Deprecated StoreOp::Clear in favor of Discard
Change-Id: Ifac3b980f23c3476d91bb89759b2a60ed5efbc17 Bug: dawn:937 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/56045 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Brandon Jones <bajones@chromium.org>
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81372da137
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55a389762d
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@ -1067,7 +1067,8 @@
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"category": "enum",
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"values": [
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{"value": 0, "name": "store"},
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{"value": 1, "name": "clear"}
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{"value": 1, "name": "discard"},
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{"value": 2, "name": "clear"}
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]
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},
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"origin 3D": {
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@ -125,6 +125,7 @@ namespace dawn_native {
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view->GetTexture()->SetIsSubresourceContentInitialized(true, range);
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break;
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case wgpu::StoreOp::Discard:
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case wgpu::StoreOp::Clear:
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view->GetTexture()->SetIsSubresourceContentInitialized(false, range);
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break;
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@ -41,6 +41,14 @@ namespace dawn_native {
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namespace {
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MaybeError ValidateDeprecatedStoreOp(DeviceBase* device, wgpu::StoreOp value) {
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if (value == wgpu::StoreOp::Clear) {
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device->EmitDeprecationWarning(
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"The 'clear' storeOp is deprecated. Use 'discard' instead.");
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}
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return ValidateStoreOp(value);
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}
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MaybeError ValidateB2BCopyAlignment(uint64_t dataSize,
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uint64_t srcOffset,
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uint64_t dstOffset) {
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@ -244,7 +252,7 @@ namespace dawn_native {
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}
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DAWN_TRY(ValidateLoadOp(colorAttachment.loadOp));
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DAWN_TRY(ValidateStoreOp(colorAttachment.storeOp));
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DAWN_TRY(ValidateDeprecatedStoreOp(device, colorAttachment.storeOp));
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if (colorAttachment.loadOp == wgpu::LoadOp::Clear) {
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if (std::isnan(colorAttachment.clearColor.r) ||
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@ -315,8 +323,8 @@ namespace dawn_native {
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DAWN_TRY(ValidateLoadOp(depthStencilAttachment->depthLoadOp));
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DAWN_TRY(ValidateLoadOp(depthStencilAttachment->stencilLoadOp));
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DAWN_TRY(ValidateStoreOp(depthStencilAttachment->depthStoreOp));
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DAWN_TRY(ValidateStoreOp(depthStencilAttachment->stencilStoreOp));
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DAWN_TRY(ValidateDeprecatedStoreOp(device, depthStencilAttachment->depthStoreOp));
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DAWN_TRY(ValidateDeprecatedStoreOp(device, depthStencilAttachment->stencilStoreOp));
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if (attachment->GetAspects() == (Aspect::Depth | Aspect::Stencil) &&
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depthStencilAttachment->depthReadOnly != depthStencilAttachment->stencilReadOnly) {
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@ -35,6 +35,7 @@ namespace dawn_native { namespace d3d12 {
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D3D12_RENDER_PASS_ENDING_ACCESS_TYPE D3D12EndingAccessType(wgpu::StoreOp storeOp) {
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switch (storeOp) {
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case wgpu::StoreOp::Discard:
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case wgpu::StoreOp::Clear:
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return D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_DISCARD;
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case wgpu::StoreOp::Store:
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@ -55,7 +56,7 @@ namespace dawn_native { namespace d3d12 {
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ToBackend(resolveDestination->GetTexture())->GetD3D12Resource();
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// Clear or preserve the resolve source.
