Add wgpu::TextureComponentType::DepthComparison
And deprecate using ::Float in the bind group layout for "shadow textures" in the pipeline (along with a deprecation test). Adds the ability to be used with DepthComparison only to depth textures, this could potentially a breaking change if users where doing depth-comparison on float32 textures but that's not supported in WebGPU. Bug: dawn:527 Change-Id: Ib28b0443e3002e0aa2811713b9e843c2417e13e7 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/30240 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Stephen White <senorblanco@chromium.org>
This commit is contained in:
parent
2a8ada7951
commit
4196a546bf
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@ -1549,7 +1549,8 @@
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"values": [
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{"value": 0, "name": "float"},
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{"value": 1, "name": "sint"},
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{"value": 2, "name": "uint"}
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{"value": 2, "name": "uint"},
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{"value": 3, "name": "depth comparison"}
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]
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},
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"texture copy view": {
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@ -121,6 +121,10 @@ namespace dawn_native {
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if (viewDimension != wgpu::TextureViewDimension::e2D) {
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return DAWN_VALIDATION_ERROR("Multisampled binding must be 2D.");
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}
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if (entry.textureComponentType == wgpu::TextureComponentType::DepthComparison) {
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return DAWN_VALIDATION_ERROR(
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"Multisampled binding must not be DepthComparison.");
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}
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break;
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case wgpu::BindingType::WriteonlyStorageTexture:
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@ -36,6 +36,7 @@ namespace dawn_native {
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case wgpu::TextureComponentType::Float:
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case wgpu::TextureComponentType::Sint:
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case wgpu::TextureComponentType::Uint:
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case wgpu::TextureComponentType::DepthComparison:
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// When the compiler complains that you need to add a case statement here, please
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// also add a corresponding static assert below!
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break;
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@ -55,6 +56,11 @@ namespace dawn_native {
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static_cast<ComponentTypeBit>(
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1 << static_cast<uint32_t>(wgpu::TextureComponentType::Sint)),
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"");
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static_assert(
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ComponentTypeBit::DepthComparison ==
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static_cast<ComponentTypeBit>(
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1 << static_cast<uint32_t>(wgpu::TextureComponentType::DepthComparison)),
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"");
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return static_cast<ComponentTypeBit>(1 << static_cast<uint32_t>(type));
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}
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@ -157,7 +163,8 @@ namespace dawn_native {
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internalFormat.firstAspect.block.height = 1;
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internalFormat.firstAspect.baseType = wgpu::TextureComponentType::Float;
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if (isDepthSampleable) {
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internalFormat.firstAspect.supportedComponentTypes = ComponentTypeBit::Float;
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internalFormat.firstAspect.supportedComponentTypes =
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ComponentTypeBit::Float | ComponentTypeBit::DepthComparison;
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} else {
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internalFormat.firstAspect.supportedComponentTypes = ComponentTypeBit::None;
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}
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@ -34,6 +34,7 @@ namespace dawn_native {
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Float = 0x1,
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Sint = 0x2,
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Uint = 0x4,
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DepthComparison = 0x8,
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};
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// Converts an wgpu::TextureComponentType to its bitmask representation.
