Support depth-only/stencil-only copies on D3D12
Bug: dawn:439 Change-Id: I919a5e7bcb46f1817f9b15aaf49a1a72680aa47a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24960 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
parent
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37f547456c
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@ -118,7 +118,7 @@ namespace dawn_native { namespace d3d12 {
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const D3D12_TEXTURE_COPY_LOCATION bufferLocation =
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ComputeBufferLocationForCopyTextureRegion(texture, buffer->GetD3D12Resource(),
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info.bufferSize, offset,
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bufferBytesPerRow);
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bufferBytesPerRow, aspect);
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const D3D12_BOX sourceRegion =
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ComputeD3D12BoxFromOffsetAndSize(info.textureOffset, info.copySize);
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@ -706,15 +706,17 @@ namespace dawn_native { namespace d3d12 {
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subresources);
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buffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
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const TexelBlockInfo& blockInfo =
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texture->GetFormat().GetTexelBlockInfo(copy->source.aspect);
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// See comments around ComputeTextureCopySplits() for more details.
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const TextureCopySplits copySplits = ComputeTextureCopySplits(
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copy->source.origin, copy->copySize, texture->GetFormat(),
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copy->destination.offset, copy->destination.bytesPerRow,
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copy->destination.rowsPerImage);
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copy->source.origin, copy->copySize, blockInfo, copy->destination.offset,
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copy->destination.bytesPerRow, copy->destination.rowsPerImage);
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const uint64_t bytesPerSlice =
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copy->destination.bytesPerRow *
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(copy->destination.rowsPerImage / texture->GetFormat().blockHeight);
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(copy->destination.rowsPerImage / blockInfo.blockHeight);
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// copySplits.copies2D[1] is always calculated for the second copy slice with
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// extra "bytesPerSlice" copy offset compared with the first copy slice. So
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@ -17,6 +17,7 @@
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#include "common/Assert.h"
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#include "dawn_native/BackendConnection.h"
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#include "dawn_native/ErrorData.h"
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#include "dawn_native/Format.h"
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#include "dawn_native/Instance.h"
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#include "dawn_native/d3d12/AdapterD3D12.h"
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#include "dawn_native/d3d12/BackendD3D12.h"
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@ -21,7 +21,7 @@
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namespace dawn_native { namespace d3d12 {
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namespace {
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Origin3D ComputeTexelOffsets(const Format& format,
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Origin3D ComputeTexelOffsets(const TexelBlockInfo& blockInfo,
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uint32_t offset,
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uint32_t bytesPerRow,
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uint32_t slicePitch) {
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@ -32,20 +32,20 @@ namespace dawn_native { namespace d3d12 {
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uint32_t byteOffsetY = offset % slicePitch;
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uint32_t byteOffsetZ = offset - byteOffsetY;
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return {byteOffsetX / format.blockByteSize * format.blockWidth,
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byteOffsetY / bytesPerRow * format.blockHeight, byteOffsetZ / slicePitch};
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return {byteOffsetX / blockInfo.blockByteSize * blockInfo.blockWidth,
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byteOffsetY / bytesPerRow * blockInfo.blockHeight, byteOffsetZ / slicePitch};
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}
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} // namespace
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Texture2DCopySplit ComputeTextureCopySplit(Origin3D origin,
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Extent3D copySize,
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const Format& format,
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const TexelBlockInfo& blockInfo,
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uint64_t offset,
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uint32_t bytesPerRow,
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uint32_t rowsPerImage) {
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Texture2DCopySplit copy;
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ASSERT(bytesPerRow % format.blockByteSize == 0);
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ASSERT(bytesPerRow % blockInfo.blockByteSize == 0);
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uint64_t alignedOffset =
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offset & ~static_cast<uint64_t>(D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT - 1);
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@ -71,12 +71,14 @@ namespace dawn_native { namespace d3d12 {
