mirror of
https://github.com/encounter/dawn-cmake.git
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This CL updates the clang format files to have a single shared format between Dawn and Tint. The major changes are tabs are 4 spaces, lines are 100 columns and namespaces are not indented. Bug: dawn:1339 Change-Id: I4208742c95643998d9fd14e77a9cc558071ded39 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87603 Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
240 lines
10 KiB
C++
240 lines
10 KiB
C++
// Copyright 2019 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/d3d12/RenderPassBuilderD3D12.h"
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#include <algorithm>
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#include "dawn/native/Format.h"
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#include "dawn/native/d3d12/CommandBufferD3D12.h"
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#include "dawn/native/d3d12/Forward.h"
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#include "dawn/native/d3d12/TextureD3D12.h"
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#include "dawn/native/dawn_platform.h"
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namespace dawn::native::d3d12 {
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namespace {
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D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE D3D12BeginningAccessType(wgpu::LoadOp loadOp) {
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switch (loadOp) {
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case wgpu::LoadOp::Clear:
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return D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR;
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case wgpu::LoadOp::Load:
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return D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE;
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case wgpu::LoadOp::Undefined:
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UNREACHABLE();
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break;
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}
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}
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D3D12_RENDER_PASS_ENDING_ACCESS_TYPE D3D12EndingAccessType(wgpu::StoreOp storeOp) {
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switch (storeOp) {
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case wgpu::StoreOp::Discard:
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return D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_DISCARD;
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case wgpu::StoreOp::Store:
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return D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE;
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case wgpu::StoreOp::Undefined:
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UNREACHABLE();
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break;
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}
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}
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D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS D3D12EndingAccessResolveParameters(
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wgpu::StoreOp storeOp,
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TextureView* resolveSource,
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TextureView* resolveDestination) {
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D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS resolveParameters;
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resolveParameters.Format = resolveDestination->GetD3D12Format();
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resolveParameters.pSrcResource = ToBackend(resolveSource->GetTexture())->GetD3D12Resource();
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resolveParameters.pDstResource =
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ToBackend(resolveDestination->GetTexture())->GetD3D12Resource();
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// Clear or preserve the resolve source.
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if (storeOp == wgpu::StoreOp::Discard) {
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resolveParameters.PreserveResolveSource = false;
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} else if (storeOp == wgpu::StoreOp::Store) {
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resolveParameters.PreserveResolveSource = true;
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}
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// RESOLVE_MODE_AVERAGE is only valid for non-integer formats.
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ASSERT(resolveDestination->GetFormat().GetAspectInfo(Aspect::Color).baseType ==
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wgpu::TextureComponentType::Float);
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resolveParameters.ResolveMode = D3D12_RESOLVE_MODE_AVERAGE;
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resolveParameters.SubresourceCount = 1;
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return resolveParameters;
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}
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D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS
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D3D12EndingAccessResolveSubresourceParameters(TextureView* resolveDestination) {
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D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS subresourceParameters;
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Texture* resolveDestinationTexture = ToBackend(resolveDestination->GetTexture());
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ASSERT(resolveDestinationTexture->GetFormat().aspects == Aspect::Color);
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subresourceParameters.DstX = 0;
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subresourceParameters.DstY = 0;
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subresourceParameters.SrcSubresource = 0;
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subresourceParameters.DstSubresource = resolveDestinationTexture->GetSubresourceIndex(
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resolveDestination->GetBaseMipLevel(), resolveDestination->GetBaseArrayLayer(),
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Aspect::Color);
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// Resolving a specified sub-rect is only valid on hardware that supports sample
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// positions. This means even {0, 0, width, height} would be invalid if unsupported. To
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// avoid this, we assume sub-rect resolves never work by setting them to all zeros or
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// "empty" to resolve the entire region.
