// Copyright 2023 The Dawn & Tint Authors // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this // list of conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // 3. Neither the name of the copyright holder nor the names of its // contributors may be used to endorse or promote products derived from // this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef SRC_DAWN_NATIVE_BLITBUFFERTODEPTHSTENCIL_H_ #define SRC_DAWN_NATIVE_BLITBUFFERTODEPTHSTENCIL_H_ #include "dawn/native/Error.h" namespace dawn::native { struct TextureCopy; // BlitBufferToDepth works around issues where copying from a buffer // to depth does not work on some drivers. // Currently, only depth16unorm textures can be CopyDst, so only depth16unorm // is supported. // It does the following: // - Copies buffer data to an rg8uint texture. // - Sets the viewport to the copy rect. // - Uploads the copy origin to a uniform buffer. // - For each destination layer: // - Performs a draw to sample the rg8uint data, computes the // floating point depth value, and writes the frag depth. MaybeError BlitStagingBufferToDepth(DeviceBase* device, BufferBase* buffer, const TextureDataLayout& src, const TextureCopy& dst, const Extent3D& copyExtent); MaybeError BlitBufferToDepth(DeviceBase* device, CommandEncoder* commandEncoder, BufferBase* buffer, const TextureDataLayout& src, const TextureCopy& dst, const Extent3D& copyExtent); // BlitR8ToStencil works around issues where upload data to stencil aspect // is not supported, by copying data from an r8uint texture to dst texture. // It does the following: // - Sets the viewport to the copy rect. // - Uploads the copy origin to a uniform buffer. // - For each destination layer: // - Performs a draw to clear stencil to 0. // - Performs 8 draws for each bit of stencil to set the respective // stencil bit to 1, if the source r8 texture also has that bit set. // If the source r8 texture does not, the fragment is discarded. MaybeError BlitR8ToStencil(DeviceBase* device, CommandEncoder* commandEncoder, TextureBase* dataTexture, const TextureCopy& dst, const Extent3D& copyExtent); // BlitBufferToStencil works around issues where copying from a buffer // to stencil does not work on some drivers. // It does the following: // - Copies buffer data to an r8uint texture. // - Calls BlitR8ToStencil. MaybeError BlitStagingBufferToStencil(DeviceBase* device, BufferBase* buffer, const TextureDataLayout& src, const TextureCopy& dst, const Extent3D& copyExtent); MaybeError BlitBufferToStencil(DeviceBase* device, CommandEncoder* commandEncoder, BufferBase* buffer, const TextureDataLayout& src, const TextureCopy& dst, const Extent3D& copyExtent); } // namespace dawn::native #endif // SRC_DAWN_NATIVE_BLITBUFFERTODEPTHSTENCIL_H_