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ASSERT(alignedOffset < offset);
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ASSERT(offset - alignedOffset < D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
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uint32_t slicePitch = bytesPerRow * (rowsPerImage / format.blockHeight);
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uint32_t slicePitch = bytesPerRow * (rowsPerImage / blockInfo.blockHeight);
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Origin3D texelOffset = ComputeTexelOffsets(
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format, static_cast<uint32_t>(offset - alignedOffset), bytesPerRow, slicePitch);
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blockInfo, static_cast<uint32_t>(offset - alignedOffset), bytesPerRow, slicePitch);
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uint32_t copyBytesPerRowPitch = copySize.width / format.blockWidth * format.blockByteSize;
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uint32_t byteOffsetInRowPitch = texelOffset.x / format.blockWidth * format.blockByteSize;
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uint32_t copyBytesPerRowPitch =
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copySize.width / blockInfo.blockWidth * blockInfo.blockByteSize;
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uint32_t byteOffsetInRowPitch =
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texelOffset.x / blockInfo.blockWidth * blockInfo.blockByteSize;
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if (copyBytesPerRowPitch + byteOffsetInRowPitch <= bytesPerRow) {
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// The region's rows fit inside the bytes per row. In this case, extend the width of the
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// PlacedFootprint and copy the buffer with an offset location
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@ -154,7 +156,7 @@ namespace dawn_native { namespace d3d12 {
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copy.copies[0].textureOffset = origin;
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ASSERT(bytesPerRow > byteOffsetInRowPitch);
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uint32_t texelsPerRow = bytesPerRow / format.blockByteSize * format.blockWidth;
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uint32_t texelsPerRow = bytesPerRow / blockInfo.blockByteSize * blockInfo.blockWidth;
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copy.copies[0].copySize.width = texelsPerRow - texelOffset.x;
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copy.copies[0].copySize.height = copySize.height;
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copy.copies[0].copySize.depth = copySize.depth;
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@ -174,10 +176,10 @@ namespace dawn_native { namespace d3d12 {
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copy.copies[1].copySize.depth = copySize.depth;
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copy.copies[1].bufferOffset.x = 0;
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copy.copies[1].bufferOffset.y = texelOffset.y + format.blockHeight;
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copy.copies[1].bufferOffset.y = texelOffset.y + blockInfo.blockHeight;
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copy.copies[1].bufferOffset.z = texelOffset.z;
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copy.copies[1].bufferSize.width = copy.copies[1].copySize.width;
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copy.copies[1].bufferSize.height = rowsPerImage + texelOffset.y + format.blockHeight;
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copy.copies[1].bufferSize.height = rowsPerImage + texelOffset.y + blockInfo.blockHeight;
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copy.copies[1].bufferSize.depth = copySize.depth + texelOffset.z;
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return copy;
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@ -185,13 +187,13 @@ namespace dawn_native { namespace d3d12 {
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TextureCopySplits ComputeTextureCopySplits(Origin3D origin,
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Extent3D copySize,
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const Format& format,
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const TexelBlockInfo& blockInfo,
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uint64_t offset,
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uint32_t bytesPerRow,
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uint32_t rowsPerImage) {
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TextureCopySplits copies;
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const uint64_t bytesPerSlice = bytesPerRow * (rowsPerImage / format.blockHeight);
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const uint64_t bytesPerSlice = bytesPerRow * (rowsPerImage / blockInfo.blockHeight);
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// The function ComputeTextureCopySplit() decides how to split the copy based on:
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// - the alignment of the buffer offset with D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512)
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@ -207,8 +209,8 @@ namespace dawn_native { namespace d3d12 {
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const dawn_native::Extent3D copyOneLayerSize = {copySize.width, copySize.height, 1};
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const dawn_native::Origin3D copyFirstLayerOrigin = {origin.x, origin.y, 0};
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copies.copies2D[0] = ComputeTextureCopySplit(copyFirstLayerOrigin, copyOneLayerSize, format,
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offset, bytesPerRow, rowsPerImage);
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copies.copies2D[0] = ComputeTextureCopySplit(copyFirstLayerOrigin, copyOneLayerSize,
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blockInfo, offset, bytesPerRow, rowsPerImage);
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// When the copy only refers one texture 2D array layer copies.copies2D[1] will never be
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// used so we can safely early return here.
