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>
This commit is contained in:
Austin Eng 2022-04-01 23:04:50 +00:00 committed by Dawn LUCI CQ
parent 595e20085d
commit 42e76ba82a
6 changed files with 106 additions and 62 deletions

View File

@ -49,10 +49,6 @@ namespace dawn::native {
wgpu::TextureAspect aspect) {
const Format& format = texture->GetFormat();
if (format.format == viewFormat.format) {
return {};
}
if (aspect != wgpu::TextureAspect::All) {
wgpu::TextureFormat aspectFormat = format.GetAspectInfo(aspect).format;
if (viewFormat.format == aspectFormat) {
@ -64,6 +60,10 @@ namespace dawn::native {
}
}
if (format.format == viewFormat.format) {
return {};
}
const FormatSet& compatibleViewFormats = texture->GetViewFormats();
if (compatibleViewFormats[viewFormat]) {
// Validation of this list is done on texture creation, so we don't need to
@ -471,8 +471,13 @@ namespace dawn::native {
}
if (desc.format == wgpu::TextureFormat::Undefined) {
// TODO(dawn:682): Use GetAspectInfo(aspect).
desc.format = texture->GetFormat().format;
const Format& format = texture->GetFormat();
Aspect aspects = SelectFormatAspects(format, desc.aspect);
if (HasOneBit(aspects)) {
desc.format = format.GetAspectInfo(aspects).format;
} else {
desc.format = format.format;
}
}
if (desc.arrayLayerCount == wgpu::kArrayLayerCountUndefined) {
switch (desc.dimension) {

View File

@ -1170,13 +1170,12 @@ namespace dawn::native::d3d12 {
mSrvDesc.Format = D3D12TextureFormat(descriptor->format);
mSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
// TODO(enga): This will need to be much more nuanced when WebGPU has
// texture view compatibility rules.
UINT planeSlice = 0;
if (GetFormat().HasDepthOrStencil()) {
const Format& textureFormat = texture->GetFormat();
if (textureFormat.HasDepthOrStencil()) {
// Configure the SRV descriptor to reinterpret the texture allocated as
// TYPELESS as a single-plane shader-accessible view.
switch (descriptor->format) {
switch (textureFormat.format) {
case wgpu::TextureFormat::Depth32Float:
case wgpu::TextureFormat::Depth24Plus:
mSrvDesc.Format = DXGI_FORMAT_R32_FLOAT;
@ -1184,28 +1183,22 @@ namespace dawn::native::d3d12 {
case wgpu::TextureFormat::Depth16Unorm:
mSrvDesc.Format = DXGI_FORMAT_R16_UNORM;
break;
case wgpu::TextureFormat::Stencil8: {
// Stencil8 is always backed by a DXGI_FORMAT_R24G8_TYPELESS texture in D3D12,
// so always treat it as if the StencilOnly aspect of a Depth24UnormStencil8 was
// selected.
planeSlice = 1;
mSrvDesc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT;
// Stencil is accessed using the .g component in the shader.
// Map it to the zeroth component to match other APIs.
mSrvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1);
case wgpu::TextureFormat::Stencil8:
case wgpu::TextureFormat::Depth24UnormStencil8: {
Aspect aspects = SelectFormatAspects(textureFormat, descriptor->aspect);
ASSERT(aspects != Aspect::None);
if (!HasZeroOrOneBits(aspects)) {
// A single aspect is not selected. The texture view must not be
// sampled.
mSrvDesc.Format = DXGI_FORMAT_UNKNOWN;
break;
}
case wgpu::TextureFormat::Depth24UnormStencil8:
switch (descriptor->aspect) {
case wgpu::TextureAspect::DepthOnly:
switch (aspects) {
case Aspect::Depth:
planeSlice = 0;
mSrvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
break;
case wgpu::TextureAspect::StencilOnly:
case Aspect::Stencil:
planeSlice = 1;
mSrvDesc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT;
// Stencil is accessed using the .g component in the shader.
@ -1217,27 +1210,28 @@ namespace dawn::native::d3d12 {
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1);
break;
case wgpu::TextureAspect::All:
// A single aspect is not selected. The texture view must not be
// sampled.
mSrvDesc.Format = DXGI_FORMAT_UNKNOWN;
break;
// Depth formats cannot use plane aspects.
case wgpu::TextureAspect::Plane0Only:
case wgpu::TextureAspect::Plane1Only:
default:
UNREACHABLE();
break;
}
break;
}
case wgpu::TextureFormat::Depth24PlusStencil8:
case wgpu::TextureFormat::Depth32FloatStencil8:
switch (descriptor->aspect) {
case wgpu::TextureAspect::DepthOnly:
case wgpu::TextureFormat::Depth32FloatStencil8: {
Aspect aspects = SelectFormatAspects(textureFormat, descriptor->aspect);
ASSERT(aspects != Aspect::None);
if (!HasZeroOrOneBits(aspects)) {
// A single aspect is not selected. The texture view must not be
// sampled.
mSrvDesc.Format = DXGI_FORMAT_UNKNOWN;
break;
}
switch (aspects) {
case Aspect::Depth:
planeSlice = 0;
mSrvDesc.Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
break;
case wgpu::TextureAspect::StencilOnly:
case Aspect::Stencil:
planeSlice = 1;
mSrvDesc.Format = DXGI_FORMAT_X32_TYPELESS_G8X24_UINT;
// Stencil is accessed using the .g component in the shader.
@ -1249,19 +1243,12 @@ namespace dawn::native::d3d12 {
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1);
break;
case wgpu::TextureAspect::All:
// A single aspect is not selected. The texture view must not be
// sampled.
mSrvDesc.Format = DXGI_FORMAT_UNKNOWN;
break;
// Depth formats cannot use plane aspects.
case wgpu::TextureAspect::Plane0Only:
case wgpu::TextureAspect::Plane1Only:
default:
UNREACHABLE();
break;
}
break;
}
default:
UNREACHABLE();
break;

