mirror of
https://github.com/encounter/dawn-cmake.git
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Older names are kept around as an alias for a while. Unfortunately we have no mechanism for producing deprecation error messages when they are used. Bug: dawn:1035 Change-Id: Ic6716fd526ecbedaa8e7925ab93e3ff32f642d97 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/61382 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Brandon Jones <bajones@chromium.org>
444 lines
19 KiB
C++
444 lines
19 KiB
C++
// Copyright 2020 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/CopyTextureForBrowserHelper.h"
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#include "dawn_native/BindGroup.h"
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#include "dawn_native/BindGroupLayout.h"
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#include "dawn_native/Buffer.h"
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#include "dawn_native/CommandBuffer.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/Device.h"
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#include "dawn_native/InternalPipelineStore.h"
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#include "dawn_native/Queue.h"
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#include "dawn_native/RenderPassEncoder.h"
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#include "dawn_native/RenderPipeline.h"
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#include "dawn_native/Sampler.h"
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#include "dawn_native/Texture.h"
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#include "dawn_native/ValidationUtils_autogen.h"
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#include <unordered_set>
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namespace dawn_native {
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namespace {
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static const char sCopyTextureForBrowserShader[] = R"(
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[[block]] struct Uniforms {
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u_scale: vec2<f32>;
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u_offset: vec2<f32>;
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u_alphaOp: u32;
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};
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[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
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struct VertexOutputs {
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[[location(0)]] texcoords : vec2<f32>;
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[[builtin(position)]] position : vec4<f32>;
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};
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[[stage(vertex)]] fn vs_main(
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[[builtin(vertex_index)]] VertexIndex : u32
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) -> VertexOutputs {
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var texcoord = array<vec2<f32>, 3>(
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vec2<f32>(-0.5, 0.0),
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vec2<f32>( 1.5, 0.0),
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vec2<f32>( 0.5, 2.0));
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var output : VertexOutputs;
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output.position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
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// Y component of scale is calculated by the copySizeHeight / textureHeight. Only
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// flipY case can get negative number.
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var flipY = uniforms.u_scale.y < 0.0;
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// Texture coordinate takes top-left as origin point. We need to map the
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// texture to triangle carefully.
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if (flipY) {
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// We need to get the mirror positions(mirrored based on y = 0.5) on flip cases.
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// Adopt transform to src texture and then mapping it to triangle coord which
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// do a +1 shift on Y dimension will help us got that mirror position perfectly.
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output.texcoords = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) *
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vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0);
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} else {
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// For the normal case, we need to get the exact position.
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// So mapping texture to triangle firstly then adopt the transform.
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output.texcoords = (texcoord[VertexIndex] *
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vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
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uniforms.u_scale + uniforms.u_offset;
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}
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return output;
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}
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[[binding(1), group(0)]] var mySampler: sampler;
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[[binding(2), group(0)]] var myTexture: texture_2d<f32>;
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[[stage(fragment)]] fn fs_main(
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[[location(0)]] texcoord : vec2<f32>
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) -> [[location(0)]] vec4<f32> {
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// Clamp the texcoord and discard the out-of-bound pixels.
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var clampedTexcoord =
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clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
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if (!all(clampedTexcoord == texcoord)) {
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discard;
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}
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// Swizzling of texture formats when sampling / rendering is handled by the
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// hardware so we don't need special logic in this shader. This is covered by tests.
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var srcColor = textureSample(myTexture, mySampler, texcoord);
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// Handle alpha. Alpha here helps on the source content and dst content have
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// different alpha config. There are three possible ops: DontChange, Premultiply
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// and Unpremultiply.
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// TODO(crbug.com/1217153): if wgsl support `constexpr` and allow it
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// to be case selector, Replace 0u/1u/2u with a constexpr variable with
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// meaningful name.
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switch(uniforms.u_alphaOp) {
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case 0u: { // AlphaOp: DontChange
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break;
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}
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case 1u: { // AlphaOp: Premultiply
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srcColor = vec4<f32>(srcColor.rgb * srcColor.a, srcColor.a);
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break;
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}
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case 2u: { // AlphaOp: Unpremultiply
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if (srcColor.a != 0.0) {
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srcColor = vec4<f32>(srcColor.rgb / srcColor.a, srcColor.a);
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}
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break;
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}
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default: {
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break;
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}
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}
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return srcColor;
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}
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)";
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struct Uniform {
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float scaleX;
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float scaleY;
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float offsetX;
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float offsetY;
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wgpu::AlphaOp alphaOp;
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};
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static_assert(sizeof(Uniform) == 20, "");
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// TODO(crbug.com/dawn/856): Expand copyTextureForBrowser to support any
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// non-depth, non-stencil, non-compressed texture format pair copy. Now this API
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// supports CopyImageBitmapToTexture normal format pairs.
