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CopyTextureForBrowserOptions deprecated AlphaOp after supporting color space conversion. AlphaMode for src and dst is the replacement. Bug: dawn:1140 Change-Id: Id507bd7525d74be8a12d212b92cc22f0c7bc94b7 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/73141 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
554 lines
25 KiB
C++
554 lines
25 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 "common/Log.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 "dawn_native/utils/WGPUHelpers.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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struct GammaTransferParams {
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G: f32;
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A: f32;
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B: f32;
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C: f32;
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D: f32;
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E: f32;
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F: f32;
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padding: u32;
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};
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struct Uniforms { // offset align size
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scale: vec2<f32>; // 0 8 8
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offset: vec2<f32>; // 8 8 8
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steps_mask: u32; // 16 4 4
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// implicit padding; // 20 12
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conversion_matrix: mat3x3<f32>; // 32 16 48
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gamma_decoding_params: GammaTransferParams; // 80 4 32
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gamma_encoding_params: GammaTransferParams; // 112 4 32
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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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// Chromium uses unified equation to construct gamma decoding function
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// and gamma encoding function.
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// The logic is:
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// if x < D
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// linear = C * x + F
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// nonlinear = pow(A * x + B, G) + E
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// (https://source.chromium.org/chromium/chromium/src/+/main:ui/gfx/color_transform.cc;l=541)
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// Expand the equation with sign() to make it handle all gamma conversions.
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fn gamma_conversion(v: f32, params: GammaTransferParams) -> f32 {
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// Linear part: C * x + F
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if (abs(v) < params.D) {
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return sign(v) * (params.C * abs(v) + params.F);
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}
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// Gamma part: pow(A * x + B, G) + E
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return sign(v) * (pow(params.A * abs(v) + params.B, params.G) + params.E);
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}
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[[stage(vertex)]]
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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.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.scale + uniforms.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.scale + uniforms.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)]]
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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 color = textureSample(myTexture, mySampler, texcoord);
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let kUnpremultiplyStep = 0x01u;
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let kDecodeToLinearStep = 0x02u;
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let kConvertToDstGamutStep = 0x04u;
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let kEncodeToGammaStep = 0x08u;
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let kPremultiplyStep = 0x10u;
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// Unpremultiply step. Appling color space conversion op on premultiplied source texture
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// also needs to unpremultiply first.
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if (bool(uniforms.steps_mask & kUnpremultiplyStep)) {
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if (color.a != 0.0) {
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color = vec4<f32>(color.rgb / color.a, color.a);
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}
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}
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// Linearize the source color using the source color space’s
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// transfer function if it is non-linear.
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if (bool(uniforms.steps_mask & kDecodeToLinearStep)) {
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color = vec4<f32>(gamma_conversion(color.r, uniforms.gamma_decoding_params),
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gamma_conversion(color.g, uniforms.gamma_decoding_params),
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gamma_conversion(color.b, uniforms.gamma_decoding_params),
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color.a);
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}
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// Convert unpremultiplied, linear source colors to the destination gamut by
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// multiplying by a 3x3 matrix. Calculate transformFromXYZD50 * transformToXYZD50
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// in CPU side and upload the final result in uniforms.
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if (bool(uniforms.steps_mask & kConvertToDstGamutStep)) {
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color = vec4<f32>(uniforms.conversion_matrix * color.rgb, color.a);
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}
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// Encode that color using the inverse of the destination color
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// space’s transfer function if it is non-linear.
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if (bool(uniforms.steps_mask & kEncodeToGammaStep)) {
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color = vec4<f32>(gamma_conversion(color.r, uniforms.gamma_encoding_params),
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gamma_conversion(color.g, uniforms.gamma_encoding_params),
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gamma_conversion(color.b, uniforms.gamma_encoding_params),
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color.a);
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}
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// Premultiply step.