View File

@ -86,7 +86,10 @@ namespace dawn::native::metal {
bool RequiresCreatingNewTextureView(const TextureBase* texture,
const TextureViewDescriptor* textureViewDescriptor) {
if (texture->GetFormat().format != textureViewDescriptor->format) {
if (texture->GetFormat().format != textureViewDescriptor->format &&
!texture->GetFormat().HasDepthOrStencil()) {
// Color format reinterpretation required. Note: Depth/stencil formats don't support
// reinterpretation.
return true;
}
@ -1059,16 +1062,17 @@ namespace dawn::native::metal {
"Failed to create MTLTexture view for external texture.");
}
} else {
MTLPixelFormat format = MetalPixelFormat(descriptor->format);
MTLPixelFormat viewFormat = MetalPixelFormat(descriptor->format);
MTLPixelFormat textureFormat = MetalPixelFormat(GetTexture()->GetFormat().format);
if (descriptor->aspect == wgpu::TextureAspect::StencilOnly &&
format != MTLPixelFormatStencil8) {
textureFormat != MTLPixelFormatStencil8) {
if (@available(macOS 10.12, iOS 10.0, *)) {
if (format == MTLPixelFormatDepth32Float_Stencil8) {
format = MTLPixelFormatX32_Stencil8;
if (textureFormat == MTLPixelFormatDepth32Float_Stencil8) {
viewFormat = MTLPixelFormatX32_Stencil8;
}
#if defined(DAWN_PLATFORM_MACOS)
else if (format == MTLPixelFormatDepth24Unorm_Stencil8) {
format = MTLPixelFormatX24_Stencil8;
else if (textureFormat == MTLPixelFormatDepth24Unorm_Stencil8) {
viewFormat = MTLPixelFormatX24_Stencil8;
}
#endif
else {
@ -1082,6 +1086,11 @@ namespace dawn::native::metal {
DAWN_DEVICE_LOST_ERROR("Cannot create stencil-only texture view of "
"combined depth/stencil format."));
}
} else if (GetTexture()->GetFormat().HasDepth() &&
GetTexture()->GetFormat().HasStencil()) {
// Depth-only views for depth/stencil textures in Metal simply use the original
// texture's format.
viewFormat = textureFormat;
}
MTLTextureType textureViewType =
@ -1091,7 +1100,7 @@ namespace dawn::native::metal {
NSMakeRange(descriptor->baseArrayLayer, descriptor->arrayLayerCount);
mMtlTextureView =
AcquireNSPRef([mtlTexture newTextureViewWithPixelFormat:format
AcquireNSPRef([mtlTexture newTextureViewWithPixelFormat:viewFormat
textureType:textureViewType
levels:mipLevelRange
slices:arrayLayerRange]);

