Fix OpenGL over-eager lazy zero initialization for textures
Bug: dawn:145, dawn:348 Change-Id: I3b6e7b148a171bdcb50bcb825858cbf967c64c87 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16983 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@ -184,7 +184,7 @@ namespace dawn_native { namespace opengl {
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MaybeError Texture::ClearTexture(GLint baseMipLevel,
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GLint levelCount,
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GLint baseArrayLayer,
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uint32_t layerCount,
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GLint layerCount,
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TextureBase::ClearValue clearValue) {
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// TODO(jiawei.shao@intel.com): initialize the textures with compressed formats.
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if (GetFormat().isCompressed) {
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@ -210,19 +210,55 @@ namespace dawn_native { namespace opengl {
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gl.StencilMask(GetStencilMaskFromStencilFormat(GetFormat().format));
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}
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auto DoClear = [&]() {
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if (doDepthClear && doStencilClear) {
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gl.ClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);
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} else if (doDepthClear) {
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gl.ClearBufferfv(GL_DEPTH, 0, &depth);
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} else if (doStencilClear) {
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gl.ClearBufferiv(GL_STENCIL, 0, &stencil);
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}
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};
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GLuint framebuffer = 0;
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gl.GenFramebuffers(1, &framebuffer);
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gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
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// TODO(natlee@microsoft.com): clear all mip levels and array layers.
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gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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GetGLTarget(), GetHandle(), 0);
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if (doDepthClear && doStencilClear) {
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gl.ClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);
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} else if (doDepthClear) {
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gl.ClearBufferfv(GL_DEPTH, 0, &depth);
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} else if (doStencilClear) {
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gl.ClearBufferiv(GL_STENCIL, 0, &stencil);
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for (GLint level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
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switch (GetDimension()) {
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case wgpu::TextureDimension::e2D:
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if (GetArrayLayers() == 1) {
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if (clearValue == TextureBase::ClearValue::Zero &&
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IsSubresourceContentInitialized(level, 1, 0, 1)) {
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// Skip lazy clears if already initialized.
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continue;
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}
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gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
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GL_DEPTH_STENCIL_ATTACHMENT, GetGLTarget(),
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GetHandle(), level);
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DoClear();
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} else {
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for (GLint layer = baseArrayLayer;
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layer < baseArrayLayer + layerCount; ++layer) {
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if (clearValue == TextureBase::ClearValue::Zero &&
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IsSubresourceContentInitialized(level, 1, layer, 1)) {
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// Skip lazy clears if already initialized.
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continue;
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}
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gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER,
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GL_DEPTH_STENCIL_ATTACHMENT,
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GetHandle(), level, layer);
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DoClear();
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}
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}
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break;
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default:
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UNREACHABLE();
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}
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}
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gl.DeleteFramebuffers(1, &framebuffer);
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} else {
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static constexpr uint32_t MAX_TEXEL_SIZE = 16;
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@ -234,9 +270,17 @@ namespace dawn_native { namespace opengl {
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const GLFormat& glFormat = GetGLFormat();
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for (GLint level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
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Extent3D mipSize = GetMipLevelPhysicalSize(level);
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gl.ClearTexSubImage(mHandle, level, 0, 0, baseArrayLayer, mipSize.width,
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mipSize.height, layerCount, glFormat.format, glFormat.type,
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clearColorData.data());
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for (GLint layer = baseArrayLayer; layer < baseArrayLayer + layerCount;
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++layer) {
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if (clearValue == TextureBase::ClearValue::Zero &&
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IsSubresourceContentInitialized(level, 1, layer, 1)) {
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// Skip lazy clears if already initialized.
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continue;
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}
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gl.ClearTexSubImage(mHandle, level, 0, 0, layer, mipSize.width,
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mipSize.height, 1, glFormat.format, glFormat.type,
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clearColorData.data());
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}
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}
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}
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} else {
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@ -283,21 +327,37 @@ namespace dawn_native { namespace opengl {
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Extent3D size = GetMipLevelPhysicalSize(level);
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switch (GetDimension()) {
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case wgpu::TextureDimension::e2D:
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// TODO(natlee@microsoft.com): This will break when layerCount is greater
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// than 1, because the buffer is only sized for one layer.
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ASSERT(layerCount == 1);
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gl.TexSubImage2D(GetGLTarget(), level, 0, 0, size.width, size.height,
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GetGLFormat().format, GetGLFormat().type, 0);
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if (GetArrayLayers() == 1) {
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if (clearValue == TextureBase::ClearValue::Zero &&
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IsSubresourceContentInitialized(level, 1, 0, 1)) {
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// Skip lazy clears if already initialized.