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if (bool(uniforms.steps_mask & kPremultiplyStep)) {
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color = vec4<f32>(color.rgb * color.a, color.a);
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}
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return color;
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}
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)";
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// Follow the same order of skcms_TransferFunction
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// https://source.chromium.org/chromium/chromium/src/+/main:third_party/skia/include/third_party/skcms/skcms.h;l=46;
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struct GammaTransferParams {
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float G = 0.0;
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float A = 0.0;
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float B = 0.0;
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float C = 0.0;
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float D = 0.0;
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float E = 0.0;
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float F = 0.0;
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uint32_t padding = 0;
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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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uint32_t stepsMask = 0;
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const std::array<uint32_t, 3> padding = {}; // 12 bytes padding
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std::array<float, 12> conversionMatrix = {};
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GammaTransferParams gammaDecodingParams = {};
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GammaTransferParams gammaEncodingParams = {};
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};
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static_assert(sizeof(Uniform) == 144, "");
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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_FORMAT_VALIDATION_ERROR(
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"Source texture format (%s) is not supported.", srcFormat);
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}
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switch (dstFormat) {
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case wgpu::TextureFormat::R8Unorm:
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case wgpu::TextureFormat::R16Float:
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case wgpu::TextureFormat::R32Float:
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case wgpu::TextureFormat::RG8Unorm:
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case wgpu::TextureFormat::RG16Float:
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case wgpu::TextureFormat::RG32Float:
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case wgpu::TextureFormat::RGBA8Unorm:
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case wgpu::TextureFormat::BGRA8Unorm:
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case wgpu::TextureFormat::RGB10A2Unorm:
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case wgpu::TextureFormat::RGBA16Float:
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case wgpu::TextureFormat::RGBA32Float:
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break;
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default:
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return DAWN_FORMAT_VALIDATION_ERROR(
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"Destination texture format (%s) is not supported.", dstFormat);
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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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DAWN_TRY_ASSIGN(
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store->copyTextureForBrowser,
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utils::CreateShaderModule(device, sCopyTextureForBrowserShader));
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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_CONTEXT(ValidateImageCopyTexture(device, *source, *copySize),
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"validating the ImageCopyTexture for the source");
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DAWN_TRY_CONTEXT(ValidateImageCopyTexture(device, *destination, *copySize),
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"validating the ImageCopyTexture for the destination");
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DAWN_TRY_CONTEXT(ValidateTextureCopyRange(device, *source, *copySize),
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"validating that the copy fits in the source");
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DAWN_TRY_CONTEXT(ValidateTextureCopyRange(device, *destination, *copySize),
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"validating that the copy fits in the destination");
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DAWN_TRY(ValidateTextureToTextureCopyCommonRestrictions(*source, *destination, *copySize));
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DAWN_INVALID_IF(source->origin.z > 0, "Source has a non-zero z origin (%u).",
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source->origin.z);
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DAWN_INVALID_IF(copySize->depthOrArrayLayers > 1,
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"Copy is for more than one array layer (%u)", copySize->depthOrArrayLayers);
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DAWN_INVALID_IF(
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source->texture->GetSampleCount() > 1 || destination->texture->GetSampleCount() > 1,
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"The source texture sample count (%u) or the destination texture sample count (%u) is "
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"not 1.",
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source->texture->GetSampleCount(), destination->texture->GetSampleCount());
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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_INVALID_IF(options->nextInChain != nullptr, "nextInChain must be nullptr");
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DAWN_TRY(ValidateAlphaMode(options->srcAlphaMode));
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DAWN_TRY(ValidateAlphaMode(options->dstAlphaMode));
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if (options->needsColorSpaceConversion) {
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DAWN_INVALID_IF(options->srcTransferFunctionParameters == nullptr,
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"srcTransferFunctionParameters is nullptr when doing color conversion");
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DAWN_INVALID_IF(options->conversionMatrix == nullptr,
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"conversionMatrix is nullptr when doing color conversion");
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DAWN_INVALID_IF(options->dstTransferFunctionParameters == nullptr,
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"dstTransferFunctionParameters is nullptr when doing color conversion");
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}
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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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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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};
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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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uint32_t stepsMask = 0u;
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// Steps to do color space conversion
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// From https://skia.org/docs/user/color/
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// - unpremultiply if the source color is premultiplied; Alpha is not involved in color
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// management, and we need to divide it out if it’s multiplied in.
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// - linearize the source color using the source color space’s transfer function
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// - convert those unpremultiplied, linear source colors to XYZ D50 gamut by multiplying by
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// a 3x3 matrix.
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// - convert those XYZ D50 colors to the destination gamut by multiplying by a 3x3 matrix.
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// - encode that color using the inverse of the destination color space’s transfer function.
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// - premultiply by alpha if the destination is premultiplied.
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// The reason to choose XYZ D50 as intermediate color space:
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// From http://www.brucelindbloom.com/index.html?WorkingSpaceInfo.html
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// "Since the Lab TIFF specification, the ICC profile specification and
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// Adobe Photoshop all use a D50"
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constexpr uint32_t kUnpremultiplyStep = 0x01;
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constexpr uint32_t kDecodeToLinearStep = 0x02;
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constexpr uint32_t kConvertToDstGamutStep = 0x04;
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constexpr uint32_t kEncodeToGammaStep = 0x08;
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constexpr uint32_t kPremultiplyStep = 0x10;
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if (options->srcAlphaMode == wgpu::AlphaMode::Premultiplied) {
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if (options->needsColorSpaceConversion ||
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options->srcAlphaMode != options->dstAlphaMode) {
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stepsMask |= kUnpremultiplyStep;
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}
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}
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if (options->needsColorSpaceConversion) {
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stepsMask |= kDecodeToLinearStep;
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const float* decodingParams = options->srcTransferFunctionParameters;
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uniformData.gammaDecodingParams = {
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decodingParams[0], decodingParams[1], decodingParams[2], decodingParams[3],
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decodingParams[4], decodingParams[5], decodingParams[6]};
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stepsMask |= kConvertToDstGamutStep;
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const float* matrix = options->conversionMatrix;
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uniformData.conversionMatrix = {{
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matrix[0],
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matrix[1],
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matrix[2],
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0.0,
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matrix[3],
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matrix[4],
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matrix[5],
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0.0,
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matrix[6],
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matrix[7],
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matrix[8],
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0.0,
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}};
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stepsMask |= kEncodeToGammaStep;
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const float* encodingParams = options->dstTransferFunctionParameters;
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||
uniformData.gammaEncodingParams = {
|
||
encodingParams[0], encodingParams[1], encodingParams[2], encodingParams[3],
|
||
encodingParams[4], encodingParams[5], encodingParams[6]};
|
||
}
|
||
|
||
if (options->dstAlphaMode == wgpu::AlphaMode::Premultiplied) {
|
||
if (options->needsColorSpaceConversion ||
|
||
options->srcAlphaMode != options->dstAlphaMode) {
|
||
stepsMask |= kPremultiplyStep;
|
||
}
|
||
}
|
||
|
||
uniformData.stepsMask = stepsMask;
|
||
|
||
Ref<BufferBase> uniformBuffer;
|
||
DAWN_TRY_ASSIGN(
|
||
uniformBuffer,
|
||
utils::CreateBufferFromData(
|
||
device, wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform, {uniformData}));
|
||
|
||
// Prepare binding 1 resource: sampler
|
||
// Use default configuration, filterMode set to Nearest for min and mag.
