TextureView defaults and validation updates
Spec PR: https://github.com/gpuweb/gpuweb/pull/2687 Fixed: dawn:682 Bug: dawn:1276 Change-Id: Ifa8f94fa4c1a27fb40d0ccfb9f032ca4a28ed24e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/84520 Reviewed-by: Loko Kung <lokokung@google.com> Reviewed-by: Brandon Jones <bajones@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
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@ -49,10 +49,6 @@ namespace dawn::native {
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wgpu::TextureAspect aspect) {
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const Format& format = texture->GetFormat();
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if (format.format == viewFormat.format) {
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return {};
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}
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if (aspect != wgpu::TextureAspect::All) {
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wgpu::TextureFormat aspectFormat = format.GetAspectInfo(aspect).format;
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if (viewFormat.format == aspectFormat) {
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@ -64,6 +60,10 @@ namespace dawn::native {
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}
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}
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if (format.format == viewFormat.format) {
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return {};
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}
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const FormatSet& compatibleViewFormats = texture->GetViewFormats();
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if (compatibleViewFormats[viewFormat]) {
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// Validation of this list is done on texture creation, so we don't need to
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@ -471,8 +471,13 @@ namespace dawn::native {
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}
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if (desc.format == wgpu::TextureFormat::Undefined) {
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// TODO(dawn:682): Use GetAspectInfo(aspect).
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desc.format = texture->GetFormat().format;
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const Format& format = texture->GetFormat();
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Aspect aspects = SelectFormatAspects(format, desc.aspect);
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if (HasOneBit(aspects)) {
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desc.format = format.GetAspectInfo(aspects).format;
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} else {
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desc.format = format.format;
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}
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}
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if (desc.arrayLayerCount == wgpu::kArrayLayerCountUndefined) {
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switch (desc.dimension) {
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@ -1170,13 +1170,12 @@ namespace dawn::native::d3d12 {
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mSrvDesc.Format = D3D12TextureFormat(descriptor->format);
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mSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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// TODO(enga): This will need to be much more nuanced when WebGPU has
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// texture view compatibility rules.
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UINT planeSlice = 0;
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if (GetFormat().HasDepthOrStencil()) {
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const Format& textureFormat = texture->GetFormat();
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if (textureFormat.HasDepthOrStencil()) {
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// Configure the SRV descriptor to reinterpret the texture allocated as
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// TYPELESS as a single-plane shader-accessible view.
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switch (descriptor->format) {
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switch (textureFormat.format) {
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case wgpu::TextureFormat::Depth32Float:
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case wgpu::TextureFormat::Depth24Plus:
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mSrvDesc.Format = DXGI_FORMAT_R32_FLOAT;
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@ -1184,28 +1183,22 @@ namespace dawn::native::d3d12 {
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case wgpu::TextureFormat::Depth16Unorm:
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mSrvDesc.Format = DXGI_FORMAT_R16_UNORM;
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break;
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case wgpu::TextureFormat::Stencil8: {
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// Stencil8 is always backed by a DXGI_FORMAT_R24G8_TYPELESS texture in D3D12,
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// so always treat it as if the StencilOnly aspect of a Depth24UnormStencil8 was
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// selected.
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planeSlice = 1;
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mSrvDesc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT;
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// Stencil is accessed using the .g component in the shader.
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// Map it to the zeroth component to match other APIs.
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mSrvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1);
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case wgpu::TextureFormat::Stencil8:
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case wgpu::TextureFormat::Depth24UnormStencil8: {
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Aspect aspects = SelectFormatAspects(textureFormat, descriptor->aspect);
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ASSERT(aspects != Aspect::None);
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if (!HasZeroOrOneBits(aspects)) {
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// A single aspect is not selected. The texture view must not be
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// sampled.
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mSrvDesc.Format = DXGI_FORMAT_UNKNOWN;
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break;
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}
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case wgpu::TextureFormat::Depth24UnormStencil8:
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switch (descriptor->aspect) {
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case wgpu::TextureAspect::DepthOnly:
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switch (aspects) {
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case Aspect::Depth:
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planeSlice = 0;
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mSrvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
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break;
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case wgpu::TextureAspect::StencilOnly:
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case Aspect::Stencil:
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planeSlice = 1;
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mSrvDesc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT;
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// Stencil is accessed using the .g component in the shader.
