Add depth-clamping support for Metal

This CL adds depth clamping support to Metal by invoking
MTLRenderCommandEncoder::setDepthClipMode. I only implemented the
feature for the new-style of RenderPipelineDescriptor since the
old one seems to be deprecated.

Bug: dawn:716
Change-Id: Icd63c72294546042ae452360863a7f9c16b40f95
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/45640
Commit-Queue: Brian Ho <hob@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Brian Ho 2021-04-05 17:16:47 +00:00 committed by Commit Bot service account
parent cb0bdb3401
commit 2cccd5a70c
10 changed files with 407 additions and 10 deletions

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@ -832,7 +832,8 @@
{"name": "shader float16", "type": "bool", "default": "false"},
{"name": "pipeline statistics query", "type": "bool", "default": "false"},
{"name": "timestamp query", "type": "bool", "default": "false"},
{"name": "multi planar formats", "type": "bool", "default": "false"}
{"name": "multi planar formats", "type": "bool", "default": "false"},
{"name": "depth clamping", "type": "bool", "default": "false"}
]
},
"depth stencil state descriptor": {
@ -1598,6 +1599,14 @@
]
},
"primitive depth clamping state": {
"category": "structure",
"chained": true,
"members": [
{"name": "clamp depth", "type": "bool", "default": "false"}
]
},
"depth stencil state": {
"category": "structure",
"extensible": true,
@ -1866,7 +1875,8 @@
{"value": 5, "name": "shader module SPIRV descriptor"},
{"value": 6, "name": "shader module WGSL descriptor"},
{"value": 7, "name": "sampler descriptor dummy anisotropic filtering"},
{"value": 8, "name": "render pipeline descriptor dummy extension"}
{"value": 8, "name": "render pipeline descriptor dummy extension"},
{"value": 9, "name": "primitive depth clamping state"}
]
},
"texture": {

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@ -52,7 +52,11 @@ namespace dawn_native {
{"multiplanar_formats",
"Import and use multi-planar texture formats with per plane views",
"https://bugs.chromium.org/p/dawn/issues/detail?id=551"},
&WGPUDeviceProperties::multiPlanarFormats}}};
&WGPUDeviceProperties::multiPlanarFormats},
{Extension::DepthClamping,
{"depth_clamping", "Clamp depth to [0, 1] in NDC space instead of clipping",
"https://bugs.chromium.org/p/dawn/issues/detail?id=716"},
&WGPUDeviceProperties::depthClamping}}};
} // anonymous namespace

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@ -29,6 +29,7 @@ namespace dawn_native {
PipelineStatisticsQuery,
TimestampQuery,
MultiPlanarFormats,
DepthClamping,
EnumCount,
InvalidEnum = EnumCount,

