Add a toggle to keep Metal depth stencil textures initialized

To avoid uninitialized reads of depth stencil data, where the Metal
driver incorrectly binds/loads the wrong depth stencil subresource,
always keep all depth stencil subresources initialized. This means
that textures are initialized on creation, and StoreOp::Discard is
never used - Store is used instead.

Texture initialized state is still set as-if the Discard occured, so
Dawn will try to zero-initialize the subresource if it is read from.
In many cases, this will work correctly, and the application will
read back 0, as expected. In some cases, Metal will bind the wrong
subresource, and the previous contents will be read. This is wrong,
but at least it is not uninitialized data.

Bug: dawn:838
Change-Id: I3cc87073d52de60283e3b683bbee7809db803018
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/119344
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Shrek Shao <shrekshao@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
This commit is contained in:
Austin Eng 2023-02-11 00:00:12 +00:00 committed by Dawn LUCI CQ
parent 0bf516b14b
commit 2c8bea1f9e
7 changed files with 47 additions and 16 deletions

View File

@ -344,6 +344,13 @@ static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{
"for stencil8 formats if metal_use_combined_depth_stencil_format_for_stencil8 is also "
"enabled.",
"https://crbug.com/dawn/1389", ToggleStage::Device}},
{Toggle::MetalKeepMultisubresourceDepthStencilTexturesInitialized,
{"metal_keep_multisubresource_depth_stencil_textures_initialized",
"Some platforms have bugs where the wrong depth stencil subresource is read/written. To "
"avoid reads of uninitialized data, ensure that depth stencil textures with more than one "
"subresource are completely initialized, and StoreOp::Discard is always translated as a "
"Store.",
"https://crbug.com/dawn/838", ToggleStage::Device}},
{Toggle::UseBlitForBufferToDepthTextureCopy,
{"use_blit_for_buffer_to_depth_texture_copy",
"Use a blit instead of a copy command to copy buffer data to the depth aspect of a "

View File

@ -85,6 +85,7 @@ enum class Toggle {
D3D12Allocate2DTextureWithCopyDstOrRenderAttachmentAsCommittedResource,
MetalUseCombinedDepthStencilFormatForStencil8,
MetalUseBothDepthAndStencilAttachmentsForCombinedDepthStencilFormats,
MetalKeepMultisubresourceDepthStencilTexturesInitialized,
UseBlitForBufferToDepthTextureCopy,
UseBlitForBufferToStencilTextureCopy,
UseBlitForDepthTextureToTextureCopyToNonzeroSubresource,

View File

@ -400,6 +400,8 @@ class Adapter : public AdapterBase {
}
if (gpu_info::IsAMD(vendorId) || gpu_info::IsIntel(vendorId)) {
deviceToggles->Default(Toggle::MetalUseCombinedDepthStencilFormatForStencil8, true);
deviceToggles->Default(Toggle::MetalKeepMultisubresourceDepthStencilTexturesInitialized,
true);
}
// Local testing shows the workaround is needed on AMD Radeon HD 8870M (gcn-1) MacOS 12.1;

View File

@ -802,6 +802,15 @@ MaybeError CommandBuffer::FillCommands(CommandRecordingContext* commandContext)
commandContext->EndBlit();
LazyClearRenderPassAttachments(cmd);
if (cmd->attachmentState->HasDepthStencilAttachment() &&
ToBackend(cmd->depthStencilAttachment.view->GetTexture())
->ShouldKeepInitialized()) {
// Ensure that depth and stencil never become uninitialized again if
// the attachment must stay initialized.
// For Toggle MetalKeepMultisubresourceDepthStencilTexturesInitialized.
cmd->depthStencilAttachment.depthStoreOp = wgpu::StoreOp::Store;
cmd->depthStencilAttachment.stencilStoreOp = wgpu::StoreOp::Store;
}
Device* device = ToBackend(GetDevice());
NSRef<MTLRenderPassDescriptor> descriptor = CreateMTLRenderPassDescriptor(
device, cmd, device->UseCounterSamplingAtStageBoundary());

View File

@ -55,6 +55,8 @@ class Texture final : public TextureBase {
IOSurfaceRef GetIOSurface();
NSPRef<id<MTLTexture>> CreateFormatView(wgpu::TextureFormat format);
bool ShouldKeepInitialized() const;
MTLBlitOption ComputeMTLBlitOption(Aspect aspect) const;
void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
const SubresourceRange& range);