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continue;
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}
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gl.TexSubImage2D(GetGLTarget(), level, 0, 0, size.width, size.height,
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GetGLFormat().format, GetGLFormat().type, 0);
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} else {
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for (GLint layer = baseArrayLayer; layer < baseArrayLayer + layerCount;
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++layer) {
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if (clearValue == TextureBase::ClearValue::Zero &&
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IsSubresourceContentInitialized(level, 1, layer, 1)) {
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// Skip lazy clears if already initialized.
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continue;
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}
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gl.TexSubImage3D(GetGLTarget(), level, 0, 0, layer, size.width,
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size.height, 1, GetGLFormat().format,
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GetGLFormat().type, 0);
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}
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}
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break;
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default:
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UNREACHABLE();
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}
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gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
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gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
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gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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if (clearValue == TextureBase::ClearValue::Zero) {
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SetIsSubresourceContentInitialized(true, baseMipLevel, levelCount, baseArrayLayer,
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@ -47,7 +47,7 @@ namespace dawn_native { namespace opengl {
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MaybeError ClearTexture(GLint baseMipLevel,
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GLint levelCount,
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GLint baseArrayLayer,
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uint32_t layerCount,
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GLint layerCount,
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TextureBase::ClearValue clearValue);
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GLuint mHandle;
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@ -157,10 +157,6 @@ TEST_P(NonzeroTextureCreationTests, NonrenderableTextureFormat) {
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// Test that textures with more than 1 array layers and nonrenderable texture formats clear to 0x01
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// because toggle is enabled
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TEST_P(NonzeroTextureCreationTests, NonRenderableTextureClearWithMultiArrayLayers) {
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// TODO(natlee@microsoft.com): skip for now on opengl because TextureClear nonrenderable
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// textures does not create large enough buffers for array layers greater than 1.
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DAWN_SKIP_TEST_IF(IsOpenGL());
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = kSize;
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@ -194,9 +190,6 @@ TEST_P(NonzeroTextureCreationTests, NonRenderableTextureClearWithMultiArrayLayer
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// Test that all subresources of a renderable texture are filled because the toggle is enabled.
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TEST_P(NonzeroTextureCreationTests, AllSubresourcesFilled) {
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// TODO(crbug.com/dawn/145): Implement on other platforms.
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DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12() && !IsVulkan());
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wgpu::TextureDescriptor baseDescriptor;
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baseDescriptor.dimension = wgpu::TextureDimension::e2D;
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baseDescriptor.size.width = kSize;
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@ -250,9 +243,6 @@ TEST_P(NonzeroTextureCreationTests, AllSubresourcesFilled) {
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// Test that all subresources of a nonrenderable texture are filled because the toggle is enabled.
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TEST_P(NonzeroTextureCreationTests, NonRenderableAllSubresourcesFilled) {
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// TODO(crbug.com/dawn/145): Implement on other platforms.
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DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12() && !IsVulkan());
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wgpu::TextureDescriptor baseDescriptor;
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baseDescriptor.dimension = wgpu::TextureDimension::e2D;
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baseDescriptor.size.width = kSize;
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@ -691,10 +691,6 @@ TEST_P(TextureZeroInitTest, NonRenderableTextureClearUnalignedSize) {
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// This tests that the code path of CopyTextureToBuffer clears correctly for non-renderable textures
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// with more than 1 array layers
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TEST_P(TextureZeroInitTest, NonRenderableTextureClearWithMultiArrayLayers) {
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// TODO(natlee@microsoft.com): skip for now on opengl because TextureClear nonrenderable
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// textures does not create large enough buffers for array layers greater than 1.
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DAWN_SKIP_TEST_IF(IsOpenGL());
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wgpu::TextureDescriptor descriptor =
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CreateTextureDescriptor(1, 2, wgpu::TextureUsage::CopySrc, kNonrenderableColorFormat);
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wgpu::Texture texture = device.CreateTexture(&descriptor);
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@ -871,9 +867,6 @@ TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencilStoreOpClear) {
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// Test that if one mip of a texture is initialized and another is uninitialized, lazy clearing the
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// uninitialized mip does not clear the initialized mip.
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TEST_P(TextureZeroInitTest, PreservesInitializedMip) {
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// TODO(crbug.com/dawn/145): Fix this on other backends
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DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12() && !IsVulkan());
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wgpu::TextureDescriptor sampleTextureDescriptor = CreateTextureDescriptor(
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2, 1,
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wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled,
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@ -952,9 +945,6 @@ TEST_P(TextureZeroInitTest, PreservesInitializedMip) {
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// Test that if one layer of a texture is initialized and another is uninitialized, lazy clearing
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// the uninitialized layer does not clear the initialized layer.
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TEST_P(TextureZeroInitTest, PreservesInitializedArrayLayer) {
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// TODO(crbug.com/dawn/145): Fix this on other backends
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DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12() && !IsVulkan());
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wgpu::TextureDescriptor sampleTextureDescriptor = CreateTextureDescriptor(
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1, 2,
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wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled,
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