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@ -131,9 +131,16 @@ namespace dawn_native {
return {};
}
MaybeError ValidatePrimitiveState(const PrimitiveState* descriptor) {
if (descriptor->nextInChain != nullptr) {
return DAWN_VALIDATION_ERROR("nextInChain must be nullptr");
MaybeError ValidatePrimitiveState(const DeviceBase* device,
const PrimitiveState* descriptor) {
const ChainedStruct* chained = descriptor->nextInChain;
if (chained != nullptr) {
if (chained->sType != wgpu::SType::PrimitiveDepthClampingState) {
return DAWN_VALIDATION_ERROR("Unsupported sType");
}
if (!device->IsExtensionEnabled(Extension::DepthClamping)) {
return DAWN_VALIDATION_ERROR("The depth clamping feature is not supported");
}
}
DAWN_TRY(ValidatePrimitiveTopology(descriptor->topology));
@ -269,7 +276,6 @@ namespace dawn_native {
return {};
}
} // anonymous namespace
// Helper functions
@ -306,7 +312,7 @@ namespace dawn_native {
DAWN_TRY(ValidateVertexState(device, &descriptor->vertex, descriptor->layout));
DAWN_TRY(ValidatePrimitiveState(&descriptor->primitive));
DAWN_TRY(ValidatePrimitiveState(device, &descriptor->primitive));
if (descriptor->depthStencil) {
DAWN_TRY(ValidateDepthStencilState(device, descriptor->depthStencil));
@ -393,6 +399,12 @@ namespace dawn_native {
}
mPrimitive = descriptor->primitive;
const ChainedStruct* chained = mPrimitive.nextInChain;
if (chained != nullptr) {
ASSERT(chained->sType == wgpu::SType::PrimitiveDepthClampingState);
const auto* clampState = static_cast<const PrimitiveDepthClampingState*>(chained);
mClampDepth = clampState->clampDepth;
}
mMultisample = descriptor->multisample;
if (mAttachmentState->HasDepthStencilAttachment()) {
@ -532,6 +544,11 @@ namespace dawn_native {
return mDepthStencil.depthBiasClamp;
}
bool RenderPipelineBase::ShouldClampDepth() const {
ASSERT(!IsError());
return mClampDepth;
}
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments>
RenderPipelineBase::GetColorAttachmentsMask() const {
ASSERT(!IsError());
@ -624,7 +641,7 @@ namespace dawn_native {
// Record primitive state
recorder.Record(mPrimitive.topology, mPrimitive.stripIndexFormat, mPrimitive.frontFace,
mPrimitive.cullMode);
mPrimitive.cullMode, mClampDepth);
// Record multisample state
// Sample count hashed as part of the attachment state
@ -738,7 +755,8 @@ namespace dawn_native {
const PrimitiveState& stateB = b->mPrimitive;
if (stateA.topology != stateB.topology ||
stateA.stripIndexFormat != stateB.stripIndexFormat ||
stateA.frontFace != stateB.frontFace || stateA.cullMode != stateB.cullMode) {
stateA.frontFace != stateB.frontFace || stateA.cullMode != stateB.cullMode ||
a->mClampDepth != b->mClampDepth) {
return false;
}
}

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@ -78,6 +78,7 @@ namespace dawn_native {
int32_t GetDepthBias() const;
float GetDepthBiasSlopeScale() const;
float GetDepthBiasClamp() const;
bool ShouldClampDepth() const;
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> GetColorAttachmentsMask() const;
bool HasDepthStencilAttachment() const;
@ -116,6 +117,7 @@ namespace dawn_native {
PrimitiveState mPrimitive;
DepthStencilState mDepthStencil;
MultisampleState mMultisample;
bool mClampDepth = false;
};
} // namespace dawn_native

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@ -227,6 +227,9 @@ namespace dawn_native { namespace metal {
// See https://github.com/gpuweb/gpuweb/issues/1325
}
}
if (@available(macOS 10.11, iOS 11.0, *)) {
mSupportedExtensions.EnableExtension(Extension::DepthClamping);
}
mSupportedExtensions.EnableExtension(Extension::ShaderFloat16);
}

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@ -1193,6 +1193,11 @@ namespace dawn_native { namespace metal {
[encoder setDepthBias:newPipeline->GetDepthBias()
slopeScale:newPipeline->GetDepthBiasSlopeScale()
clamp:newPipeline->GetDepthBiasClamp()];
if (@available(macOS 10.11, iOS 11.0, *)) {
MTLDepthClipMode clipMode = newPipeline->ShouldClampDepth() ?
MTLDepthClipModeClamp : MTLDepthClipModeClip;
[encoder setDepthClipMode:clipMode];
}
newPipeline->Encode(encoder);
lastPipeline = newPipeline;

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@ -321,6 +321,7 @@ source_set("dawn_end2end_tests_sources") {
"end2end/ObjectCachingTests.cpp",
"end2end/OpArrayLengthTests.cpp",
"end2end/PipelineLayoutTests.cpp",
"end2end/PrimitiveStateTests.cpp",
"end2end/PrimitiveTopologyTests.cpp",
"end2end/QueryTests.cpp",
"end2end/QueueTests.cpp",