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@ -22,7 +22,7 @@
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namespace dawn_native {
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MaybeError ValidateProgrammableStageDescriptor(const DeviceBase* device,
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MaybeError ValidateProgrammableStageDescriptor(DeviceBase* device,
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const ProgrammableStageDescriptor* descriptor,
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const PipelineLayoutBase* layout,
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SingleShaderStage stage) {
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@ -36,7 +36,7 @@ namespace dawn_native {
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if (layout != nullptr) {
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const EntryPointMetadata& metadata =
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module->GetEntryPoint(descriptor->entryPoint, stage);
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DAWN_TRY(ValidateCompatibilityWithPipelineLayout(metadata, layout));
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DAWN_TRY(ValidateCompatibilityWithPipelineLayout(device, metadata, layout));
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}
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return {};
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}
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@ -28,7 +28,7 @@
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namespace dawn_native {
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MaybeError ValidateProgrammableStageDescriptor(const DeviceBase* device,
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MaybeError ValidateProgrammableStageDescriptor(DeviceBase* device,
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const ProgrammableStageDescriptor* descriptor,
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const PipelineLayoutBase* layout,
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SingleShaderStage stage);
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@ -207,7 +207,8 @@ namespace dawn_native {
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for (const StageAndDescriptor& stage : stages) {
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const EntryPointMetadata& metadata =
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stage.second->module->GetEntryPoint(stage.second->entryPoint, stage.first);
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ASSERT(ValidateCompatibilityWithPipelineLayout(metadata, pipelineLayout).IsSuccess());
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ASSERT(ValidateCompatibilityWithPipelineLayout(device, metadata, pipelineLayout)
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.IsSuccess());
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}
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return pipelineLayout;
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@ -369,7 +369,8 @@ namespace dawn_native {
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return std::move(result);
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}
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MaybeError ValidateCompatibilityWithBindGroupLayout(BindGroupIndex group,
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MaybeError ValidateCompatibilityWithBindGroupLayout(DeviceBase* device,
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BindGroupIndex group,
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const EntryPointMetadata& entryPoint,
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const BindGroupLayoutBase* layout) {
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const BindGroupLayoutBase::BindingMap& layoutBindings = layout->GetBindingMap();
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@ -424,10 +425,22 @@ namespace dawn_native {
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case wgpu::BindingType::SampledTexture:
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case wgpu::BindingType::MultisampledTexture: {
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if (layoutInfo.textureComponentType != shaderInfo.textureComponentType) {
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return DAWN_VALIDATION_ERROR(
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"The textureComponentType of the bind group layout entry is "
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"different from " +
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GetShaderDeclarationString(group, bindingNumber));
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// TODO(dawn:527): Remove once the deprecation timeline is complete.
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if (layoutInfo.textureComponentType ==
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wgpu::TextureComponentType::Float &&
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shaderInfo.textureComponentType ==
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wgpu::TextureComponentType::DepthComparison) {
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device->EmitDeprecationWarning(
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"Using depth texture in the shader with "
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"TextureComponentType::Float is deprecated use "
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"TextureComponentType::DepthComparison in the bind group "
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"layout instead.");
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} else {
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return DAWN_VALIDATION_ERROR(
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"The textureComponentType of the bind group layout entry is "
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"different from " +
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GetShaderDeclarationString(group, bindingNumber));
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}
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}
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if (layoutInfo.viewDimension != shaderInfo.viewDimension) {
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@ -554,11 +567,26 @@ namespace dawn_native {
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SpirvDimToTextureViewDimension(imageType.dim, imageType.arrayed);
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info->textureComponentType =
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SpirvBaseTypeToTextureComponentType(textureComponentType);
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if (imageType.ms) {
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info->type = wgpu::BindingType::MultisampledTexture;
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} else {
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info->type = wgpu::BindingType::SampledTexture;
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}
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if (imageType.depth) {
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if (imageType.ms) {
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return DAWN_VALIDATION_ERROR(
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"Multisampled depth textures aren't supported");
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}
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if (info->textureComponentType !=
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wgpu::TextureComponentType::Float) {
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return DAWN_VALIDATION_ERROR(
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"Depth textures must have a float type");
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}
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info->textureComponentType =
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wgpu::TextureComponentType::DepthComparison;
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}
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break;
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}
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case wgpu::BindingType::StorageBuffer: {
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@ -600,7 +628,11 @@ namespace dawn_native {
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}
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if (imageType.ms) {
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return DAWN_VALIDATION_ERROR(
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"Multisampled storage texture aren't supported");
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"Multisampled storage textures aren't supported");
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}
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if (imageType.depth) {
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return DAWN_VALIDATION_ERROR(
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"Depth storage textures aren't supported");
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}