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subresourceParameters.SrcRect = {0, 0, 0, 0};
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return subresourceParameters;
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}
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} // anonymous namespace
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RenderPassBuilder::RenderPassBuilder(bool hasUAV) {
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if (hasUAV) {
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mRenderPassFlags = D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES;
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}
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}
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void RenderPassBuilder::SetRenderTargetView(ColorAttachmentIndex attachmentIndex,
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D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor,
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bool isNullRTV) {
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mRenderTargetViews[attachmentIndex] = baseDescriptor;
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mRenderPassRenderTargetDescriptors[attachmentIndex].cpuDescriptor = baseDescriptor;
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if (!isNullRTV) {
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mHighestColorAttachmentIndexPlusOne = std::max(
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mHighestColorAttachmentIndexPlusOne,
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ColorAttachmentIndex{static_cast<uint8_t>(static_cast<uint8_t>(attachmentIndex) + 1u)});
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}
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}
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void RenderPassBuilder::SetDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor) {
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mRenderPassDepthStencilDesc.cpuDescriptor = baseDescriptor;
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}
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ColorAttachmentIndex RenderPassBuilder::GetHighestColorAttachmentIndexPlusOne() const {
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return mHighestColorAttachmentIndexPlusOne;
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}
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bool RenderPassBuilder::HasDepthOrStencil() const {
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return mHasDepthOrStencil;
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}
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ityp::span<ColorAttachmentIndex, const D3D12_RENDER_PASS_RENDER_TARGET_DESC>
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RenderPassBuilder::GetRenderPassRenderTargetDescriptors() const {
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return {mRenderPassRenderTargetDescriptors.data(), mHighestColorAttachmentIndexPlusOne};
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}
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const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC* RenderPassBuilder::GetRenderPassDepthStencilDescriptor()
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const {
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return &mRenderPassDepthStencilDesc;
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}
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D3D12_RENDER_PASS_FLAGS RenderPassBuilder::GetRenderPassFlags() const {
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return mRenderPassFlags;
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}
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const D3D12_CPU_DESCRIPTOR_HANDLE* RenderPassBuilder::GetRenderTargetViews() const {
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return mRenderTargetViews.data();
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}
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void RenderPassBuilder::SetRenderTargetBeginningAccess(ColorAttachmentIndex attachment,
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wgpu::LoadOp loadOp,
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dawn::native::Color clearColor,
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DXGI_FORMAT format) {
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mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Type =
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D3D12BeginningAccessType(loadOp);
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if (loadOp == wgpu::LoadOp::Clear) {
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mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Clear.ClearValue.Color[0] =
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clearColor.r;
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mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Clear.ClearValue.Color[1] =
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clearColor.g;
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mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Clear.ClearValue.Color[2] =
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clearColor.b;
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mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Clear.ClearValue.Color[3] =
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clearColor.a;
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mRenderPassRenderTargetDescriptors[attachment].BeginningAccess.Clear.ClearValue.Format =
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format;
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}
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}
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void RenderPassBuilder::SetRenderTargetEndingAccess(ColorAttachmentIndex attachment,
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wgpu::StoreOp storeOp) {
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mRenderPassRenderTargetDescriptors[attachment].EndingAccess.Type =
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D3D12EndingAccessType(storeOp);
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}
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void RenderPassBuilder::SetRenderTargetEndingAccessResolve(ColorAttachmentIndex attachment,
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wgpu::StoreOp storeOp,
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TextureView* resolveSource,
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TextureView* resolveDestination) {
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mRenderPassRenderTargetDescriptors[attachment].EndingAccess.Type =
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D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE;
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mRenderPassRenderTargetDescriptors[attachment].EndingAccess.Resolve =
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D3D12EndingAccessResolveParameters(storeOp, resolveSource, resolveDestination);
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mSubresourceParams[attachment] =
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D3D12EndingAccessResolveSubresourceParameters(resolveDestination);
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mRenderPassRenderTargetDescriptors[attachment].EndingAccess.Resolve.pSubresourceParameters =
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&mSubresourceParams[attachment];
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}
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void RenderPassBuilder::SetDepthAccess(wgpu::LoadOp loadOp,
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wgpu::StoreOp storeOp,
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float clearDepth,
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DXGI_FORMAT format) {
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mHasDepthOrStencil = true;
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mRenderPassDepthStencilDesc.DepthBeginningAccess.Type = D3D12BeginningAccessType(loadOp);
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if (loadOp == wgpu::LoadOp::Clear) {
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mRenderPassDepthStencilDesc.DepthBeginningAccess.Clear.ClearValue.DepthStencil.Depth =
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clearDepth;
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mRenderPassDepthStencilDesc.DepthBeginningAccess.Clear.ClearValue.Format = format;
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}
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mRenderPassDepthStencilDesc.DepthEndingAccess.Type = D3D12EndingAccessType(storeOp);
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}
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void RenderPassBuilder::SetStencilAccess(wgpu::LoadOp loadOp,
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wgpu::StoreOp storeOp,
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uint8_t clearStencil,
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DXGI_FORMAT format) {
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mHasDepthOrStencil = true;
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mRenderPassDepthStencilDesc.StencilBeginningAccess.Type = D3D12BeginningAccessType(loadOp);
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if (loadOp == wgpu::LoadOp::Clear) {
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mRenderPassDepthStencilDesc.StencilBeginningAccess.Clear.ClearValue.DepthStencil.Stencil =
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clearStencil;
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mRenderPassDepthStencilDesc.StencilBeginningAccess.Clear.ClearValue.Format = format;
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}
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mRenderPassDepthStencilDesc.StencilEndingAccess.Type = D3D12EndingAccessType(storeOp);
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}
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void RenderPassBuilder::SetDepthNoAccess() {
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mRenderPassDepthStencilDesc.DepthBeginningAccess.Type =
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D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS;
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mRenderPassDepthStencilDesc.DepthEndingAccess.Type =
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D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS;
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}
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void RenderPassBuilder::SetDepthStencilNoAccess() {
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SetDepthNoAccess();
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SetStencilNoAccess();
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}
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void RenderPassBuilder::SetStencilNoAccess() {
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mRenderPassDepthStencilDesc.StencilBeginningAccess.Type =
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D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS;
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mRenderPassDepthStencilDesc.StencilEndingAccess.Type =
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D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS;
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}
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} // namespace dawn::native::d3d12
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