namespace dawn::native {
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CommandBufferBase::CommandBufferBase(CommandEncoder* encoder,
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const CommandBufferDescriptor* descriptor)
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: ApiObjectBase(encoder->GetDevice(), descriptor->label),
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mCommands(encoder->AcquireCommands()),
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mResourceUsages(encoder->AcquireResourceUsages()) {
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TrackInDevice();
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}
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CommandBufferBase::CommandBufferBase(DeviceBase* device)
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: ApiObjectBase(device, kLabelNotImplemented) {
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TrackInDevice();
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}
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CommandBufferBase::CommandBufferBase(DeviceBase* device, ObjectBase::ErrorTag tag)
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: ApiObjectBase(device, tag) {
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}
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// static
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CommandBufferBase* CommandBufferBase::MakeError(DeviceBase* device) {
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return new CommandBufferBase(device, ObjectBase::kError);
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}
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ObjectType CommandBufferBase::GetType() const {
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return ObjectType::CommandBuffer;
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}
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MaybeError CommandBufferBase::ValidateCanUseInSubmitNow() const {
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ASSERT(!IsError());
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DAWN_INVALID_IF(!IsAlive(), "%s cannot be submitted more than once.", this);
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return {};
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}
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void CommandBufferBase::DestroyImpl() {
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FreeCommands(&mCommands);
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mResourceUsages = {};
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}
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const CommandBufferResourceUsage& CommandBufferBase::GetResourceUsages() const {
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return mResourceUsages;
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}
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CommandIterator* CommandBufferBase::GetCommandIteratorForTesting() {
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return &mCommands;
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}
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bool IsCompleteSubresourceCopiedTo(const TextureBase* texture,
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const Extent3D copySize,
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const uint32_t mipLevel) {
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Extent3D extent = texture->GetMipLevelPhysicalSize(mipLevel);
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ASSERT(texture->GetDimension() != wgpu::TextureDimension::e1D);
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switch (texture->GetDimension()) {
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case wgpu::TextureDimension::e2D:
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return extent.width == copySize.width && extent.height == copySize.height;
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case wgpu::TextureDimension::e3D:
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return extent.width == copySize.width && extent.height == copySize.height &&
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extent.depthOrArrayLayers == copySize.depthOrArrayLayers;
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default:
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UNREACHABLE();
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}
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}
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SubresourceRange GetSubresourcesAffectedByCopy(const TextureCopy& copy,
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const Extent3D& copySize) {
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switch (copy.texture->GetDimension()) {
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case wgpu::TextureDimension::e2D:
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return {
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copy.aspect, {copy.origin.z, copySize.depthOrArrayLayers}, {copy.mipLevel, 1}};
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case wgpu::TextureDimension::e3D:
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return {copy.aspect, {0, 1}, {copy.mipLevel, 1}};
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default:
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UNREACHABLE();
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}
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}
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void LazyClearRenderPassAttachments(BeginRenderPassCmd* renderPass) {
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for (ColorAttachmentIndex i :
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IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
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auto& attachmentInfo = renderPass->colorAttachments[i];
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TextureViewBase* view = attachmentInfo.view.Get();
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bool hasResolveTarget = attachmentInfo.resolveTarget != nullptr;
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ASSERT(view->GetLayerCount() == 1);
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ASSERT(view->GetLevelCount() == 1);
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SubresourceRange range = view->GetSubresourceRange();
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// If the loadOp is Load, but the subresource is not initialized, use Clear instead.
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if (attachmentInfo.loadOp == wgpu::LoadOp::Load &&
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!view->GetTexture()->IsSubresourceContentInitialized(range)) {
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attachmentInfo.loadOp = wgpu::LoadOp::Clear;
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attachmentInfo.clearColor = {0.f, 0.f, 0.f, 0.f};
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}
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if (hasResolveTarget) {
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// We need to set the resolve target to initialized so that it does not get
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// cleared later in the pipeline. The texture will be resolved from the
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// source color attachment, which will be correctly initialized.
