Fix a bug for multisample texture validation
If a texture format supports multisample, it should be renderable. This change adds this validation rule to fix a bug. It also adds a validation test in dawn_unittests. BUG: dawn:731 Change-Id: I33a06cb16367e4e379b29b223ef6b69128baf30f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/46840 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com>
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ff55b2f217
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src
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@ -122,10 +122,14 @@ namespace dawn_native {
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return DAWN_VALIDATION_ERROR("Multisampled texture must be 2D with depth=1");
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}
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if (format->isCompressed) {
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return DAWN_VALIDATION_ERROR(
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"The sample counts of the textures in BC formats must be 1.");
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// If a format can support multisample, it must be renderable. Because Vulkan
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// requires that if the format is not color-renderable or depth/stencil renderable,
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// sampleCount must be 1.
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if (!format->isRenderable) {
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return DAWN_VALIDATION_ERROR("This format cannot support multisample.");
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}
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// Compressed formats are not renderable. They cannot support multisample.
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ASSERT(!format->isCompressed);
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if (descriptor->usage & wgpu::TextureUsage::Storage) {
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return DAWN_VALIDATION_ERROR(
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@ -21,6 +21,12 @@
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namespace {
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constexpr wgpu::TextureFormat kNonRenderableColorFormats[] = {
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wgpu::TextureFormat::RG11B10Ufloat, wgpu::TextureFormat::RGB9E5Ufloat,
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wgpu::TextureFormat::R8Snorm, wgpu::TextureFormat::RG8Snorm,
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wgpu::TextureFormat::RGBA8Snorm,
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};
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class TextureValidationTest : public ValidationTest {
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protected:
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void SetUp() override {
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@ -105,6 +111,19 @@ namespace {
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ASSERT_DEVICE_ERROR(device.CreateTexture(&descriptor));
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}
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// It is an error to create a multisample texture when the format cannot support
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// multisample.
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{
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wgpu::TextureDescriptor descriptor = defaultDescriptor;
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descriptor.sampleCount = 4;
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for (wgpu::TextureFormat format : kNonRenderableColorFormats) {
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// If a format can support multisample, it must be renderable.
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descriptor.format = format;
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ASSERT_DEVICE_ERROR(device.CreateTexture(&descriptor));
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}
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}
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// Currently we do not support multisampled 2D textures with depth>1.
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{
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wgpu::TextureDescriptor descriptor = defaultDescriptor;
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@ -453,14 +472,7 @@ namespace {
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descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
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device.CreateTexture(&descriptor);
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wgpu::TextureFormat nonRenderableFormats[] = {
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wgpu::TextureFormat::RG11B10Ufloat,
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wgpu::TextureFormat::R8Snorm,
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wgpu::TextureFormat::RG8Snorm,
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wgpu::TextureFormat::RGBA8Snorm,
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};
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for (wgpu::TextureFormat format : nonRenderableFormats) {
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for (wgpu::TextureFormat format : kNonRenderableColorFormats) {
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// Fails because `format` is non-renderable
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descriptor.format = format;
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ASSERT_DEVICE_ERROR(device.CreateTexture(&descriptor));
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