D3D12: Skip dynamic buffer bindings with None visibility

This was hitting an ASSERT because D3D12 doesn't have an option
to set None as the shader visibility.

Bug: dawn:448
Change-Id: I3e056e531e7d1bb89da1736bc609bfe97a2fa194
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/22324
Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com>
Commit-Queue: Austin Eng <enga@chromium.org>
This commit is contained in:
Austin Eng 2020-06-01 23:42:57 +00:00 committed by Commit Bot service account
parent 0e3c27de6a
commit 3b7d0858bf
3 changed files with 49 additions and 1 deletions

View File

@ -230,6 +230,14 @@ namespace dawn_native { namespace d3d12 {
// Dynamic buffer bindings are packed at the beginning of the layout.
for (BindingIndex bindingIndex = 0; bindingIndex < dynamicOffsetCount;
++bindingIndex) {
const BindingInfo& bindingInfo =
group->GetLayout()->GetBindingInfo(bindingIndex);
if (bindingInfo.visibility == wgpu::ShaderStage::None) {
// Skip dynamic buffers that are not visible. D3D12 does not have None
// visibility.
continue;
}
uint32_t parameterIndex =
pipelineLayout->GetDynamicRootParameterIndex(index, bindingIndex);
BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex);
@ -241,7 +249,7 @@ namespace dawn_native { namespace d3d12 {
D3D12_GPU_VIRTUAL_ADDRESS bufferLocation =
ToBackend(binding.buffer)->GetVA() + offset;
switch (group->GetLayout()->GetBindingInfo(bindingIndex).type) {
switch (bindingInfo.type) {
case wgpu::BindingType::UniformBuffer:
if (mInCompute) {
commandList->SetComputeRootConstantBufferView(parameterIndex,

View File

@ -136,6 +136,12 @@ namespace dawn_native { namespace d3d12 {
const BindingInfo& bindingInfo =
bindGroupLayout->GetBindingInfo(dynamicBindingIndex);
if (bindingInfo.visibility == wgpu::ShaderStage::None) {
// Skip dynamic buffers that are not visible. D3D12 does not have None
// visibility.
continue;
}
D3D12_ROOT_PARAMETER* rootParameter = &rootParameters[parameterIndex];
// Setup root descriptor.
@ -195,6 +201,8 @@ namespace dawn_native { namespace d3d12 {
ASSERT(group < kMaxBindGroups);
ASSERT(bindingIndex < kMaxBindingsPerGroup);
ASSERT(GetBindGroupLayout(group)->GetBindingInfo(bindingIndex).hasDynamicOffset);
ASSERT(GetBindGroupLayout(group)->GetBindingInfo(bindingIndex).visibility !=
wgpu::ShaderStage::None);
return mDynamicRootParameterIndices[group][bindingIndex];
}
}} // namespace dawn_native::d3d12

View File

@ -863,6 +863,38 @@ TEST_P(BindGroupTests, BindGroupLayoutVisibilityCanBeNone) {
queue.Submit(1, &commands);
}
// Regression test for crbug.com/dawn/448 that dynamic buffer bindings can have None visibility.
TEST_P(BindGroupTests, DynamicBindingNoneVisibility) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::BindGroupLayoutEntry entry = {0, wgpu::ShaderStage::None,
wgpu::BindingType::UniformBuffer, true};
wgpu::BindGroupLayoutDescriptor descriptor;
descriptor.entryCount = 1;
descriptor.entries = &entry;
wgpu::BindGroupLayout layout = device.CreateBindGroupLayout(&descriptor);
wgpu::RenderPipeline pipeline = MakeTestPipeline(renderPass, {}, {layout});
std::array<float, 4> color = {1, 0, 0, 1};
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, sizeof(color)}});
uint32_t dynamicOffset = 0;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup, 1, &dynamicOffset);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
// Test that bind group bindings may have unbounded and arbitrary binding numbers
TEST_P(BindGroupTests, ArbitraryBindingNumbers) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);