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@ -0,0 +1,300 @@
// Copyright 2021 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include "common/Assert.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
constexpr static unsigned int kRTSize = 1;
class DepthClampingTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
DAWN_SKIP_TEST_IF(!SupportsExtensions({"depth_clamping"}));
wgpu::TextureDescriptor renderTargetDescriptor;
renderTargetDescriptor.size = {kRTSize, kRTSize};
renderTargetDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
renderTargetDescriptor.usage =
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
renderTarget = device.CreateTexture(&renderTargetDescriptor);
renderTargetView = renderTarget.CreateView();
wgpu::TextureDescriptor depthDescriptor;
depthDescriptor.dimension = wgpu::TextureDimension::e2D;
depthDescriptor.size = {kRTSize, kRTSize};
depthDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
depthDescriptor.usage = wgpu::TextureUsage::RenderAttachment;
depthTexture = device.CreateTexture(&depthDescriptor);
depthTextureView = depthTexture.CreateView();
vsModule = utils::CreateShaderModule(device, R"(
[[block]] struct UBO {
color : vec3<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
Position = vec4<f32>(0.0, 0.0, ubo.depth, 1.0);
})");
fsModule = utils::CreateShaderModule(device, R"(
[[block]] struct UBO {
color : vec3<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
[[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
fragColor = vec4<f32>(ubo.color, 1.0);
})");
}
std::vector<const char*> GetRequiredExtensions() override {
std::vector<const char*> requiredExtensions = {};
if (SupportsExtensions({"depth_clamping"})) {
requiredExtensions.push_back("depth_clamping");
}
return requiredExtensions;
}
struct TestSpec {
wgpu::PrimitiveDepthClampingState* depthClampingState;
RGBA8 color;
float depth;
wgpu::CompareFunction depthCompareFunction;
};
// Each test param represents a pair of triangles with a color, depth, stencil value, and
// depthStencil state, one frontfacing, one backfacing Draw the triangles in order and check the
// expected colors for the frontfaces and backfaces
void DoTest(const std::vector<TestSpec>& testParams, const RGBA8& expected) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
struct TriangleData {
float color[3];
float depth;
};
utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthTextureView);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
for (size_t i = 0; i < testParams.size(); ++i) {
const TestSpec& test = testParams[i];
TriangleData data = {
{static_cast<float>(test.color.r) / 255.f, static_cast<float>(test.color.g) / 255.f,
static_cast<float>(test.color.b) / 255.f},
test.depth,
};
// Upload a buffer for each triangle's depth and color data
wgpu::Buffer buffer = utils::CreateBufferFromData(device, &data, sizeof(TriangleData),
wgpu::BufferUsage::Uniform);
// Create a pipeline for the triangles with the test spec's params.
utils::ComboRenderPipelineDescriptor2 descriptor;
descriptor.primitive.nextInChain = test.depthClampingState;
descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil();
depthStencil->depthWriteEnabled = true;
depthStencil->depthCompare = test.depthCompareFunction;
depthStencil->format = wgpu::TextureFormat::Depth24PlusStencil8;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor);
// Create a bind group for the data
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(1);
}
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(expected, renderTarget, 0, 0) << "Pixel check failed";
}
wgpu::Texture renderTarget;
wgpu::Texture depthTexture;
wgpu::TextureView renderTargetView;
wgpu::TextureView depthTextureView;
wgpu::ShaderModule vsModule;
wgpu::ShaderModule fsModule;
};
// Test that fragments beyond the far plane are clamped to 1.0 if depth clamping is enabled.
TEST_P(DepthClampingTest, ClampOnBeyondFarPlane) {
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = true;
DoTest(
{
// Draw a red triangle at depth 1.
{
nullptr, /* depthClampingState */
RGBA8(255, 0, 0, 255), /* color */
1.f, /* depth */
wgpu::CompareFunction::Always,
},
// Draw a green triangle at depth 2 which should get clamped to 1.
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
wgpu::CompareFunction::Equal,
},
},
// Since we draw the green triangle with an "equal" depth compare function, the resulting
// fragment should be green.
RGBA8(0, 255, 0, 255));
}
// Test that fragments beyond the near plane are clamped to 0.0 if depth clamping is enabled.
TEST_P(DepthClampingTest, ClampOnBeyondNearPlane) {
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = true;
DoTest(
{
// Draw a red triangle at depth 0.
{
nullptr, /* depthClampingState */
RGBA8(255, 0, 0, 255), /* color */
0.f, /* depth */
wgpu::CompareFunction::Always,
},
// Draw a green triangle at depth -1 which should get clamped to 0.
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
wgpu::CompareFunction::Equal,
},
},
// Since we draw the green triangle with an "equal" depth compare function, the resulting
// fragment should be green.
RGBA8(0, 255, 0, 255));
}
// Test that fragments inside the view frustum are unaffected by depth clamping.
TEST_P(DepthClampingTest, ClampOnInsideViewFrustum) {
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = true;
DoTest(
{
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
0.5f, /* depth */
wgpu::CompareFunction::Always,
},
},
RGBA8(0, 255, 0, 255));
}
// Test that fragments outside the view frustum are clipped if depth clamping is disabled.
TEST_P(DepthClampingTest, ClampOffOutsideViewFrustum) {
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = false;
DoTest(
{
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
wgpu::CompareFunction::Always,
},
},
RGBA8(0, 0, 0, 0));
}
// Test that fragments outside the view frustum are clipped if clampDepth is left unspecified.
TEST_P(DepthClampingTest, ClampUnspecifiedOutsideViewFrustum) {
DoTest(
{
{
nullptr, /* depthClampingState */
RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
wgpu::CompareFunction::Always,
},
{
nullptr, /* depthClampingState */
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
},
RGBA8(0, 0, 0, 0));
}
// Test that fragments are properly clipped or clamped if multiple render pipelines are used
// within the same render pass with differing clampDepth values.
TEST_P(DepthClampingTest, MultipleRenderPipelines) {
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = true;
wgpu::PrimitiveDepthClampingState clippingState;
clippingState.clampDepth = false;
DoTest(
{
// Draw green with clamping
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
// Draw red with clipping
{
&clippingState,
RGBA8(255, 0, 0, 255), /* color */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
},
RGBA8(0, 255, 0, 255)); // Result should be green
}
DAWN_INSTANTIATE_TEST(DepthClampingTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());