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info->storageTextureFormat = storageTextureFormat;
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info->viewDimension =
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@ -749,10 +781,11 @@ namespace dawn_native {
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return bufferSizes;
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}
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MaybeError ValidateCompatibilityWithPipelineLayout(const EntryPointMetadata& entryPoint,
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MaybeError ValidateCompatibilityWithPipelineLayout(DeviceBase* device,
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const EntryPointMetadata& entryPoint,
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const PipelineLayoutBase* layout) {
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for (BindGroupIndex group : IterateBitSet(layout->GetBindGroupLayoutsMask())) {
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DAWN_TRY(ValidateCompatibilityWithBindGroupLayout(group, entryPoint,
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DAWN_TRY(ValidateCompatibilityWithBindGroupLayout(device, group, entryPoint,
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layout->GetBindGroupLayout(group)));
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}
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@ -41,7 +41,8 @@ namespace dawn_native {
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MaybeError ValidateShaderModuleDescriptor(DeviceBase* device,
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const ShaderModuleDescriptor* descriptor);
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MaybeError ValidateCompatibilityWithPipelineLayout(const EntryPointMetadata& entryPoint,
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MaybeError ValidateCompatibilityWithPipelineLayout(DeviceBase* device,
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const EntryPointMetadata& entryPoint,
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const PipelineLayoutBase* layout);
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RequiredBufferSizes ComputeRequiredBufferSizesForLayout(const EntryPointMetadata& entryPoint,
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@ -71,6 +71,9 @@ namespace dawn_native { namespace d3d12 {
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case wgpu::TextureComponentType::Float:
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resolveParameters.ResolveMode = D3D12_RESOLVE_MODE_AVERAGE;
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break;
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case wgpu::TextureComponentType::DepthComparison:
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UNREACHABLE();
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}
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resolveParameters.SubresourceCount = 1;
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@ -949,6 +949,9 @@ namespace dawn_native { namespace opengl {
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gl.ClearBufferiv(GL_COLOR, i, appliedClearColor.data());
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break;
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}
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case wgpu::TextureComponentType::DepthComparison:
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UNREACHABLE();
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}
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}
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@ -334,6 +334,9 @@ namespace dawn_native { namespace vulkan {
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}
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break;
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}
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case wgpu::TextureComponentType::DepthComparison:
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UNREACHABLE();
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}
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attachmentCount++;
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}
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@ -1058,6 +1058,8 @@ namespace dawn_native { namespace vulkan {
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clearColorValue.uint32[2] = uClearColor;
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clearColorValue.uint32[3] = uClearColor;
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break;
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case wgpu::TextureComponentType::DepthComparison:
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UNREACHABLE();
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}
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device->fn.CmdClearColorImage(recordingContext->commandBuffer, GetHandle(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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@ -118,6 +118,50 @@ TEST_P(DeprecationTests, BGLEntryMultisampledBooleanTracking) {
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utils::MakeBindGroup(device, bgl, {{0, texture4Sample.CreateView()}});
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}
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// Test that compiling a pipeline with TextureComponentType::Float in the BGL when ::DepthComparison
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// is expected emits a deprecation warning but isn't an error.
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TEST_P(DeprecationTests, TextureComponentTypeFloatWhenDepthComparisonIsExpected) {
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wgpu::ShaderModule module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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layout(set = 0, binding = 0) uniform samplerShadow samp;
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layout(set = 0, binding = 1) uniform texture2D tex;
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void main() {
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texture(sampler2DShadow(tex, samp), vec3(0.5, 0.5, 0.5));
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}
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)");
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{
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wgpu::BindGroupLayout goodBgl = utils::MakeBindGroupLayout(
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device,
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{{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ComparisonSampler},
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{1, wgpu::ShaderStage::Compute, wgpu::BindingType::SampledTexture, false, 0, false,
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wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::DepthComparison}});
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wgpu::ComputePipelineDescriptor goodDesc;
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goodDesc.layout = utils::MakeBasicPipelineLayout(device, &goodBgl);
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goodDesc.computeStage.module = module;
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goodDesc.computeStage.entryPoint = "main";
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device.CreateComputePipeline(&goodDesc);
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}
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{
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wgpu::BindGroupLayout badBgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ComparisonSampler},
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{1, wgpu::ShaderStage::Compute, wgpu::BindingType::SampledTexture, false, 0,
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false, wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::Float}});
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wgpu::ComputePipelineDescriptor badDesc;
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badDesc.layout = utils::MakeBasicPipelineLayout(device, &badBgl);
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badDesc.computeStage.module = module;
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badDesc.computeStage.entryPoint = "main";
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EXPECT_DEPRECATION_WARNING(device.CreateComputePipeline(&badDesc));
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}
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}
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DAWN_INSTANTIATE_TEST(DeprecationTests,
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D3D12Backend(),
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MetalBackend(),
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@ -151,9 +151,11 @@ class DepthSamplingTest : public DawnTest {
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// TODO(dawn:367): Cannot use GetBindGroupLayout for comparison samplers without shader
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// reflection data.
