Add nonzero_clear_resources_on_creation_for_testing toggle for d3d12

Forces texture to clear to non-zero on creation to test the logic of
lazy clearing.

Bug: dawn:145
Change-Id: Ia738bf03be29dc620caf5f6d04b57c29b6919e85
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7280
Commit-Queue: Natasha Lee <natlee@microsoft.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
Natasha Lee 2019-05-24 22:53:31 +00:00 committed by Commit Bot service account
parent 8aa036e9e4
commit 58ae08e132
4 changed files with 61 additions and 27 deletions

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@ -47,6 +47,9 @@ namespace dawn_native { namespace d3d12 {
ComPtr<ID3D12Device> d3d12Device, ComPtr<ID3D12Device> d3d12Device,
const DeviceDescriptor* descriptor) const DeviceDescriptor* descriptor)
: DeviceBase(adapter, descriptor), mD3d12Device(d3d12Device) { : DeviceBase(adapter, descriptor), mD3d12Device(d3d12Device) {
if (descriptor != nullptr) {
ApplyToggleOverrides(descriptor);
}
// Create device-global objects // Create device-global objects
D3D12_COMMAND_QUEUE_DESC queueDesc = {}; D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;

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@ -14,6 +14,7 @@
#include "dawn_native/d3d12/TextureD3D12.h" #include "dawn_native/d3d12/TextureD3D12.h"
#include "dawn_native/d3d12/DescriptorHeapAllocator.h"
#include "dawn_native/d3d12/DeviceD3D12.h" #include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/ResourceAllocator.h" #include "dawn_native/d3d12/ResourceAllocator.h"
@ -138,6 +139,25 @@ namespace dawn_native { namespace d3d12 {
->Allocate(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor, ->Allocate(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor,
D3D12_RESOURCE_STATE_COMMON); D3D12_RESOURCE_STATE_COMMON);
mResourcePtr = mResource.Get(); mResourcePtr = mResource.Get();
if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
TransitionUsageNow(device->GetPendingCommandList(), D3D12_RESOURCE_STATE_RENDER_TARGET);
uint32_t arrayLayerCount = GetArrayLayers();
DescriptorHeapAllocator* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
DescriptorHeapHandle rtvHeap =
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
const float clearColor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
// TODO(natlee@microsoft.com): clear all array layers for 2D array textures
for (int i = 0; i < resourceDescriptor.MipLevels; i++) {
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = GetRTVDescriptor(i, arrayLayerCount, 0);
device->GetD3D12Device()->CreateRenderTargetView(mResourcePtr, &rtvDesc, rtvHandle);
device->GetPendingCommandList()->ClearRenderTargetView(rtvHandle, clearColor, 0,
nullptr);
}
}
} }
// With this constructor, the lifetime of the ID3D12Resource is externally managed. // With this constructor, the lifetime of the ID3D12Resource is externally managed.
@ -201,6 +221,34 @@ namespace dawn_native { namespace d3d12 {
mLastState = newState; mLastState = newState;
} }
D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t mipSlice,
uint32_t arrayLayers,
uint32_t baseArrayLayer) const {
ASSERT(GetDimension() == dawn::TextureDimension::e2D);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = GetD3D12Format();
if (IsMultisampledTexture()) {
ASSERT(GetNumMipLevels() == 1);
ASSERT(arrayLayers == 1);
ASSERT(baseArrayLayer == 0);
ASSERT(mipSlice == 0);
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
} else {
// Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
// layer and layer count in D3D12_TEX2D_RTV. For 2D texture views, we treat them as
// 1-layer 2D array textures. (Just like how we treat SRVs)
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_rtv
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array
// _rtv
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer;
rtvDesc.Texture2DArray.ArraySize = arrayLayers;
rtvDesc.Texture2DArray.MipSlice = mipSlice;
rtvDesc.Texture2DArray.PlaneSlice = 0;
}
return rtvDesc;
}
uint32_t Texture::GetSubresourceIndex(uint32_t mipmapLevel, uint32_t arraySlice) const { uint32_t Texture::GetSubresourceIndex(uint32_t mipmapLevel, uint32_t arraySlice) const {
return GetNumMipLevels() * arraySlice + mipmapLevel; return GetNumMipLevels() * arraySlice + mipmapLevel;
} }
@ -254,28 +302,8 @@ namespace dawn_native { namespace d3d12 {
} }
D3D12_RENDER_TARGET_VIEW_DESC TextureView::GetRTVDescriptor() const { D3D12_RENDER_TARGET_VIEW_DESC TextureView::GetRTVDescriptor() const {
ASSERT(GetTexture()->GetDimension() == dawn::TextureDimension::e2D); return ToBackend(GetTexture())
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc; ->GetRTVDescriptor(GetBaseMipLevel(), GetLayerCount(), GetBaseArrayLayer());
rtvDesc.Format = GetD3D12Format();
if (GetTexture()->IsMultisampledTexture()) {
ASSERT(GetTexture()->GetArrayLayers() == 1 && GetTexture()->GetNumMipLevels() == 1 &&
GetBaseArrayLayer() == 0 && GetBaseMipLevel() == 0);
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
} else {
// Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
// layer and layer count in D3D12_TEX2D_RTV. For 2D texture views, we treat them as
// 1-layer 2D array textures. (Just like how we treat SRVs)
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_rtv
// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array
// _rtv
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.FirstArraySlice = GetBaseArrayLayer();
rtvDesc.Texture2DArray.ArraySize = GetLayerCount();
rtvDesc.Texture2DArray.MipSlice = GetBaseMipLevel();
rtvDesc.Texture2DArray.PlaneSlice = 0;
}
return rtvDesc;
} }
D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const { D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const {

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@ -40,6 +40,9 @@ namespace dawn_native { namespace d3d12 {
D3D12_RESOURCE_STATES newState); D3D12_RESOURCE_STATES newState);
uint32_t GetSubresourceIndex(uint32_t mipmapLevel, uint32_t arraySlice) const; uint32_t GetSubresourceIndex(uint32_t mipmapLevel, uint32_t arraySlice) const;
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipSlice,
uint32_t arrayLayers,
uint32_t baseArrayLayer) const;
private: private:
// Dawn API // Dawn API

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@ -94,8 +94,8 @@ TEST_P(NonzeroTextureCreationTests, ArrayLayerClears) {
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), texture, 0, 0, kSize, kSize, 0, 2); EXPECT_TEXTURE_RGBA8_EQ(expected.data(), texture, 0, 0, kSize, kSize, 0, 2);
} }
DAWN_INSTANTIATE_TEST(NonzeroTextureCreationTests, DAWN_INSTANTIATE_TEST(
ForceWorkaround(OpenGLBackend, NonzeroTextureCreationTests,
"nonzero_clear_resources_on_creation_for_testing"), ForceWorkaround(D3D12Backend, "nonzero_clear_resources_on_creation_for_testing"),
ForceWorkaround(VulkanBackend, ForceWorkaround(OpenGLBackend, "nonzero_clear_resources_on_creation_for_testing"),
"nonzero_clear_resources_on_creation_for_testing")); ForceWorkaround(VulkanBackend, "nonzero_clear_resources_on_creation_for_testing"));