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if (storeOp == wgpu::StoreOp::Clear) {
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if (storeOp == wgpu::StoreOp::Discard || storeOp == wgpu::StoreOp::Clear) {
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resolveParameters.PreserveResolveSource = false;
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} else if (storeOp == wgpu::StoreOp::Store) {
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resolveParameters.PreserveResolveSource = true;
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@ -98,6 +98,7 @@ namespace dawn_native { namespace metal {
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descriptor.colorAttachments[i].storeAction =
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kMTLStoreActionStoreAndMultisampleResolve;
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break;
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case wgpu::StoreOp::Discard:
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case wgpu::StoreOp::Clear:
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descriptor.colorAttachments[i].storeAction =
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MTLStoreActionMultisampleResolve;
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@ -108,6 +109,7 @@ namespace dawn_native { namespace metal {
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case wgpu::StoreOp::Store:
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descriptor.colorAttachments[i].storeAction = MTLStoreActionStore;
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break;
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case wgpu::StoreOp::Discard:
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case wgpu::StoreOp::Clear:
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descriptor.colorAttachments[i].storeAction = MTLStoreActionDontCare;
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break;
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@ -132,6 +134,7 @@ namespace dawn_native { namespace metal {
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descriptor.depthAttachment.storeAction = MTLStoreActionStore;
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break;
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case wgpu::StoreOp::Discard:
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case wgpu::StoreOp::Clear:
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descriptor.depthAttachment.storeAction = MTLStoreActionDontCare;
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break;
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@ -159,6 +162,7 @@ namespace dawn_native { namespace metal {
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descriptor.stencilAttachment.storeAction = MTLStoreActionStore;
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break;
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case wgpu::StoreOp::Discard:
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case wgpu::StoreOp::Clear:
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descriptor.stencilAttachment.storeAction = MTLStoreActionDontCare;
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break;
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@ -1054,7 +1054,8 @@ namespace dawn_native { namespace opengl {
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}
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}
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if (attachmentInfo->storeOp == wgpu::StoreOp::Clear) {
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if (attachmentInfo->storeOp == wgpu::StoreOp::Discard ||
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attachmentInfo->storeOp == wgpu::StoreOp::Clear) {
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// TODO(natlee@microsoft.com): call glDiscard to do optimization
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}
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}
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@ -97,6 +97,46 @@ TEST_P(DeprecationTests, ComputeStage) {
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EXPECT_DEPRECATION_WARNING(pipeline = device.CreateComputePipeline(&csDesc));
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}
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// Test that StoreOp::Clear is deprecated.
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TEST_P(DeprecationTests, StoreOpClear) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass;
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// Check that a storeOp of Clear for color attachments raises a validation warning.
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renderPass.renderPassInfo.cColorAttachments[0].storeOp = wgpu::StoreOp::Clear;
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EXPECT_DEPRECATION_WARNING(pass = encoder.BeginRenderPass(&renderPass.renderPassInfo));
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pass.EndPass();
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// Check that a storeOp of Clear for depth/stencil attachments raises a validation warning.
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size = {1, 1, 1};
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descriptor.sampleCount = 1;
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descriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
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descriptor.mipLevelCount = 1;
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descriptor.usage = wgpu::TextureUsage::RenderAttachment;
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wgpu::Texture depthStencil = device.CreateTexture(&descriptor);
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wgpu::RenderPassDepthStencilAttachmentDescriptor* depthAttachment =
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&renderPass.renderPassInfo.cDepthStencilAttachmentInfo;
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renderPass.renderPassInfo.depthStencilAttachment = depthAttachment;
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depthAttachment->view = depthStencil.CreateView();
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renderPass.renderPassInfo.cColorAttachments[0].storeOp = wgpu::StoreOp::Discard;
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depthAttachment->depthStoreOp = wgpu::StoreOp::Clear;
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EXPECT_DEPRECATION_WARNING(pass = encoder.BeginRenderPass(&renderPass.renderPassInfo));
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pass.EndPass();
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depthAttachment->depthStoreOp = wgpu::StoreOp::Discard;
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depthAttachment->stencilStoreOp = wgpu::StoreOp::Clear;
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EXPECT_DEPRECATION_WARNING(pass = encoder.BeginRenderPass(&renderPass.renderPassInfo));
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pass.EndPass();
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}
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DAWN_INSTANTIATE_TEST(DeprecationTests,
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D3D12Backend(),
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MetalBackend(),
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@ -291,7 +291,7 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTexture) {
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constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
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// storeOp should not affect the result in the resolve target.