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@ -1217,27 +1210,28 @@ namespace dawn::native::d3d12 {
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1);
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break;
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case wgpu::TextureAspect::All:
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// A single aspect is not selected. The texture view must not be
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// sampled.
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mSrvDesc.Format = DXGI_FORMAT_UNKNOWN;
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break;
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// Depth formats cannot use plane aspects.
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case wgpu::TextureAspect::Plane0Only:
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case wgpu::TextureAspect::Plane1Only:
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default:
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UNREACHABLE();
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break;
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}
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break;
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}
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case wgpu::TextureFormat::Depth24PlusStencil8:
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case wgpu::TextureFormat::Depth32FloatStencil8:
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switch (descriptor->aspect) {
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case wgpu::TextureAspect::DepthOnly:
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case wgpu::TextureFormat::Depth32FloatStencil8: {
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Aspect aspects = SelectFormatAspects(textureFormat, descriptor->aspect);
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ASSERT(aspects != Aspect::None);
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if (!HasZeroOrOneBits(aspects)) {
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// A single aspect is not selected. The texture view must not be
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// sampled.
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mSrvDesc.Format = DXGI_FORMAT_UNKNOWN;
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break;
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}
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switch (aspects) {
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case Aspect::Depth:
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planeSlice = 0;
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mSrvDesc.Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
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break;
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case wgpu::TextureAspect::StencilOnly:
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case Aspect::Stencil:
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planeSlice = 1;
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mSrvDesc.Format = DXGI_FORMAT_X32_TYPELESS_G8X24_UINT;
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// Stencil is accessed using the .g component in the shader.
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@ -1249,19 +1243,12 @@ namespace dawn::native::d3d12 {
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1);
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break;
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case wgpu::TextureAspect::All:
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// A single aspect is not selected. The texture view must not be
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// sampled.
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mSrvDesc.Format = DXGI_FORMAT_UNKNOWN;
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break;
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// Depth formats cannot use plane aspects.
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case wgpu::TextureAspect::Plane0Only:
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case wgpu::TextureAspect::Plane1Only:
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default:
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UNREACHABLE();
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break;
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}
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break;
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}
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default:
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UNREACHABLE();
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break;
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@ -86,7 +86,10 @@ namespace dawn::native::metal {
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bool RequiresCreatingNewTextureView(const TextureBase* texture,
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const TextureViewDescriptor* textureViewDescriptor) {
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if (texture->GetFormat().format != textureViewDescriptor->format) {
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if (texture->GetFormat().format != textureViewDescriptor->format &&
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!texture->GetFormat().HasDepthOrStencil()) {
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// Color format reinterpretation required. Note: Depth/stencil formats don't support
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// reinterpretation.
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return true;
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}
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@ -1059,16 +1062,17 @@ namespace dawn::native::metal {
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"Failed to create MTLTexture view for external texture.");
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}
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} else {
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MTLPixelFormat format = MetalPixelFormat(descriptor->format);
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MTLPixelFormat viewFormat = MetalPixelFormat(descriptor->format);
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MTLPixelFormat textureFormat = MetalPixelFormat(GetTexture()->GetFormat().format);
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if (descriptor->aspect == wgpu::TextureAspect::StencilOnly &&
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format != MTLPixelFormatStencil8) {
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textureFormat != MTLPixelFormatStencil8) {
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if (@available(macOS 10.12, iOS 10.0, *)) {
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if (format == MTLPixelFormatDepth32Float_Stencil8) {
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format = MTLPixelFormatX32_Stencil8;
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if (textureFormat == MTLPixelFormatDepth32Float_Stencil8) {
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viewFormat = MTLPixelFormatX32_Stencil8;
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}
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#if defined(DAWN_PLATFORM_MACOS)
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else if (format == MTLPixelFormatDepth24Unorm_Stencil8) {
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format = MTLPixelFormatX24_Stencil8;
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else if (textureFormat == MTLPixelFormatDepth24Unorm_Stencil8) {
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viewFormat = MTLPixelFormatX24_Stencil8;
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}
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#endif
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else {
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@ -1082,6 +1086,11 @@ namespace dawn::native::metal {
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DAWN_DEVICE_LOST_ERROR("Cannot create stencil-only texture view of "
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"combined depth/stencil format."));
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}
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} else if (GetTexture()->GetFormat().HasDepth() &&
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GetTexture()->GetFormat().HasStencil()) {
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// Depth-only views for depth/stencil textures in Metal simply use the original
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// texture's format.