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MaybeError ValidateCopyTextureFormatConversion(const wgpu::TextureFormat srcFormat,
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const wgpu::TextureFormat dstFormat) {
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switch (srcFormat) {
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case wgpu::TextureFormat::BGRA8Unorm:
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case wgpu::TextureFormat::RGBA8Unorm:
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break;
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default:
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return DAWN_VALIDATION_ERROR(
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"Unsupported src texture format for CopyTextureForBrowser.");
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}
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switch (dstFormat) {
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case wgpu::TextureFormat::RGBA8Unorm:
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case wgpu::TextureFormat::BGRA8Unorm:
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case wgpu::TextureFormat::RGBA32Float:
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case wgpu::TextureFormat::RG8Unorm:
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case wgpu::TextureFormat::RGBA16Float:
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case wgpu::TextureFormat::RG16Float:
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case wgpu::TextureFormat::RGB10A2Unorm:
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break;
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default:
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return DAWN_VALIDATION_ERROR(
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"Unsupported dst texture format for CopyTextureForBrowser.");
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}
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return {};
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}
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MaybeError ValidateCopyTextureForBrowserOptions(
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const CopyTextureForBrowserOptions* options) {
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if (options->nextInChain != nullptr) {
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return DAWN_VALIDATION_ERROR(
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"CopyTextureForBrowserOptions: nextInChain must be nullptr");
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}
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DAWN_TRY(ValidateAlphaOp(options->alphaOp));
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return {};
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}
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MaybeError ValidateSourceOriginAndCopyExtent(const ImageCopyTexture source,
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const Extent3D copySize) {
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if (source.origin.z > 0) {
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return DAWN_VALIDATION_ERROR("Source origin cannot have non-zero z value");
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}
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if (copySize.depthOrArrayLayers > 1) {
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return DAWN_VALIDATION_ERROR("Cannot copy to multiple slices");
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}
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return {};
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}
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MaybeError ValidateSourceAndDestinationTextureSampleCount(
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const ImageCopyTexture source,
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const ImageCopyTexture destination) {
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if (source.texture->GetSampleCount() > 1 || destination.texture->GetSampleCount() > 1) {
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return DAWN_VALIDATION_ERROR(
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"Source and destiantion textures cannot be multisampled");
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}
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return {};
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}
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RenderPipelineBase* GetCachedPipeline(InternalPipelineStore* store,
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wgpu::TextureFormat dstFormat) {
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auto pipeline = store->copyTextureForBrowserPipelines.find(dstFormat);
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if (pipeline != store->copyTextureForBrowserPipelines.end()) {
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return pipeline->second.Get();
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}
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return nullptr;
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}
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ResultOrError<RenderPipelineBase*> GetOrCreateCopyTextureForBrowserPipeline(
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DeviceBase* device,
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wgpu::TextureFormat dstFormat) {
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InternalPipelineStore* store = device->GetInternalPipelineStore();
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if (GetCachedPipeline(store, dstFormat) == nullptr) {
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// Create vertex shader module if not cached before.
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if (store->copyTextureForBrowser == nullptr) {
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ShaderModuleDescriptor descriptor;
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ShaderModuleWGSLDescriptor wgslDesc;
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wgslDesc.source = sCopyTextureForBrowserShader;
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descriptor.nextInChain = reinterpret_cast<ChainedStruct*>(&wgslDesc);
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DAWN_TRY_ASSIGN(store->copyTextureForBrowser,
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device->CreateShaderModule(&descriptor));
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}
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ShaderModuleBase* shaderModule = store->copyTextureForBrowser.Get();
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// Prepare vertex stage.
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VertexState vertex = {};
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vertex.module = shaderModule;
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vertex.entryPoint = "vs_main";
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// Prepare frgament stage.
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FragmentState fragment = {};
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fragment.module = shaderModule;
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fragment.entryPoint = "fs_main";
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// Prepare color state.
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ColorTargetState target = {};
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target.format = dstFormat;
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// Create RenderPipeline.
