dawn-cmake/src/dawn_native/d3d12
Jiawei Shao 15cbb6b76a Enable CopyTests_T2T/CopyWithinSameTexture* tests on D3D12
This patch enables the tests CopyTests_T2T/CopyWithinSameTexture* on
D3D12 after the D3D12 texture subresource tracking has been supported.

This patch also changes the related comment in Vulkan as WebGPU CG has
already decided to disallow the overlaps among source and destination
subresources in texture-to-texture copies.

BUG=dawn:453
TEST=dawn_end2end_tests

Change-Id: Ibf008c800cfea62658050f565f321a391412c54c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23000
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2020-06-10 21:38:50 +00:00
..
AdapterD3D12.cpp D3D12: Silence known debug layer warnings 2020-05-29 08:29:58 +00:00
AdapterD3D12.h D3D12: Silence known debug layer warnings 2020-05-29 08:29:58 +00:00
BackendD3D12.cpp D3D12: Implement UseDxc toggle to use DXC for HLSL compilation 2020-05-18 23:56:11 +00:00
BackendD3D12.h D3D12: Implement UseDxc toggle to use DXC for HLSL compilation 2020-05-18 23:56:11 +00:00
BindGroupD3D12.cpp D3D12: De-duplicate sampler heap allocations. 2020-05-18 23:25:31 +00:00
BindGroupD3D12.h D3D12: De-duplicate sampler heap allocations. 2020-05-18 23:25:31 +00:00
BindGroupLayoutD3D12.cpp D3D12: De-duplicate sampler heap allocations. 2020-05-18 23:25:31 +00:00
BindGroupLayoutD3D12.h D3D12: De-duplicate sampler heap allocations. 2020-05-18 23:25:31 +00:00
BufferD3D12.cpp Descriptor Residency 2: Add Management Logic and Test 2020-05-19 21:45:13 +00:00
BufferD3D12.h Refactor MapRequestTracker to be its own class file. 2020-05-19 01:29:32 +00:00
CPUDescriptorHeapAllocationD3D12.cpp D3D12: Remove increment during bindgroup population. 2020-04-21 22:07:59 +00:00
CPUDescriptorHeapAllocationD3D12.h D3D12: Remove increment during bindgroup population. 2020-04-21 22:07:59 +00:00
CommandAllocatorManager.cpp D3D12 replace ASSERT_SUCCESS with better error handling 2019-10-16 09:26:54 +00:00
CommandAllocatorManager.h D3D12 replace ASSERT_SUCCESS with better error handling 2019-10-16 09:26:54 +00:00
CommandBufferD3D12.cpp Enable CopyTests_T2T/CopyWithinSameTexture* tests on D3D12 2020-06-10 21:38:50 +00:00
CommandBufferD3D12.h D3D12: Enable sub-allocation for RTV/DSV heaps. 2020-04-22 23:57:30 +00:00
CommandRecordingContext.cpp Implement texture subresource on D3D12 2020-06-09 16:18:04 +00:00
CommandRecordingContext.h Residency 5: Implement and Integrate Residency Management 2020-03-31 15:31:56 +00:00
ComputePipelineD3D12.cpp D3D12: Implement UseDxc toggle to use DXC for HLSL compilation 2020-05-18 23:56:11 +00:00
ComputePipelineD3D12.h D3D12: Remove ComPtr from D3D12 objects when possible. 2020-05-11 16:47:21 +00:00
D3D12Backend.cpp Use Ref<TextureBase> instead of TextureBase* in more places 2020-04-23 19:47:12 +00:00
D3D12Error.cpp D3D12 Add check for DXGI_ERROR_DEVICE_REMOVED real device removed 2020-04-01 20:09:16 +00:00
D3D12Error.h D3D12: Use CheckHRESULT for allocator errors. 2019-10-28 12:59:36 +00:00
D3D12Info.cpp Temporarily Disable Use of D3D12 Render Pass API 2020-01-07 17:49:15 +00:00
D3D12Info.h Implement D3D12 Native Render Passes 2019-11-12 18:14:21 +00:00
DeviceD3D12.cpp Unify TickImpl called during Device shutdown. 2020-06-10 14:45:20 +00:00
DeviceD3D12.h D3D12: Silence known debug layer warnings 2020-05-29 08:29:58 +00:00
Forward.h Residency 2: Create a d3d12::Heap During Direct Allocations 2020-03-09 15:53:19 +00:00
GPUDescriptorHeapAllocationD3D12.cpp D3D12: Decouple descriptor heap allocations. 2020-04-30 23:19:16 +00:00
GPUDescriptorHeapAllocationD3D12.h D3D12: Decouple descriptor heap allocations. 2020-04-30 23:19:16 +00:00
HeapAllocatorD3D12.cpp Non-Local Residency 2: Implement Non-Local Management Logic 2020-04-23 21:50:32 +00:00
HeapAllocatorD3D12.h Non-Local Residency 2: Implement Non-Local Management Logic 2020-04-23 21:50:32 +00:00
HeapD3D12.cpp Descriptor Residency 1: Add Pageable and ShaderVisibleDescriptorHeap 2020-05-19 10:15:12 +00:00
HeapD3D12.h Descriptor Residency 1: Add Pageable and ShaderVisibleDescriptorHeap 2020-05-19 10:15:12 +00:00
NativeSwapChainImplD3D12.cpp Make dawn_native public headers and dawn_wsi use webgpu.h 2019-10-24 23:55:37 +00:00