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@ -222,7 +224,7 @@ namespace dawn_native { namespace d3d12 {
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} else {
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const uint64_t bufferOffsetNextLayer = offset + bytesPerSlice;
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copies.copies2D[1] =
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ComputeTextureCopySplit(copyFirstLayerOrigin, copyOneLayerSize, format,
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ComputeTextureCopySplit(copyFirstLayerOrigin, copyOneLayerSize, blockInfo,
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bufferOffsetNextLayer, bytesPerRow, rowsPerImage);
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}
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@ -21,7 +21,7 @@
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namespace dawn_native {
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struct Format;
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struct TexelBlockInfo;
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} // namespace dawn_native
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@ -51,14 +51,14 @@ namespace dawn_native { namespace d3d12 {
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Texture2DCopySplit ComputeTextureCopySplit(Origin3D origin,
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Extent3D copySize,
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const Format& format,
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const TexelBlockInfo& blockInfo,
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uint64_t offset,
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uint32_t bytesPerRow,
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uint32_t rowsPerImage);
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TextureCopySplits ComputeTextureCopySplits(Origin3D origin,
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Extent3D copySize,
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const Format& format,
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const TexelBlockInfo& blockInfo,
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uint64_t offset,
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uint32_t bytesPerRow,
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uint32_t rowsPerImage);
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@ -548,6 +548,26 @@ namespace dawn_native { namespace d3d12 {
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return mResourceAllocation.GetD3D12Resource();
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}
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DXGI_FORMAT Texture::GetD3D12CopyableSubresourceFormat(Aspect aspect) const {
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ASSERT(GetFormat().aspects & aspect);
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switch (GetFormat().format) {
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case wgpu::TextureFormat::Depth24PlusStencil8:
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switch (aspect) {
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case Aspect::Depth:
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return DXGI_FORMAT_R32_FLOAT;
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case Aspect::Stencil:
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return DXGI_FORMAT_R8_UINT;
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default:
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UNREACHABLE();
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return GetD3D12Format();
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}
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default:
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ASSERT(HasOneBit(GetFormat().aspects));
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return GetD3D12Format();
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}
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}
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void Texture::TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
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wgpu::TextureUsage usage,
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const SubresourceRange& range) {
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@ -967,7 +987,7 @@ namespace dawn_native { namespace d3d12 {
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D3D12_TEXTURE_COPY_LOCATION bufferLocation =
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ComputeBufferLocationForCopyTextureRegion(
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this, ToBackend(uploadHandle.stagingBuffer)->GetResource(),
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info.bufferSize, copySplit.offset, bytesPerRow);
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info.bufferSize, copySplit.offset, bytesPerRow, Aspect::Color);
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D3D12_BOX sourceRegion =
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ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);
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@ -48,6 +48,7 @@ namespace dawn_native { namespace d3d12 {
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DXGI_FORMAT GetD3D12Format() const;
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ID3D12Resource* GetD3D12Resource() const;
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DXGI_FORMAT GetD3D12CopyableSubresourceFormat(Aspect aspect) const;
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D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipLevel,
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uint32_t baseArrayLayer,
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@ -68,7 +68,7 @@ namespace dawn_native { namespace d3d12 {
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D3D12_TEXTURE_COPY_LOCATION ComputeTextureCopyLocationForTexture(const Texture* texture,
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uint32_t level,
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uint32_t slice,
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const Aspect& aspect) {
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Aspect aspect) {
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D3D12_TEXTURE_COPY_LOCATION copyLocation;
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copyLocation.pResource = texture->GetD3D12Resource();
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copyLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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ID3D12Resource* bufferResource,
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const Extent3D& bufferSize,
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const uint64_t offset,
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const uint32_t rowPitch) {
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const uint32_t rowPitch,
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Aspect aspect) {
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D3D12_TEXTURE_COPY_LOCATION bufferLocation;
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bufferLocation.pResource = bufferResource;
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bufferLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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bufferLocation.PlacedFootprint.Offset = offset;
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bufferLocation.PlacedFootprint.Footprint.Format = texture->GetD3D12Format();
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bufferLocation.PlacedFootprint.Footprint.Format =
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texture->GetD3D12CopyableSubresourceFormat(aspect);
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bufferLocation.PlacedFootprint.Footprint.Width = bufferSize.width;
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bufferLocation.PlacedFootprint.Footprint.Height = bufferSize.height;
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bufferLocation.PlacedFootprint.Footprint.Depth = bufferSize.depth;
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@ -147,7 +149,8 @@ namespace dawn_native { namespace d3d12 {
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Texture* texture,
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uint32_t textureMiplevel,
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uint32_t textureSlice,
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const Aspect& aspect) {
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Aspect aspect) {
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ASSERT(HasOneBit(aspect));
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const D3D12_TEXTURE_COPY_LOCATION textureLocation =
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ComputeTextureCopyLocationForTexture(texture, textureMiplevel, textureSlice, aspect);
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// members in Texture2DCopySplit::CopyInfo.