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@ -550,6 +550,28 @@ TEST_F(RenderPipelineValidationTest, StripIndexFormatRequired) {
}
}
// Test that specifying a clampDepth value results in an error if the feature is not enabled.
TEST_F(RenderPipelineValidationTest, ClampDepthWithoutExtension) {
{
utils::ComboRenderPipelineDescriptor2 descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = true;
descriptor.primitive.nextInChain = &clampingState;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline2(&descriptor));
}
{
utils::ComboRenderPipelineDescriptor2 descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = false;
descriptor.primitive.nextInChain = &clampingState;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline2(&descriptor));
}
}
// Test that the entryPoint names must be present for the correct stage in the shader module.
TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@ -739,3 +761,34 @@ TEST_F(RenderPipelineValidationTest, DISABLED_BindingsFromCorrectEntryPoint) {
descriptor.layout = layout1;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline2(&descriptor));
}
class DepthClampingValidationTest : public RenderPipelineValidationTest {
protected:
WGPUDevice CreateTestDevice() override {
dawn_native::DeviceDescriptor descriptor;
descriptor.requiredExtensions = {"depth_clamping"};
return adapter.CreateDevice(&descriptor);
}
};
// Tests that specifying a clampDepth value succeeds if the extension is enabled.
TEST_F(DepthClampingValidationTest, Success) {
{
utils::ComboRenderPipelineDescriptor2 descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = true;
descriptor.primitive.nextInChain = &clampingState;
device.CreateRenderPipeline2(&descriptor);
}
{
utils::ComboRenderPipelineDescriptor2 descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = false;
descriptor.primitive.nextInChain = &clampingState;
device.CreateRenderPipeline2(&descriptor);
}
}