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RenderPipelineDescriptor renderPipelineDesc = {};
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// Generate the layout based on shader modules.
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renderPipelineDesc.layout = nullptr;
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renderPipelineDesc.vertex = vertex;
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renderPipelineDesc.fragment = &fragment;
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renderPipelineDesc.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
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fragment.targetCount = 1;
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fragment.targets = ⌖
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Ref<RenderPipelineBase> pipeline;
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DAWN_TRY_ASSIGN(pipeline, device->CreateRenderPipeline(&renderPipelineDesc));
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store->copyTextureForBrowserPipelines.insert({dstFormat, std::move(pipeline)});
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}
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return GetCachedPipeline(store, dstFormat);
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}
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} // anonymous namespace
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MaybeError ValidateCopyTextureForBrowser(DeviceBase* device,
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const ImageCopyTexture* source,
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const ImageCopyTexture* destination,
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const Extent3D* copySize,
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const CopyTextureForBrowserOptions* options) {
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DAWN_TRY(device->ValidateObject(source->texture));
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DAWN_TRY(device->ValidateObject(destination->texture));
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DAWN_TRY(ValidateImageCopyTexture(device, *source, *copySize));
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DAWN_TRY(ValidateImageCopyTexture(device, *destination, *copySize));
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DAWN_TRY(ValidateSourceOriginAndCopyExtent(*source, *copySize));
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DAWN_TRY(ValidateCopyTextureForBrowserRestrictions(*source, *destination, *copySize));
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DAWN_TRY(ValidateSourceAndDestinationTextureSampleCount(*source, *destination));
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DAWN_TRY(ValidateTextureCopyRange(device, *source, *copySize));
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DAWN_TRY(ValidateTextureCopyRange(device, *destination, *copySize));
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DAWN_TRY(ValidateCanUseAs(source->texture, wgpu::TextureUsage::CopySrc));
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DAWN_TRY(ValidateCanUseAs(source->texture, wgpu::TextureUsage::TextureBinding));
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DAWN_TRY(ValidateCanUseAs(destination->texture, wgpu::TextureUsage::CopyDst));
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DAWN_TRY(ValidateCanUseAs(destination->texture, wgpu::TextureUsage::RenderAttachment));
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DAWN_TRY(ValidateCopyTextureFormatConversion(source->texture->GetFormat().format,
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destination->texture->GetFormat().format));
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DAWN_TRY(ValidateCopyTextureForBrowserOptions(options));
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return {};
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}
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MaybeError DoCopyTextureForBrowser(DeviceBase* device,
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const ImageCopyTexture* source,
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const ImageCopyTexture* destination,
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const Extent3D* copySize,
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const CopyTextureForBrowserOptions* options) {
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// TODO(crbug.com/dawn/856): In D3D12 and Vulkan, compatible texture format can directly
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// copy to each other. This can be a potential fast path.
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// Noop copy
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if (copySize->width == 0 || copySize->height == 0 || copySize->depthOrArrayLayers == 0) {
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return {};
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}
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RenderPipelineBase* pipeline;
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DAWN_TRY_ASSIGN(pipeline, GetOrCreateCopyTextureForBrowserPipeline(
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device, destination->texture->GetFormat().format));
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// Prepare bind group layout.
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Ref<BindGroupLayoutBase> layout;
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DAWN_TRY_ASSIGN(layout, pipeline->GetBindGroupLayout(0));
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// Prepare bind group descriptor
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BindGroupEntry bindGroupEntries[3] = {};
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BindGroupDescriptor bgDesc = {};
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bgDesc.layout = layout.Get();
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bgDesc.entryCount = 3;
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bgDesc.entries = bindGroupEntries;
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Extent3D srcTextureSize = source->texture->GetSize();
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// Prepare binding 0 resource: uniform buffer.
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Uniform uniformData = {
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copySize->width / static_cast<float>(srcTextureSize.width),
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copySize->height / static_cast<float>(srcTextureSize.height), // scale
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source->origin.x / static_cast<float>(srcTextureSize.width),
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source->origin.y / static_cast<float>(srcTextureSize.height), // offset
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wgpu::AlphaOp::DontChange // alphaOp default value: DontChange
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};
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// Handle flipY. FlipY here means we flip the source texture firstly and then
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// do copy. This helps on the case which source texture is flipped and the copy
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// need to unpack the flip.
