Revert "Support depth32float sampling on D3D12"
This reverts commit 071fe56ffe
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Reason for revert: SamplerRender/D3D12 has flaky crashes
Original change's description:
> Support depth32float sampling on D3D12
>
> Bug: dawn:367
> Change-Id: I026e718130cbd92427c6292045fd041c878d4f77
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/20840
> Commit-Queue: Austin Eng <enga@chromium.org>
> Reviewed-by: Stephen White <senorblanco@chromium.org>
TBR=cwallez@chromium.org,senorblanco@chromium.org,enga@chromium.org
Change-Id: I35df2ac35986d4a32437a52b70b025a370302651
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: dawn:367
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/21320
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This commit is contained in:
parent
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4fe8ead090
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@ -38,38 +38,26 @@ namespace dawn_native { namespace d3d12 {
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: SamplerBase(device, descriptor) {
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: SamplerBase(device, descriptor) {
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// https://msdn.microsoft.com/en-us/library/windows/desktop/dn770367(v=vs.85).aspx
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// https://msdn.microsoft.com/en-us/library/windows/desktop/dn770367(v=vs.85).aspx
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// hex value, decimal value, min linear, mag linear, mip linear
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// hex value, decimal value, min linear, mag linear, mip linear
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// D3D12_FILTER_MIN_MAG_MIP_POINT = 0 0 0 0 0
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// D3D12_FILTER_MIN_MAG_MIP_POINT = 0 0 0 0 0
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// D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1 1 0 0 1
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// D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1 1 0 0 1
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// D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4 4 0 1 0
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// D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4 4 0 1 0
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// D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5 5 0 1 1
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// D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5 5 0 1 1
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// D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10 16 1 0 0
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// D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10 16 1 0 0
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// D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11 17 1 0 1
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// D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11 17 1 0 1
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// D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14 20 1 1 0
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// D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14 20 1 1 0
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// D3D12_FILTER_MIN_MAG_MIP_LINEAR = 0x15 21 1 1 1
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// D3D12_FILTER_MIN_MAG_MIP_LINEAR = 0x15 21 1 1 1
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// D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT, = 0x80 128
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// D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR, = 0x81 129
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// D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT, = 0x84 132
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// D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR, = 0x85 133
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// D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT, = 0x90 144
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// D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR,= 0x91 145
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// D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT, = 0x94 148
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// D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR, = 0x95 149
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// if mip mode is linear, add 0x1
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// if mip mode is linear, add 1
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// if mag mode is linear, add 0x4
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// if mag mode is linear, add 4
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// if min mode is linear, add 0x10
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// if min mode is linear, add 16
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// if comparison, add 0x80
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uint8_t mode = 0;
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uint8_t mode = 0;
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if (descriptor->compare != wgpu::CompareFunction::Undefined) {
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mode += 0x80;
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}
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switch (descriptor->minFilter) {
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switch (descriptor->minFilter) {
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case wgpu::FilterMode::Nearest:
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case wgpu::FilterMode::Nearest:
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break;
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break;
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case wgpu::FilterMode::Linear:
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case wgpu::FilterMode::Linear:
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mode += 0x10;
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mode += 16;
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break;
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break;
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}
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}
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@ -77,7 +65,7 @@ namespace dawn_native { namespace d3d12 {
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case wgpu::FilterMode::Nearest:
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case wgpu::FilterMode::Nearest:
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break;
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break;
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case wgpu::FilterMode::Linear:
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case wgpu::FilterMode::Linear:
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mode += 0x4;
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mode += 4;
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break;
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break;
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}
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}
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@ -85,7 +73,7 @@ namespace dawn_native { namespace d3d12 {
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case wgpu::FilterMode::Nearest:
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case wgpu::FilterMode::Nearest:
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break;
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break;
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case wgpu::FilterMode::Linear:
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case wgpu::FilterMode::Linear:
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mode += 0x1;
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mode += 1;
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break;
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break;
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}
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}
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@ -772,11 +772,6 @@ namespace dawn_native { namespace d3d12 {
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TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor)
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TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor)
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: TextureViewBase(texture, descriptor) {
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: TextureViewBase(texture, descriptor) {
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mSrvDesc.Format = D3D12TextureFormat(descriptor->format);
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mSrvDesc.Format = D3D12TextureFormat(descriptor->format);
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if (descriptor->format == wgpu::TextureFormat::Depth32Float) {
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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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mSrvDesc.Format = DXGI_FORMAT_R32_FLOAT;
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}
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mSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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mSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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// Currently we always use D3D12_TEX2D_ARRAY_SRV because we cannot specify base array layer
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// Currently we always use D3D12_TEX2D_ARRAY_SRV because we cannot specify base array layer
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@ -505,4 +505,7 @@ TEST_P(DepthSamplingTest, CompareFunctionsNonNormalizedContentsCompute) {
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}
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}
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}
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}
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DAWN_INSTANTIATE_TEST(DepthSamplingTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());
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// TODO(crbug.com/dawn/367): Does not work on D3D12 because we need to reinterpret the texture view
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// as R32Float to sample it. See tables here:
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// https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/hardware-support-for-direct3d-12-1-formats
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DAWN_INSTANTIATE_TEST(DepthSamplingTest, MetalBackend(), OpenGLBackend(), VulkanBackend());
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