View File

@ -759,6 +759,9 @@ MaybeError Texture::InitializeAsInternalTexture(const TextureDescriptor* descrip
if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
DAWN_TRY(ClearTexture(device->GetPendingCommandContext(), GetAllSubresources(),
TextureBase::ClearValue::NonZero));
} else if (ShouldKeepInitialized()) {
DAWN_TRY(ClearTexture(device->GetPendingCommandContext(), GetAllSubresources(),
TextureBase::ClearValue::Zero));
}
return {};
@ -854,6 +857,13 @@ NSPRef<id<MTLTexture>> Texture::CreateFormatView(wgpu::TextureFormat format) {
[mMtlTexture.Get() newTextureViewWithPixelFormat:MetalPixelFormat(GetDevice(), format)]);
}
bool Texture::ShouldKeepInitialized() const {
return GetDevice()->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse) &&
GetDevice()->IsToggleEnabled(
Toggle::MetalKeepMultisubresourceDepthStencilTexturesInitialized) &&
GetFormat().HasDepthOrStencil() && (GetArrayLayers() > 1 || GetNumMipLevels() > 1);
}
MaybeError Texture::ClearTexture(CommandRecordingContext* commandContext,
const SubresourceRange& range,
TextureBase::ClearValue clearValue) {
@ -1043,11 +1053,6 @@ MaybeError Texture::ClearTexture(CommandRecordingContext* commandContext,
}
}
}
if (clearValue == TextureBase::ClearValue::Zero) {
SetIsSubresourceContentInitialized(true, range);
device->IncrementLazyClearCountForTesting();
}
return {};
}
@ -1081,6 +1086,8 @@ void Texture::EnsureSubresourceContentInitialized(CommandRecordingContext* comma
// contain dirty bits from recycled memory
GetDevice()->ConsumedError(
ClearTexture(commandContext, range, TextureBase::ClearValue::Zero));
SetIsSubresourceContentInitialized(true, range);
GetDevice()->IncrementLazyClearCountForTesting();
}
}

View File

@ -1876,13 +1876,19 @@ TEST_P(TextureZeroInitTest, ErrorTextureIsUninitialized) {
}
}
DAWN_INSTANTIATE_TEST(TextureZeroInitTest,
DAWN_INSTANTIATE_TEST(
TextureZeroInitTest,
D3D12Backend({"nonzero_clear_resources_on_creation_for_testing"}),
D3D12Backend({"nonzero_clear_resources_on_creation_for_testing"},
{"use_d3d12_render_pass"}),
D3D12Backend({"nonzero_clear_resources_on_creation_for_testing"}, {"use_d3d12_render_pass"}),
OpenGLBackend({"nonzero_clear_resources_on_creation_for_testing"}),
OpenGLESBackend({"nonzero_clear_resources_on_creation_for_testing"}),
MetalBackend({"nonzero_clear_resources_on_creation_for_testing"}),
MetalBackend({"nonzero_clear_resources_on_creation_for_testing",
"metal_keep_multisubresource_depth_stencil_textures_initialized"}),
MetalBackend({"nonzero_clear_resources_on_creation_for_testing"},
{"metal_keep_multisubresource_depth_stencil_textures_initialized"}),
MetalBackend({"nonzero_clear_resources_on_creation_for_testing",
"use_blit_for_buffer_to_depth_texture_copy",
"use_blit_for_buffer_to_stencil_texture_copy"}),
VulkanBackend({"nonzero_clear_resources_on_creation_for_testing"}));
class CompressedTextureZeroInitTest : public TextureZeroInitTest {
@ -2318,9 +2324,6 @@ TEST_P(CompressedTextureZeroInitTest, Copy2DArrayCompressedB2T2B) {
DAWN_INSTANTIATE_TEST(CompressedTextureZeroInitTest,
D3D12Backend({"nonzero_clear_resources_on_creation_for_testing"}),
MetalBackend({"nonzero_clear_resources_on_creation_for_testing"}),
MetalBackend({"nonzero_clear_resources_on_creation_for_testing",
"use_blit_for_buffer_to_depth_texture_copy",
"use_blit_for_buffer_to_stencil_texture_copy"}),
OpenGLBackend({"nonzero_clear_resources_on_creation_for_testing"}),
OpenGLESBackend({"nonzero_clear_resources_on_creation_for_testing"}),
VulkanBackend({"nonzero_clear_resources_on_creation_for_testing"}));