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const D3D12_TEXTURE_COPY_LOCATION bufferLocation =
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ComputeBufferLocationForCopyTextureRegion(texture, bufferResource, info.bufferSize,
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offsetBytes, bufferBytesPerRow);
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offsetBytes, bufferBytesPerRow, aspect);
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const D3D12_BOX sourceRegion =
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ComputeD3D12BoxFromOffsetAndSize(info.bufferOffset, info.copySize);
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@ -178,14 +181,14 @@ namespace dawn_native { namespace d3d12 {
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const uint64_t offsetBytes,
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const uint32_t bytesPerRow,
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const uint32_t rowsPerImage,
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const Aspect& aspects) {
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Aspect aspect) {
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ASSERT(HasOneBit(aspect));
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// See comments in ComputeTextureCopySplits() for more details.
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const TextureCopySplits copySplits =
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ComputeTextureCopySplits(textureCopy.origin, copySize, texture->GetFormat(),
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offsetBytes, bytesPerRow, rowsPerImage);
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const TexelBlockInfo& blockInfo = texture->GetFormat().GetTexelBlockInfo(aspect);
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const TextureCopySplits copySplits = ComputeTextureCopySplits(
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textureCopy.origin, copySize, blockInfo, offsetBytes, bytesPerRow, rowsPerImage);
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const uint64_t bytesPerSlice =
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bytesPerRow * (rowsPerImage / texture->GetFormat().blockHeight);
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const uint64_t bytesPerSlice = bytesPerRow * (rowsPerImage / blockInfo.blockHeight);
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// copySplits.copies2D[1] is always calculated for the second copy slice with
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// extra "bytesPerSlice" copy offset compared with the first copy slice. So
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@ -207,7 +210,7 @@ namespace dawn_native { namespace d3d12 {
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RecordCopyBufferToTextureFromTextureCopySplit(
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commandContext->GetCommandList(), copySplitPerLayerBase, bufferResource,
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bufferOffsetForNextSlice, bytesPerRow, texture, textureCopy.mipLevel,
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copyTextureLayer, aspects);
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copyTextureLayer, aspect);
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bufferOffsetsForNextSlice[splitIndex] += bytesPerSlice * copySplits.copies2D.size();
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}
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D3D12_TEXTURE_COPY_LOCATION ComputeTextureCopyLocationForTexture(const Texture* texture,
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uint32_t level,
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uint32_t slice,
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const Aspect& aspect);
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Aspect aspect);
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D3D12_TEXTURE_COPY_LOCATION ComputeBufferLocationForCopyTextureRegion(
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const Texture* texture,
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ID3D12Resource* bufferResource,
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const Extent3D& bufferSize,
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const uint64_t offset,
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const uint32_t rowPitch);
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const uint32_t rowPitch,
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Aspect aspect);
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D3D12_BOX ComputeD3D12BoxFromOffsetAndSize(const Origin3D& offset, const Extent3D& copySize);
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bool IsTypeless(DXGI_FORMAT format);
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Texture* texture,
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uint32_t textureMiplevel,
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uint32_t textureSlice,
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const Aspect& aspect);
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Aspect aspect);
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void CopyBufferToTextureWithCopySplit(CommandRecordingContext* commandContext,
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const TextureCopy& textureCopy,
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const uint64_t offset,
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const uint32_t bytesPerRow,
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const uint32_t rowsPerImage,
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const Aspect& aspect);
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Aspect aspect);
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}} // namespace dawn_native::d3d12
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@ -320,4 +320,4 @@ TEST_P(DepthStencilCopyTests, ToStencilAspect) {
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}
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}
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DAWN_INSTANTIATE_TEST(DepthStencilCopyTests, MetalBackend(), VulkanBackend());
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DAWN_INSTANTIATE_TEST(DepthStencilCopyTests, D3D12Backend(), MetalBackend(), VulkanBackend());
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@ -651,10 +651,12 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilLoadAfterDiscard) {
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depthStencilTexture.Get(), 0, 1, 0, 1, WGPUTextureAspect_StencilOnly));
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// TODO(crbug.com/dawn/439): Implement stencil copies on other platforms
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if (IsMetal() || IsVulkan()) {
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if (IsMetal() || IsVulkan() || IsD3D12()) {
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// Check by copy that the stencil data is 2.