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for (wgpu::StoreOp storeOp : {wgpu::StoreOp::Store, wgpu::StoreOp::Clear}) {
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for (wgpu::StoreOp storeOp : {wgpu::StoreOp::Store, wgpu::StoreOp::Discard}) {
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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// Draw a green triangle.
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@ -600,7 +600,7 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilLoadAfterDiscard) {
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{
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utils::ComboRenderPassDescriptor renderPassDescriptor({},
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depthStencilTexture.CreateView());
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renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Clear;
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renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard;
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renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 2;
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renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
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@ -676,7 +676,8 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilLoadAfterDiscard) {
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depthStencilTexture.CreateView());
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renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.7;
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renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
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renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Clear;
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renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp =
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wgpu::StoreOp::Discard;
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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auto pass = encoder.BeginRenderPass(&renderPassDescriptor);
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@ -761,7 +762,7 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilCopyAfterDiscard) {
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utils::ComboRenderPassDescriptor renderPassDescriptor({}, depthStencilTexture.CreateView());
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renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.3;
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renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
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renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Clear;
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renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Discard;
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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auto pass = encoder.BeginRenderPass(&renderPassDescriptor);
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@ -1157,7 +1158,7 @@ TEST_P(TextureZeroInitTest, RenderPassStoreOpClear) {
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utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
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renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0};
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renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
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renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Clear;
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renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Discard;
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
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pass.SetPipeline(renderPipeline);
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pass.SetBindGroup(0, bindGroup);
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@ -1180,9 +1181,9 @@ TEST_P(TextureZeroInitTest, RenderPassStoreOpClear) {
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// This tests storeOp Clear on depth and stencil textures.
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// We put the depth stencil texture through 2 passes:
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// 1) LoadOp::Clear and StoreOp::Clear, fail the depth and stencil test set in the render pipeline.
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// This means nothing is drawn and subresource is set as uninitialized.
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// 2) LoadOp::Load and StoreOp::Clear, pass the depth and stencil test set in the render pipeline.
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// 1) LoadOp::Clear and StoreOp::Discard, fail the depth and stencil test set in the render
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// pipeline. This means nothing is drawn and subresource is set as uninitialized.
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// 2) LoadOp::Load and StoreOp::Discard, pass the depth and stencil test set in the render pipeline.
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// Because LoadOp is Load and the subresource is uninitialized, the texture will be cleared to
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// 0's This means the depth and stencil test will pass and the red square is drawn.
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TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencilStoreOpClear) {
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renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
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renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 1.0f;
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renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 1u;
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renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Clear;
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renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Clear;
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renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard;
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renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Discard;
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor);
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utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
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renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0};
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renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
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renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Clear;
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renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Discard;
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
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pass.SetPipeline(renderPipeline);
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pass.SetBindGroup(0, bindGroup);
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utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
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renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0};
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renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
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renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Clear;
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renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Discard;
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
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pass.SetPipeline(renderPipeline);
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pass.SetBindGroup(0, bindGroup);
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@ -257,8 +257,8 @@ namespace {
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// Base case: StoreOps match so render pass is a success
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{
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utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
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renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Clear;
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renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Clear;
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renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Discard;
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renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard;
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AssertBeginRenderPassSuccess(&renderPass);
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}
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{
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utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
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renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
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renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Clear;
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renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard;
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AssertBeginRenderPassSuccess(&renderPass);
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}
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}
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{
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utils::ComboRenderPassDescriptor renderPass({colorView}, depthStencilView);
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renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
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renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Clear;
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renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard;
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renderPass.cDepthStencilAttachmentInfo.depthReadOnly = true;
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renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
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renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Clear;
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renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Discard;
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renderPass.cDepthStencilAttachmentInfo.stencilReadOnly = true;
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AssertBeginRenderPassError(&renderPass);
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}
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