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if (options->flipY) {
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uniformData.scaleY *= -1.0;
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uniformData.offsetY += copySize->height / static_cast<float>(srcTextureSize.height);
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}
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// Set alpha op.
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uniformData.alphaOp = options->alphaOp;
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BufferDescriptor uniformDesc = {};
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uniformDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
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uniformDesc.size = sizeof(uniformData);
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Ref<BufferBase> uniformBuffer;
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DAWN_TRY_ASSIGN(uniformBuffer, device->CreateBuffer(&uniformDesc));
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DAWN_TRY(device->GetQueue()->WriteBuffer(uniformBuffer.Get(), 0, &uniformData,
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sizeof(uniformData)));
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// Prepare binding 1 resource: sampler
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// Use default configuration, filterMode set to Nearest for min and mag.
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SamplerDescriptor samplerDesc = {};
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Ref<SamplerBase> sampler;
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DAWN_TRY_ASSIGN(sampler, device->CreateSampler(&samplerDesc));
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// Prepare binding 2 resource: sampled texture
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TextureViewDescriptor srcTextureViewDesc = {};
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srcTextureViewDesc.baseMipLevel = source->mipLevel;
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srcTextureViewDesc.mipLevelCount = 1;
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srcTextureViewDesc.arrayLayerCount = 1;
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Ref<TextureViewBase> srcTextureView;
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DAWN_TRY_ASSIGN(srcTextureView,
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device->CreateTextureView(source->texture, &srcTextureViewDesc));
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// Set bind group entries.
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bindGroupEntries[0].binding = 0;
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bindGroupEntries[0].buffer = uniformBuffer.Get();
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bindGroupEntries[0].size = sizeof(uniformData);
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bindGroupEntries[1].binding = 1;
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bindGroupEntries[1].sampler = sampler.Get();
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bindGroupEntries[2].binding = 2;
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bindGroupEntries[2].textureView = srcTextureView.Get();
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// Create bind group after all binding entries are set.
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Ref<BindGroupBase> bindGroup;
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DAWN_TRY_ASSIGN(bindGroup, device->CreateBindGroup(&bgDesc));
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// Create command encoder.
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CommandEncoderDescriptor encoderDesc = {};
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// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
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Ref<CommandEncoder> encoder = AcquireRef(device->APICreateCommandEncoder(&encoderDesc));
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// Prepare dst texture view as color Attachment.
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TextureViewDescriptor dstTextureViewDesc;
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dstTextureViewDesc.baseMipLevel = destination->mipLevel;
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dstTextureViewDesc.mipLevelCount = 1;
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dstTextureViewDesc.baseArrayLayer = destination->origin.z;
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dstTextureViewDesc.arrayLayerCount = 1;
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Ref<TextureViewBase> dstView;
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DAWN_TRY_ASSIGN(dstView,
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device->CreateTextureView(destination->texture, &dstTextureViewDesc));
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// Prepare render pass color attachment descriptor.
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RenderPassColorAttachmentDescriptor colorAttachmentDesc;
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colorAttachmentDesc.view = dstView.Get();
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colorAttachmentDesc.loadOp = wgpu::LoadOp::Load;
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colorAttachmentDesc.storeOp = wgpu::StoreOp::Store;
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colorAttachmentDesc.clearColor = {0.0, 0.0, 0.0, 1.0};
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// Create render pass.
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RenderPassDescriptor renderPassDesc;
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renderPassDesc.colorAttachmentCount = 1;
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renderPassDesc.colorAttachments = &colorAttachmentDesc;
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// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
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Ref<RenderPassEncoder> passEncoder =
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AcquireRef(encoder->APIBeginRenderPass(&renderPassDesc));
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// Start pipeline and encode commands to complete
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// the copy from src texture to dst texture with transformation.
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passEncoder->APISetPipeline(pipeline);
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passEncoder->APISetBindGroup(0, bindGroup.Get());
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passEncoder->APISetViewport(destination->origin.x, destination->origin.y, copySize->width,
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copySize->height, 0.0, 1.0);
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passEncoder->APIDraw(3);
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passEncoder->APIEndPass();
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// Finsh encoding.
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// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
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Ref<CommandBufferBase> commandBuffer = AcquireRef(encoder->APIFinish());
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CommandBufferBase* submitCommandBuffer = commandBuffer.Get();
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// Submit command buffer.
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device->GetQueue()->APISubmit(1, &submitCommandBuffer);
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return {};
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}
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} // namespace dawn_native
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