Protect against aspectReadOnly of unused DS attachements aspects
Unused aspects of depth-stencil attachments that are tagged as read-only used to leak that read-only state to backends, even if the validation made it seems like they always match (they only need to match if the texture has both aspects). This confused backends like Vulkan which checked for depthReadOnly || stencilReadOnly to choose between code paths. Instead reyify the depthStencilAttachement descriptor in the frontend to protect against garbage values being passed for aspects that aren't present in the texture. Adds a regression test, with the caveat that a failure is only shown by having the VVL output and error in stderr due to an unrelated issue. Fixed: dawn:1512 Change-Id: I35d5581e46909b7f41ff4c7553d60c6ac844a56b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/101121 Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
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@ -911,7 +911,38 @@ Ref<RenderPassEncoder> CommandEncoder::BeginRenderPass(const RenderPassDescripto
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cmd->depthStencilAttachment.clearStencil =
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descriptor->depthStencilAttachment->stencilClearValue;
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}
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// Copy parameters for the depth, reyifing the values when it is not present or
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// readonly.
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cmd->depthStencilAttachment.depthReadOnly = false;
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cmd->depthStencilAttachment.depthLoadOp = wgpu::LoadOp::Load;
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cmd->depthStencilAttachment.depthStoreOp = wgpu::StoreOp::Store;
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if (view->GetFormat().HasDepth()) {
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cmd->depthStencilAttachment.depthReadOnly =
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descriptor->depthStencilAttachment->depthReadOnly;
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if (!cmd->depthStencilAttachment.depthReadOnly) {
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cmd->depthStencilAttachment.depthLoadOp =
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descriptor->depthStencilAttachment->depthLoadOp;
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cmd->depthStencilAttachment.depthStoreOp =
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descriptor->depthStencilAttachment->depthStoreOp;
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}
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}
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// Copy parameters for the stencil, reyifing the values when it is not present or
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// readonly.
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cmd->depthStencilAttachment.stencilReadOnly = false;
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cmd->depthStencilAttachment.stencilLoadOp = wgpu::LoadOp::Load;
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cmd->depthStencilAttachment.stencilStoreOp = wgpu::StoreOp::Store;
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if (view->GetFormat().HasStencil()) {
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cmd->depthStencilAttachment.stencilReadOnly =
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descriptor->depthStencilAttachment->stencilReadOnly;
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if (!cmd->depthStencilAttachment.stencilReadOnly) {
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cmd->depthStencilAttachment.stencilLoadOp =
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descriptor->depthStencilAttachment->stencilLoadOp;
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cmd->depthStencilAttachment.stencilStoreOp =
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descriptor->depthStencilAttachment->stencilStoreOp;
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}
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// GPURenderPassDepthStencilAttachment.stencilClearValue will be converted to
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// the type of the stencil aspect of view by taking the same number of LSBs as
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// the number of bits in the stencil aspect of one texel block of view.
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@ -921,35 +952,6 @@ Ref<RenderPassEncoder> CommandEncoder::BeginRenderPass(const RenderPassDescripto
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cmd->depthStencilAttachment.clearStencil &= 0xFF;
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}
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cmd->depthStencilAttachment.depthReadOnly =
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descriptor->depthStencilAttachment->depthReadOnly;
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cmd->depthStencilAttachment.stencilReadOnly =
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descriptor->depthStencilAttachment->stencilReadOnly;
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if (descriptor->depthStencilAttachment->depthReadOnly ||
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!IsSubset(Aspect::Depth,
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descriptor->depthStencilAttachment->view->GetAspects())) {
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cmd->depthStencilAttachment.depthLoadOp = wgpu::LoadOp::Load;
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cmd->depthStencilAttachment.depthStoreOp = wgpu::StoreOp::Store;
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} else {
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cmd->depthStencilAttachment.depthLoadOp =
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descriptor->depthStencilAttachment->depthLoadOp;
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cmd->depthStencilAttachment.depthStoreOp =
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descriptor->depthStencilAttachment->depthStoreOp;
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}
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if (descriptor->depthStencilAttachment->stencilReadOnly ||
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!IsSubset(Aspect::Stencil,
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descriptor->depthStencilAttachment->view->GetAspects())) {
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cmd->depthStencilAttachment.stencilLoadOp = wgpu::LoadOp::Load;
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cmd->depthStencilAttachment.stencilStoreOp = wgpu::StoreOp::Store;
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} else {
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cmd->depthStencilAttachment.stencilLoadOp =
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descriptor->depthStencilAttachment->stencilLoadOp;
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cmd->depthStencilAttachment.stencilStoreOp =
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descriptor->depthStencilAttachment->stencilStoreOp;
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}
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if (IsReadOnlyDepthStencilAttachment(descriptor->depthStencilAttachment)) {
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usageTracker.TextureViewUsedAs(view, kReadOnlyRenderAttachment);
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} else {
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@ -256,6 +256,37 @@ TEST_P(ReadOnlyDepthAttachmentTests, NotSampleFromAttachment) {
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{kSize, kSize / 2});
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}
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// Regression test for crbug.com/dawn/1512 where having aspectReadOnly for an unused aspect of a
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// depth-stencil texture would cause the attachment to be considered read-only, causing layout
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// mismatch issues.
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TEST_P(ReadOnlyDepthAttachmentTests, UnusedAspectWithReadOnly) {
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wgpu::TextureFormat format = GetParam().mTextureFormat;
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wgpu::Texture depthStencilTexture = CreateTexture(format, wgpu::TextureUsage::RenderAttachment);
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utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView());
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if (utils::IsStencilOnlyFormat(format)) {
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passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true;
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passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Undefined;
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passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Undefined;
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} else {
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passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = false;
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}
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if (utils::IsDepthOnlyFormat(format)) {
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passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true;
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passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined;
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passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined;
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} else {
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passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = false;
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}
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor);
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pass.End();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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}
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class ReadOnlyStencilAttachmentTests : public ReadOnlyDepthStencilAttachmentTests {
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protected:
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void SetUp() override {
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