View File

@ -95,7 +95,10 @@ namespace dawn::native::opengl {
bool RequiresCreatingNewTextureView(const TextureBase* texture,
const TextureViewDescriptor* textureViewDescriptor) {
if (texture->GetFormat().format != textureViewDescriptor->format) {
if (texture->GetFormat().format != textureViewDescriptor->format &&
!texture->GetFormat().HasDepthOrStencil()) {
// Color format reinterpretation required. Note: Depth/stencil formats don't support
// reinterpretation.
return true;
}
@ -561,7 +564,14 @@ namespace dawn::native::opengl {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
mHandle = GenTexture(gl);
const Texture* textureGL = ToBackend(texture);
const GLFormat& glFormat = ToBackend(GetDevice())->GetGLFormat(GetFormat());
const Format& textureFormat = GetTexture()->GetFormat();
// Depth/stencil don't support reinterpretation, and the aspect is specified at
// bind time. In that case, we use the base texture format.
const GLFormat& glFormat = textureFormat.HasDepthOrStencil()
? ToBackend(GetDevice())->GetGLFormat(textureFormat)
: ToBackend(GetDevice())->GetGLFormat(GetFormat());
gl.TextureView(mHandle, mTarget, textureGL->GetHandle(), glFormat.internalFormat,
descriptor->baseMipLevel, descriptor->mipLevelCount,
descriptor->baseArrayLayer, descriptor->arrayLayerCount);

View File

@ -1373,7 +1373,20 @@ namespace dawn::native::vulkan {
createInfo.flags = 0;
createInfo.image = ToBackend(GetTexture())->GetHandle();
createInfo.viewType = VulkanImageViewType(descriptor->dimension);
const Format& textureFormat = GetTexture()->GetFormat();
if (textureFormat.HasStencil() &&
(textureFormat.HasDepth() || !device->IsToggleEnabled(Toggle::VulkanUseS8))) {
// Unlike multi-planar formats, depth-stencil formats have multiple aspects but are not
// created with VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT.
// https://www.khronos.org/registry/vulkan/specs/1.3-extensions/man/html/VkImageViewCreateInfo.html#VUID-VkImageViewCreateInfo-image-01762
// Without, VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT, the view format must match the texture
// format.
createInfo.format = VulkanImageFormat(device, textureFormat.format);
} else {
createInfo.format = VulkanImageFormat(device, descriptor->format);
}
createInfo.components = VkComponentMapping{VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G,
VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A};

View File

@ -709,6 +709,26 @@ namespace {
ASSERT_DEVICE_ERROR(texture.CreateView(&viewDesc));
}
// It is invalid to create a texture view with a combined depth-stencil format if only
// the depth aspect is selected.
{
textureDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
viewDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
wgpu::Texture texture = device.CreateTexture(&textureDesc);
ASSERT_DEVICE_ERROR(texture.CreateView(&viewDesc));
}
// It is invalid to create a texture view with a combined depth-stencil format if only
// the stencil aspect is selected.
{
textureDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
viewDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
viewDesc.aspect = wgpu::TextureAspect::StencilOnly;
wgpu::Texture texture = device.CreateTexture(&textureDesc);
ASSERT_DEVICE_ERROR(texture.CreateView(&viewDesc));
}
// It is valid to create a texture view with a depth format of a depth-stencil texture
// if the depth only aspect is selected.
{