NativeSwapChainImplD3D12.h Make dawn_native public headers and dawn_wsi use webgpu.h 2019-10-24 23:55:37 +00:00
PageableD3D12.cpp Descriptor Residency 1: Add Pageable and ShaderVisibleDescriptorHeap 2020-05-19 10:15:12 +00:00
PageableD3D12.h Deprecate Buffer::SetSubData in favor of Queue::WriteBuffer 2020-06-02 09:24:39 +00:00
PipelineLayoutD3D12.cpp D3D12: Fix pipeline layout overflow when using dynamic offsets. 2020-06-10 16:09:45 +00:00
PipelineLayoutD3D12.h D3D12: Remove ComPtr from D3D12 objects when possible. 2020-05-11 16:47:21 +00:00
PlatformFunctions.cpp D3D12: Add a toggle to use DXC for HLSL compilation 2020-05-13 16:57:55 +00:00
PlatformFunctions.h D3D12: Add a toggle to use DXC for HLSL compilation 2020-05-13 16:57:55 +00:00
QueueD3D12.cpp D3D12: Allocate GPU bind groups at draw/dispatch. 2020-02-27 01:14:22 +00:00
QueueD3D12.h Make RefCounted derived objects have private destructors 2020-04-06 18:20:02 +00:00
RenderPassBuilderD3D12.cpp D3D12: Enable sub-allocation for RTV/DSV heaps. 2020-04-22 23:57:30 +00:00
RenderPassBuilderD3D12.h D3D12: Enable sub-allocation for RTV/DSV heaps. 2020-04-22 23:57:30 +00:00
RenderPipelineD3D12.cpp D3D12: Implement UseDxc toggle to use DXC for HLSL compilation 2020-05-18 23:56:11 +00:00
RenderPipelineD3D12.h D3D12: Remove ComPtr from D3D12 objects when possible. 2020-05-11 16:47:21 +00:00
ResidencyManagerD3D12.cpp Try To Recover From MakeResident Failure 2020-06-03 17:04:45 +00:00
ResidencyManagerD3D12.h Try To Recover From MakeResident Failure 2020-06-03 17:04:45 +00:00
ResourceAllocatorManagerD3D12.cpp Descriptor Residency 2: Add Management Logic and Test 2020-05-19 21:45:13 +00:00
ResourceAllocatorManagerD3D12.h Support for small resource placement. 2019-11-05 19:34:45 +00:00
ResourceHeapAllocationD3D12.cpp Residency 2: Create a d3d12::Heap During Direct Allocations 2020-03-09 15:53:19 +00:00
ResourceHeapAllocationD3D12.h Residency 2: Create a d3d12::Heap During Direct Allocations 2020-03-09 15:53:19 +00:00
SamplerD3D12.cpp Reland "Support depth32float sampling on D3D12" 2020-05-14 17:24:36 +00:00
SamplerD3D12.h Make RefCounted derived objects have private destructors 2020-04-06 18:20:02 +00:00
SamplerHeapCacheD3D12.cpp D3D12: De-duplicate sampler heap allocations. 2020-05-18 23:25:31 +00:00
SamplerHeapCacheD3D12.h D3D12: De-duplicate sampler heap allocations. 2020-05-18 23:25:31 +00:00
ShaderModuleD3D12.cpp D3D12: Fix RO storage buffer mismatches. 2020-06-02 19:16:20 +00:00
ShaderModuleD3D12.h D3D12: Implement UseDxc toggle to use DXC for HLSL compilation 2020-05-18 23:56:11 +00:00
ShaderVisibleDescriptorAllocatorD3D12.cpp Descriptor Residency 2: Add Management Logic and Test 2020-05-19 21:45:13 +00:00
ShaderVisibleDescriptorAllocatorD3D12.h Descriptor Residency 2: Add Management Logic and Test 2020-05-19 21:45:13 +00:00
StagingBufferD3D12.cpp Descriptor Residency 2: Add Management Logic and Test 2020-05-19 21:45:13 +00:00
StagingBufferD3D12.h BUILD.gn: enable additional warnings. 2020-04-08 16:04:32 +00:00
StagingDescriptorAllocatorD3D12.cpp D3D12: Enable sub-allocation for RTV/DSV heaps. 2020-04-22 23:57:30 +00:00
StagingDescriptorAllocatorD3D12.h D3D12: Enable sub-allocation for RTV/DSV heaps. 2020-04-22 23:57:30 +00:00
SwapChainD3D12.cpp Implement texture subresource on D3D12 2020-06-09 16:18:04 +00:00
SwapChainD3D12.h Make RefCounted derived objects have private destructors 2020-04-06 18:20:02 +00:00
TextureCopySplitter.cpp D3D12: Properly compute rowsPerImage for lazy texture clear 2020-06-08 09:53:11 +00:00
TextureCopySplitter.h Deprecate BufferCopyView.rowPitch/imageHeight -> bytesPerRow/rowsPerImage 2020-04-24 10:02:43 +00:00
TextureD3D12.cpp Implement texture subresource on D3D12 2020-06-09 16:18:04 +00:00
TextureD3D12.h Implement texture subresource on D3D12 2020-06-09 16:18:04 +00:00
UtilsD3D12.cpp D3D12: Implement UseDxc toggle to use DXC for HLSL compilation 2020-05-18 23:56:11 +00:00
UtilsD3D12.h D3D12: Implement UseDxc toggle to use DXC for HLSL compilation 2020-05-18 23:56:11 +00:00
d3d12_platform.h d3d12_platform: ensure windows.h macros don't cause compile errors 2020-06-01 13:58:22 +00:00