Clear OpenGL textures on first use if not initialized already

This prevents dirty textures to be used when memory is recycled while
destroying/creating new textures. If a texture is being used for the
first time and has not yet been initialized, it will be cleared
to zeros.

Bug: dawn:145
Change-Id: I1140ff0535241b247b855df2afefc01fbc003470
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8380
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Natasha Lee <natlee@microsoft.com>
This commit is contained in:
Natasha Lee
2019-07-02 17:38:09 +00:00
committed by Commit Bot service account
parent ce32a94b37
commit 4886403b61
6 changed files with 131 additions and 19 deletions

View File

@@ -403,8 +403,29 @@ TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencil) {
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
}
DAWN_INSTANTIATE_TEST(TextureZeroInitTest,
ForceWorkarounds(D3D12Backend,
{"nonzero_clear_resources_on_creation_for_testing"}),
ForceWorkarounds(VulkanBackend,
{"nonzero_clear_resources_on_creation_for_testing"}));
// This tests the color attachments clear to 0s
TEST_P(TextureZeroInitTest, ColorAttachmentsClear) {
dawn::TextureDescriptor descriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsageBit::OutputAttachment | dawn::TextureUsageBit::TransferSrc,
kColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
utils::BasicRenderPass renderPass = utils::BasicRenderPass(kSize, kSize, texture, kColorFormat);
renderPass.renderPassInfo.cColorAttachmentsInfoPtr[0]->loadOp = dawn::LoadOp::Load;
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
{
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.EndPass();
}
dawn::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
std::vector<RGBA8> expected(kSize * kSize, {0, 0, 0, 0});
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderPass.color, 0, 0, kSize, kSize, 0, 0);
}
DAWN_INSTANTIATE_TEST(
TextureZeroInitTest,
ForceWorkarounds(D3D12Backend, {"nonzero_clear_resources_on_creation_for_testing"}),
ForceWorkarounds(OpenGLBackend, {"nonzero_clear_resources_on_creation_for_testing"}),
ForceWorkarounds(VulkanBackend, {"nonzero_clear_resources_on_creation_for_testing"}));