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TextureViewBase* resolveView = attachmentInfo.resolveTarget.Get();
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ASSERT(resolveView->GetLayerCount() == 1);
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ASSERT(resolveView->GetLevelCount() == 1);
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resolveView->GetTexture()->SetIsSubresourceContentInitialized(
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true, resolveView->GetSubresourceRange());
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}
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switch (attachmentInfo.storeOp) {
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case wgpu::StoreOp::Store:
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view->GetTexture()->SetIsSubresourceContentInitialized(true, range);
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break;
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case wgpu::StoreOp::Discard:
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view->GetTexture()->SetIsSubresourceContentInitialized(false, range);
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break;
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}
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}
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if (renderPass->attachmentState->HasDepthStencilAttachment()) {
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auto& attachmentInfo = renderPass->depthStencilAttachment;
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TextureViewBase* view = attachmentInfo.view.Get();
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ASSERT(view->GetLayerCount() == 1);
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ASSERT(view->GetLevelCount() == 1);
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SubresourceRange range = view->GetSubresourceRange();
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SubresourceRange depthRange = range;
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depthRange.aspects = range.aspects & Aspect::Depth;
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SubresourceRange stencilRange = range;
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stencilRange.aspects = range.aspects & Aspect::Stencil;
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// If the depth stencil texture has not been initialized, we want to use loadop
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// clear to init the contents to 0's
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if (!view->GetTexture()->IsSubresourceContentInitialized(depthRange) &&
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attachmentInfo.depthLoadOp == wgpu::LoadOp::Load) {
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attachmentInfo.clearDepth = 0.0f;
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attachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
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}
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if (!view->GetTexture()->IsSubresourceContentInitialized(stencilRange) &&
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attachmentInfo.stencilLoadOp == wgpu::LoadOp::Load) {
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attachmentInfo.clearStencil = 0u;
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attachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
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}
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view->GetTexture()->SetIsSubresourceContentInitialized(
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attachmentInfo.depthStoreOp == wgpu::StoreOp::Store, depthRange);
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view->GetTexture()->SetIsSubresourceContentInitialized(
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attachmentInfo.stencilStoreOp == wgpu::StoreOp::Store, stencilRange);
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}
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}
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bool IsFullBufferOverwrittenInTextureToBufferCopy(const CopyTextureToBufferCmd* copy) {
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ASSERT(copy != nullptr);
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if (copy->destination.offset > 0) {
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// The copy doesn't touch the start of the buffer.
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return false;
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}
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const TextureBase* texture = copy->source.texture.Get();
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const TexelBlockInfo& blockInfo =
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texture->GetFormat().GetAspectInfo(copy->source.aspect).block;
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const uint64_t widthInBlocks = copy->copySize.width / blockInfo.width;
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const uint64_t heightInBlocks = copy->copySize.height / blockInfo.height;
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const bool multiSlice = copy->copySize.depthOrArrayLayers > 1;
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const bool multiRow = multiSlice || heightInBlocks > 1;
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if (multiSlice && copy->destination.rowsPerImage > heightInBlocks) {
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// There are gaps between slices that aren't overwritten
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return false;
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}
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const uint64_t copyTextureDataSizePerRow = widthInBlocks * blockInfo.byteSize;
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if (multiRow && copy->destination.bytesPerRow > copyTextureDataSizePerRow) {
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// There are gaps between rows that aren't overwritten
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return false;
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}
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// After the above checks, we're sure the copy has no gaps.
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// Now, compute the total number of bytes written.
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const uint64_t writtenBytes =
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ComputeRequiredBytesInCopy(blockInfo, copy->copySize, copy->destination.bytesPerRow,
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copy->destination.rowsPerImage)
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.AcquireSuccess();
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if (!copy->destination.buffer->IsFullBufferRange(copy->destination.offset, writtenBytes)) {
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// The written bytes don't cover the whole buffer.
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return false;
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}
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return true;
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}
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std::array<float, 4> ConvertToFloatColor(dawn::native::Color color) {
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const std::array<float, 4> outputValue = {
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static_cast<float>(color.r), static_cast<float>(color.g), static_cast<float>(color.b),
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static_cast<float>(color.a)};
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return outputValue;
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}
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std::array<int32_t, 4> ConvertToSignedIntegerColor(dawn::native::Color color) {
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const std::array<int32_t, 4> outputValue = {
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static_cast<int32_t>(color.r), static_cast<int32_t>(color.g),
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static_cast<int32_t>(color.b), static_cast<int32_t>(color.a)};
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return outputValue;
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}
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std::array<uint32_t, 4> ConvertToUnsignedIntegerColor(dawn::native::Color color) {
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const std::array<uint32_t, 4> outputValue = {
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static_cast<uint32_t>(color.r), static_cast<uint32_t>(color.g),
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static_cast<uint32_t>(color.b), static_cast<uint32_t>(color.a)};
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return outputValue;
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}
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} // namespace dawn::native
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