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ComparisonSampler},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture},
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{2, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer}});
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device,
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{{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ComparisonSampler},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture, false, 0, false,
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wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::DepthComparison},
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{2, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer}});
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = vsModule;
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@ -185,10 +187,12 @@ class DepthSamplingTest : public DawnTest {
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// TODO(dawn:367): Cannot use GetBindGroupLayout without shader reflection data.
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ComparisonSampler},
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{1, wgpu::ShaderStage::Compute, wgpu::BindingType::SampledTexture},
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{2, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer},
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{3, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
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device,
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{{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ComparisonSampler},
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{1, wgpu::ShaderStage::Compute, wgpu::BindingType::SampledTexture, false, 0, false,
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wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::DepthComparison},
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{2, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer},
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{3, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
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wgpu::ComputePipelineDescriptor pipelineDescriptor;
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pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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@ -345,6 +345,41 @@ TEST_F(BindGroupValidationTest, SamplingDepthTexture) {
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}
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}
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// Check that a texture must have a correct format for DepthComparison
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TEST_F(BindGroupValidationTest, TextureComponentTypeDepthComparison) {
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wgpu::BindGroupLayout depthLayout = utils::MakeBindGroupLayout(
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device,
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{{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture, false, 0, false,
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wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::DepthComparison}});
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// Control case: setting a depth texture works.
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wgpu::Texture depthTexture =
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CreateTexture(wgpu::TextureUsage::Sampled, wgpu::TextureFormat::Depth32Float, 1);
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utils::MakeBindGroup(device, depthLayout, {{0, depthTexture.CreateView()}});
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// Error case: setting a Float typed texture view fails.
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, depthLayout, {{0, mSampledTextureView}}));
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}
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// Check that a depth texture is allowed to be used for both TextureComponentType::Float and
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// ::DepthComparison
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TEST_F(BindGroupValidationTest, TextureComponentTypeForDepthTexture) {
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wgpu::BindGroupLayout depthLayout = utils::MakeBindGroupLayout(
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device,
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{{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture, false, 0, false,
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wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::DepthComparison}});
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wgpu::BindGroupLayout floatLayout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture, false, 0,
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false, wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::Float}});
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wgpu::Texture depthTexture =
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CreateTexture(wgpu::TextureUsage::Sampled, wgpu::TextureFormat::Depth32Float, 1);
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utils::MakeBindGroup(device, depthLayout, {{0, depthTexture.CreateView()}});
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utils::MakeBindGroup(device, floatLayout, {{0, depthTexture.CreateView()}});
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}
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// Check that a texture must have the correct dimension
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TEST_F(BindGroupValidationTest, TextureDimension) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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@ -900,7 +935,7 @@ TEST_F(BindGroupLayoutValidationTest, DynamicBufferNumberLimit) {
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}
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// Test that multisampled textures must be 2D sampled textures
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TEST_F(BindGroupLayoutValidationTest, MultisampledTextures) {
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TEST_F(BindGroupLayoutValidationTest, MultisampledTextureViewDimension) {
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// Multisampled 2D texture works.
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utils::MakeBindGroupLayout(
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device, {
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@ -958,6 +993,45 @@ TEST_F(BindGroupLayoutValidationTest, MultisampledTextures) {
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}));
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}
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// Test that multisampled textures cannot be DepthComparison
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TEST_F(BindGroupLayoutValidationTest, MultisampledTextureComponentType) {
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// Multisampled float component type works.
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utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::MultisampledTexture, false,
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0, false, wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::Float},
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});
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// Multisampled float (defaulted) component type works.
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utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::MultisampledTexture, false,
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0, false, wgpu::TextureViewDimension::e2D},
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});
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// Multisampled uint component type works.
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utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::MultisampledTexture, false,
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0, false, wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::Uint},
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});
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// Multisampled sint component type works.
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utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::MultisampledTexture, false,
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0, false, wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::Sint},
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});
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// Multisampled depth comparison component typeworks.
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ASSERT_DEVICE_ERROR(utils::MakeBindGroupLayout(
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device,
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{
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::MultisampledTexture, false, 0, false,
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wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::DepthComparison},
|
||||
}));
|
||||
}
|
||||
|
||||
// Test that it is an error to pass multisampled=true for non-texture bindings
|
||||
TEST_F(BindGroupLayoutValidationTest, MultisampledMustBeTexture) {
|
||||
// Base: Multisampled 2D texture works.
|
||||
|
|
Loading…
Reference in New Issue