|
||
SamplerDescriptor samplerDesc = {};
|
||
Ref<SamplerBase> sampler;
|
||
DAWN_TRY_ASSIGN(sampler, device->CreateSampler(&samplerDesc));
|
||
|
||
// Prepare binding 2 resource: sampled texture
|
||
TextureViewDescriptor srcTextureViewDesc = {};
|
||
srcTextureViewDesc.baseMipLevel = source->mipLevel;
|
||
srcTextureViewDesc.mipLevelCount = 1;
|
||
srcTextureViewDesc.arrayLayerCount = 1;
|
||
Ref<TextureViewBase> srcTextureView;
|
||
DAWN_TRY_ASSIGN(srcTextureView,
|
||
device->CreateTextureView(source->texture, &srcTextureViewDesc));
|
||
|
||
// Create bind group after all binding entries are set.
|
||
Ref<BindGroupBase> bindGroup;
|
||
DAWN_TRY_ASSIGN(bindGroup, utils::MakeBindGroup(
|
||
device, layout,
|
||
{{0, uniformBuffer}, {1, sampler}, {2, srcTextureView}}));
|
||
|
||
// Create command encoder.
|
||
CommandEncoderDescriptor encoderDesc = {};
|
||
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
|
||
Ref<CommandEncoder> encoder = AcquireRef(device->APICreateCommandEncoder(&encoderDesc));
|
||
|
||
// Prepare dst texture view as color Attachment.
|
||
TextureViewDescriptor dstTextureViewDesc;
|
||
dstTextureViewDesc.baseMipLevel = destination->mipLevel;
|
||
dstTextureViewDesc.mipLevelCount = 1;
|
||
dstTextureViewDesc.baseArrayLayer = destination->origin.z;
|
||
dstTextureViewDesc.arrayLayerCount = 1;
|
||
Ref<TextureViewBase> dstView;
|
||
DAWN_TRY_ASSIGN(dstView,
|
||
device->CreateTextureView(destination->texture, &dstTextureViewDesc));
|
||
|
||
// Prepare render pass color attachment descriptor.
|
||
RenderPassColorAttachment colorAttachmentDesc;
|
||
|
||
colorAttachmentDesc.view = dstView.Get();
|
||
colorAttachmentDesc.loadOp = wgpu::LoadOp::Load;
|
||
colorAttachmentDesc.storeOp = wgpu::StoreOp::Store;
|
||
colorAttachmentDesc.clearColor = {0.0, 0.0, 0.0, 1.0};
|
||
|
||
// Create render pass.
|
||
RenderPassDescriptor renderPassDesc;
|
||
renderPassDesc.colorAttachmentCount = 1;
|
||
renderPassDesc.colorAttachments = &colorAttachmentDesc;
|
||
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
|
||
Ref<RenderPassEncoder> passEncoder =
|
||
AcquireRef(encoder->APIBeginRenderPass(&renderPassDesc));
|
||
|
||
// Start pipeline and encode commands to complete
|
||
// the copy from src texture to dst texture with transformation.
|
||
passEncoder->APISetPipeline(pipeline);
|
||
passEncoder->APISetBindGroup(0, bindGroup.Get());
|
||
passEncoder->APISetViewport(destination->origin.x, destination->origin.y, copySize->width,
|
||
copySize->height, 0.0, 1.0);
|
||
passEncoder->APIDraw(3);
|
||
passEncoder->APIEndPass();
|
||
|
||
// Finsh encoding.
|
||
// TODO(dawn:723): change to not use AcquireRef for reentrant object creation.
|
||
Ref<CommandBufferBase> commandBuffer = AcquireRef(encoder->APIFinish());
|
||
CommandBufferBase* submitCommandBuffer = commandBuffer.Get();
|
||
|
||
// Submit command buffer.
|
||
device->GetQueue()->APISubmit(1, &submitCommandBuffer);
|
||
|
||
return {};
|
||
}
|
||
|
||
} // namespace dawn_native
|