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EXPECT_LAZY_CLEAR(0u, EXPECT_TEXTURE_EQ(uint8_t(2), depthStencilTexture, 0, 0, 0, 0,
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wgpu::TextureAspect::StencilOnly));
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std::vector<uint8_t> expected(kSize * kSize, 2);
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EXPECT_LAZY_CLEAR(
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0u, EXPECT_TEXTURE_EQ(expected.data(), depthStencilTexture, 0, 0, kSize, kSize, 0,
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0, wgpu::TextureAspect::StencilOnly));
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}
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}
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@ -722,10 +724,12 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilLoadAfterDiscard) {
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depthStencilTexture.Get(), 0, 1, 0, 1, WGPUTextureAspect_StencilOnly));
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// TODO(crbug.com/dawn/439): Implement stencil copies on other platforms
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if (IsMetal() || IsVulkan()) {
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if (IsMetal() || IsVulkan() || IsD3D12()) {
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// Check by copy that the stencil data is 0.
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EXPECT_LAZY_CLEAR(0u, EXPECT_TEXTURE_EQ(uint8_t(0), depthStencilTexture, 0, 0, 0, 0,
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wgpu::TextureAspect::StencilOnly));
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std::vector<uint8_t> expected(kSize * kSize, 0);
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EXPECT_LAZY_CLEAR(
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0u, EXPECT_TEXTURE_EQ(expected.data(), depthStencilTexture, 0, 0, kSize, kSize, 0,
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0, wgpu::TextureAspect::StencilOnly));
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}
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}
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}
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@ -734,7 +738,7 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilLoadAfterDiscard) {
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// Lazy clear of the stencil aspect via copy should not touch depth.
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TEST_P(TextureZeroInitTest, IndependentDepthStencilCopyAfterDiscard) {
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// TODO(crbug.com/dawn/439): Implement stencil copies on other platforms
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DAWN_SKIP_TEST_IF(!(IsMetal() || IsVulkan()));
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DAWN_SKIP_TEST_IF(!(IsMetal() || IsVulkan() || IsD3D12()));
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// TODO(enga): Figure out why this fails on Metal Intel.
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
|
||||
|
@ -767,8 +771,9 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilCopyAfterDiscard) {
|
|||
depthStencilTexture.Get(), 0, 1, 0, 1, WGPUTextureAspect_StencilOnly));
|
||||
|
||||
// Check by copy that the stencil data is lazily cleared to 0.
|
||||
EXPECT_LAZY_CLEAR(1u, EXPECT_TEXTURE_EQ(uint8_t(0), depthStencilTexture, 0, 0, 0, 0,
|
||||
wgpu::TextureAspect::StencilOnly));
|
||||
std::vector<uint8_t> expected(kSize * kSize, 0);
|
||||
EXPECT_LAZY_CLEAR(1u, EXPECT_TEXTURE_EQ(expected.data(), depthStencilTexture, 0, 0, kSize,
|
||||
kSize, 0, 0, wgpu::TextureAspect::StencilOnly));
|
||||
|
||||
// Everything is initialized now
|
||||
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(depthStencilTexture.Get(), 0, 1, 0,
|
||||
|
|
Loading…
Reference in New Issue