Enabling sampleMask usage in RenderPipelineMTL
Added the sampleMask functionality in Metal. Bug: dawn:491 Change-Id: Id4a14d0cc715dc701c6f29e4588ce327c5b26cba Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/25481 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Tomek Ponitka <tommek@google.com>
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@ -344,7 +344,8 @@ namespace dawn_native { namespace metal {
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const char* fragmentEntryPoint = descriptor->fragmentStage->entryPoint;
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ShaderModule::MetalFunctionData fragmentData;
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DAWN_TRY(fragmentModule->GetFunction(fragmentEntryPoint, SingleShaderStage::Fragment,
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ToBackend(GetLayout()), &fragmentData));
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ToBackend(GetLayout()), &fragmentData,
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descriptor->sampleMask));
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descriptorMTL.fragmentFunction = fragmentData.function;
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if (fragmentData.needsStorageBufferLength) {
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@ -46,14 +46,15 @@ namespace dawn_native { namespace metal {
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MaybeError GetFunction(const char* functionName,
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SingleShaderStage functionStage,
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const PipelineLayout* layout,
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MetalFunctionData* out);
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MetalFunctionData* out,
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uint32_t sampleMask = 0xFFFFFFFF);
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private:
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ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
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~ShaderModule() override = default;
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MaybeError Initialize();
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shaderc_spvc::CompileOptions GetMSLCompileOptions();
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shaderc_spvc::CompileOptions GetMSLCompileOptions(uint32_t sampleMask = 0xFFFFFFFF);
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};
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}} // namespace dawn_native::metal
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@ -91,7 +91,8 @@ namespace dawn_native { namespace metal {
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MaybeError ShaderModule::GetFunction(const char* functionName,
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SingleShaderStage functionStage,
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const PipelineLayout* layout,
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ShaderModule::MetalFunctionData* out) {
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ShaderModule::MetalFunctionData* out,
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uint32_t sampleMask) {
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ASSERT(!IsError());
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ASSERT(out);
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const std::vector<uint32_t>& spirv = GetSpirv();
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@ -101,8 +102,9 @@ namespace dawn_native { namespace metal {
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if (GetDevice()->IsToggleEnabled(Toggle::UseSpvc)) {
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// Initializing the compiler is needed every call, because this method uses reflection
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// to mutate the compiler's IR.
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DAWN_TRY(CheckSpvcSuccess(
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mSpvcContext.InitializeForMsl(spirv.data(), spirv.size(), GetMSLCompileOptions()),
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DAWN_TRY(
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CheckSpvcSuccess(mSpvcContext.InitializeForMsl(spirv.data(), spirv.size(),
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GetMSLCompileOptions(sampleMask)),
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"Unable to initialize instance of spvc"));
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DAWN_TRY(CheckSpvcSuccess(mSpvcContext.GetCompiler(reinterpret_cast<void**>(&compiler)),
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"Unable to get cross compiler"));
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@ -122,6 +124,8 @@ namespace dawn_native { namespace metal {
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// the shader storage buffer lengths.
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options_msl.buffer_size_buffer_index = kBufferLengthBufferSlot;
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options_msl.additional_fixed_sample_mask = sampleMask;
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compilerImpl = std::make_unique<spirv_cross::CompilerMSL>(spirv);
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compiler = compilerImpl.get();
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compiler->set_msl_options(options_msl);
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@ -245,7 +249,7 @@ namespace dawn_native { namespace metal {
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return {};
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}
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shaderc_spvc::CompileOptions ShaderModule::GetMSLCompileOptions() {
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shaderc_spvc::CompileOptions ShaderModule::GetMSLCompileOptions(uint32_t sampleMask) {
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// If these options are changed, the values in DawnSPIRVCrossGLSLFastFuzzer.cpp need to
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// be updated.
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shaderc_spvc::CompileOptions options = GetCompileOptions();
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@ -261,6 +265,8 @@ namespace dawn_native { namespace metal {
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// the shader storage buffer lengths.
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options.SetMSLBufferSizeBufferIndex(kBufferLengthBufferSlot);
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options.SetMSLAdditionalFixedSampleMask(sampleMask);
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return options;
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}
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@ -534,9 +534,6 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DArrayTexture) {
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// Test using one multisampled color attachment with resolve target can render correctly
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// with a non-default sample mask.
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TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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constexpr bool kTestDepth = false;
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// The second and third samples are included,
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// only the second one is covered by the triangle.
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@ -567,9 +564,6 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMask) {
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// Test using one multisampled color attachment with resolve target can render correctly
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// with the final sample mask empty.
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TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithEmptyFinalSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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constexpr bool kTestDepth = false;
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// The third and fourth samples are included,
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// none of which is covered by the triangle.
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@ -600,9 +594,6 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithEmptyFinalSampleMask)
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// Test doing MSAA resolve into multiple resolve targets works correctly with a non-default sample
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// mask.
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TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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wgpu::TextureView multisampledColorView2 =
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CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateView();
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wgpu::Texture resolveTexture2 = CreateTextureForOutputAttachment(kColorFormat, 1);
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@ -641,9 +632,6 @@ TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithSampleMas
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// Test multisampled rendering with depth test works correctly with a non-default sample mask.
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TEST_P(MultisampledRenderingTest, MultisampledRenderingWithDepthTestAndSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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// TODO(dawn:491): Find out why this test doesn't work on Windows Intel Vulkan.
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DAWN_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
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@ -707,9 +695,6 @@ TEST_P(MultisampledRenderingTest, MultisampledRenderingWithDepthTestAndSampleMas
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// Test using one multisampled color attachment with resolve target can render correctly
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// with non-default sample mask and shader-output mask.
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TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMaskAndShaderOutputMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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// TODO(dawn:491): Remove this when SPIRV-cross adds support for SV_Coverage in HLSL.
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DAWN_SKIP_TEST_IF(IsD3D12());
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