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viewFormat = textureFormat;
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}
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MTLTextureType textureViewType =
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NSMakeRange(descriptor->baseArrayLayer, descriptor->arrayLayerCount);
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mMtlTextureView =
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AcquireNSPRef([mtlTexture newTextureViewWithPixelFormat:format
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AcquireNSPRef([mtlTexture newTextureViewWithPixelFormat:viewFormat
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textureType:textureViewType
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levels:mipLevelRange
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slices:arrayLayerRange]);
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@ -95,7 +95,10 @@ namespace dawn::native::opengl {
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bool RequiresCreatingNewTextureView(const TextureBase* texture,
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const TextureViewDescriptor* textureViewDescriptor) {
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if (texture->GetFormat().format != textureViewDescriptor->format) {
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if (texture->GetFormat().format != textureViewDescriptor->format &&
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!texture->GetFormat().HasDepthOrStencil()) {
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// Color format reinterpretation required. Note: Depth/stencil formats don't support
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// reinterpretation.
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return true;
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}
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@ -561,7 +564,14 @@ namespace dawn::native::opengl {
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const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
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mHandle = GenTexture(gl);
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const Texture* textureGL = ToBackend(texture);
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const GLFormat& glFormat = ToBackend(GetDevice())->GetGLFormat(GetFormat());
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const Format& textureFormat = GetTexture()->GetFormat();
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// Depth/stencil don't support reinterpretation, and the aspect is specified at
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// bind time. In that case, we use the base texture format.
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const GLFormat& glFormat = textureFormat.HasDepthOrStencil()
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? ToBackend(GetDevice())->GetGLFormat(textureFormat)
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: ToBackend(GetDevice())->GetGLFormat(GetFormat());
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gl.TextureView(mHandle, mTarget, textureGL->GetHandle(), glFormat.internalFormat,
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descriptor->baseMipLevel, descriptor->mipLevelCount,
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descriptor->baseArrayLayer, descriptor->arrayLayerCount);
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@ -1373,7 +1373,20 @@ namespace dawn::native::vulkan {
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createInfo.flags = 0;
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createInfo.image = ToBackend(GetTexture())->GetHandle();
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createInfo.viewType = VulkanImageViewType(descriptor->dimension);
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const Format& textureFormat = GetTexture()->GetFormat();
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if (textureFormat.HasStencil() &&
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(textureFormat.HasDepth() || !device->IsToggleEnabled(Toggle::VulkanUseS8))) {
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// Unlike multi-planar formats, depth-stencil formats have multiple aspects but are not
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// created with VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT.
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// https://www.khronos.org/registry/vulkan/specs/1.3-extensions/man/html/VkImageViewCreateInfo.html#VUID-VkImageViewCreateInfo-image-01762
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// Without, VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT, the view format must match the texture
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// format.
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createInfo.format = VulkanImageFormat(device, textureFormat.format);
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} else {
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createInfo.format = VulkanImageFormat(device, descriptor->format);
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}
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createInfo.components = VkComponentMapping{VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G,
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VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A};
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@ -709,6 +709,26 @@ namespace {
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ASSERT_DEVICE_ERROR(texture.CreateView(&viewDesc));
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}
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// It is invalid to create a texture view with a combined depth-stencil format if only
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// the depth aspect is selected.
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{
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textureDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
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viewDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
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viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
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wgpu::Texture texture = device.CreateTexture(&textureDesc);
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ASSERT_DEVICE_ERROR(texture.CreateView(&viewDesc));
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}
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// It is invalid to create a texture view with a combined depth-stencil format if only
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// the stencil aspect is selected.
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{
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textureDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
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viewDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
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viewDesc.aspect = wgpu::TextureAspect::StencilOnly;
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wgpu::Texture texture = device.CreateTexture(&textureDesc);
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ASSERT_DEVICE_ERROR(texture.CreateView(&viewDesc));
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}
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// It is valid to create a texture view with a depth format of a depth-stencil texture
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// if the depth only aspect is selected.
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{
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