xref: /aosp_15_r20/external/skia/src/gpu/graphite/dawn/DawnUtils.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2023 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnUtilsPriv.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnSharedContext.h"
13*c8dee2aaSAndroid Build Coastguard Worker 
14*c8dee2aaSAndroid Build Coastguard Worker #if defined(__EMSCRIPTEN__)
15*c8dee2aaSAndroid Build Coastguard Worker #include <emscripten.h>
16*c8dee2aaSAndroid Build Coastguard Worker #endif  // __EMSCRIPTEN__
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker // TODO: A lot of these values are not correct
DawnFormatBytesPerBlock(wgpu::TextureFormat format)21*c8dee2aaSAndroid Build Coastguard Worker size_t DawnFormatBytesPerBlock(wgpu::TextureFormat format) {
22*c8dee2aaSAndroid Build Coastguard Worker     switch (format) {
23*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RGBA8Unorm:            return 4;
24*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::BGRA8Unorm:            return 4;
25*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::R8Unorm:               return 1;
26*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RGBA16Float:           return 8;
27*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::R16Float:              return 2;
28*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RG8Unorm:              return 2;
29*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RGB10A2Unorm:          return 4;
30*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RG16Float:             return 4;
31*c8dee2aaSAndroid Build Coastguard Worker         // The depth stencil values are not neccessarily correct in Dawn since Dawn is allowed to
32*c8dee2aaSAndroid Build Coastguard Worker         // implement Stencil8 as a real stencil8 or depth24stencil8 format. Similarly the depth in
33*c8dee2aaSAndroid Build Coastguard Worker         // Depth24PlusStencil8 can either be a 24 bit value or Depth32Float value. There is also
34*c8dee2aaSAndroid Build Coastguard Worker         // currently no way to query this in WebGPU so we just use the highest values here.
35*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::Stencil8:              return 4; // could be backed by d24s8
36*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::Depth16Unorm:          return 2;
37*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::Depth32Float:          return 4;
38*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::Depth32FloatStencil8:  return 5;
39*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::Depth24PlusStencil8:   return 5; // could be backed by d32s8
40*c8dee2aaSAndroid Build Coastguard Worker 
41*c8dee2aaSAndroid Build Coastguard Worker #if !defined(__EMSCRIPTEN__)
42*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::R16Unorm:              return 2;
43*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RG16Unorm:             return 4;
44*c8dee2aaSAndroid Build Coastguard Worker         // Note: We don't actually know the size of external formats, so this
45*c8dee2aaSAndroid Build Coastguard Worker         // is an arbitrary value. We will see external formats only in wrapped
46*c8dee2aaSAndroid Build Coastguard Worker         // SkImages, so this won't impact Skia's internal budgeting.
47*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::External:
48*c8dee2aaSAndroid Build Coastguard Worker             return 4;
49*c8dee2aaSAndroid Build Coastguard Worker #endif
50*c8dee2aaSAndroid Build Coastguard Worker         default:
51*c8dee2aaSAndroid Build Coastguard Worker             SkUNREACHABLE;
52*c8dee2aaSAndroid Build Coastguard Worker     }
53*c8dee2aaSAndroid Build Coastguard Worker }
54*c8dee2aaSAndroid Build Coastguard Worker 
DawnFormatToCompressionType(wgpu::TextureFormat format)55*c8dee2aaSAndroid Build Coastguard Worker SkTextureCompressionType DawnFormatToCompressionType(wgpu::TextureFormat format) {
56*c8dee2aaSAndroid Build Coastguard Worker     switch (format) {
57*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::ETC2RGB8Unorm: return SkTextureCompressionType::kETC2_RGB8_UNORM;
58*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::BC1RGBAUnorm:  return SkTextureCompressionType::kBC1_RGBA8_UNORM;
59*c8dee2aaSAndroid Build Coastguard Worker         default:                                 return SkTextureCompressionType::kNone;
60*c8dee2aaSAndroid Build Coastguard Worker     }
61*c8dee2aaSAndroid Build Coastguard Worker }
62*c8dee2aaSAndroid Build Coastguard Worker 
DawnFormatChannels(wgpu::TextureFormat format)63*c8dee2aaSAndroid Build Coastguard Worker uint32_t DawnFormatChannels(wgpu::TextureFormat format) {
64*c8dee2aaSAndroid Build Coastguard Worker     switch (format) {
65*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RGBA8Unorm:   return kRGBA_SkColorChannelFlags;
66*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::BGRA8Unorm:   return kRGBA_SkColorChannelFlags;
67*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::R8Unorm:      return kRed_SkColorChannelFlag;
68*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RGBA16Float:  return kRGBA_SkColorChannelFlags;
69*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::R16Float:     return kRed_SkColorChannelFlag;
70*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RG8Unorm:     return kRG_SkColorChannelFlags;
71*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RGB10A2Unorm: return kRGBA_SkColorChannelFlags;
72*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RG16Float:    return kRG_SkColorChannelFlags;
73*c8dee2aaSAndroid Build Coastguard Worker 
74*c8dee2aaSAndroid Build Coastguard Worker #if !defined(__EMSCRIPTEN__)
75*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::R16Unorm:     return kRed_SkColorChannelFlag;
76*c8dee2aaSAndroid Build Coastguard Worker         case wgpu::TextureFormat::RG16Unorm:    return kRG_SkColorChannelFlags;
77*c8dee2aaSAndroid Build Coastguard Worker #endif
78*c8dee2aaSAndroid Build Coastguard Worker 
79*c8dee2aaSAndroid Build Coastguard Worker         default:                                return 0;
80*c8dee2aaSAndroid Build Coastguard Worker     }
81*c8dee2aaSAndroid Build Coastguard Worker     SkUNREACHABLE;
82*c8dee2aaSAndroid Build Coastguard Worker }
83*c8dee2aaSAndroid Build Coastguard Worker 
84*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
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