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>
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@ -47,6 +47,9 @@ namespace dawn_native { namespace d3d12 {
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ComPtr<ID3D12Device> d3d12Device,
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const DeviceDescriptor* descriptor)
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: DeviceBase(adapter, descriptor), mD3d12Device(d3d12Device) {
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if (descriptor != nullptr) {
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ApplyToggleOverrides(descriptor);
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}
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// Create device-global objects
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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@ -14,6 +14,7 @@
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#include "dawn_native/d3d12/TextureD3D12.h"
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#include "dawn_native/d3d12/DescriptorHeapAllocator.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/ResourceAllocator.h"
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@ -138,6 +139,25 @@ namespace dawn_native { namespace d3d12 {
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->Allocate(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor,
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D3D12_RESOURCE_STATE_COMMON);
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mResourcePtr = mResource.Get();
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if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
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TransitionUsageNow(device->GetPendingCommandList(), D3D12_RESOURCE_STATE_RENDER_TARGET);
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uint32_t arrayLayerCount = GetArrayLayers();
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DescriptorHeapAllocator* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
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DescriptorHeapHandle rtvHeap =
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descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
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const float clearColor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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// TODO(natlee@microsoft.com): clear all array layers for 2D array textures
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for (int i = 0; i < resourceDescriptor.MipLevels; i++) {
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = GetRTVDescriptor(i, arrayLayerCount, 0);
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device->GetD3D12Device()->CreateRenderTargetView(mResourcePtr, &rtvDesc, rtvHandle);
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device->GetPendingCommandList()->ClearRenderTargetView(rtvHandle, clearColor, 0,
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nullptr);
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}
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}
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}
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// With this constructor, the lifetime of the ID3D12Resource is externally managed.
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@ -201,6 +221,34 @@ namespace dawn_native { namespace d3d12 {
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mLastState = newState;
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}
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D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t mipSlice,
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uint32_t arrayLayers,
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uint32_t baseArrayLayer) const {
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ASSERT(GetDimension() == dawn::TextureDimension::e2D);
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
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rtvDesc.Format = GetD3D12Format();
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if (IsMultisampledTexture()) {
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ASSERT(GetNumMipLevels() == 1);
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ASSERT(arrayLayers == 1);
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ASSERT(baseArrayLayer == 0);
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ASSERT(mipSlice == 0);
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rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
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} else {
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// Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
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// layer and layer count in D3D12_TEX2D_RTV. For 2D texture views, we treat them as
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// 1-layer 2D array textures. (Just like how we treat SRVs)
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_rtv
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array
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// _rtv
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rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
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rtvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer;
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rtvDesc.Texture2DArray.ArraySize = arrayLayers;
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rtvDesc.Texture2DArray.MipSlice = mipSlice;
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rtvDesc.Texture2DArray.PlaneSlice = 0;
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}
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return rtvDesc;
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}
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uint32_t Texture::GetSubresourceIndex(uint32_t mipmapLevel, uint32_t arraySlice) const {
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return GetNumMipLevels() * arraySlice + mipmapLevel;
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}
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@ -254,28 +302,8 @@ namespace dawn_native { namespace d3d12 {
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}
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D3D12_RENDER_TARGET_VIEW_DESC TextureView::GetRTVDescriptor() const {
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ASSERT(GetTexture()->GetDimension() == dawn::TextureDimension::e2D);
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
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rtvDesc.Format = GetD3D12Format();
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if (GetTexture()->IsMultisampledTexture()) {
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ASSERT(GetTexture()->GetArrayLayers() == 1 && GetTexture()->GetNumMipLevels() == 1 &&
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GetBaseArrayLayer() == 0 && GetBaseMipLevel() == 0);
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rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
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} else {
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// Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
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// layer and layer count in D3D12_TEX2D_RTV. For 2D texture views, we treat them as
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// 1-layer 2D array textures. (Just like how we treat SRVs)
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_rtv
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array
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// _rtv
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rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
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rtvDesc.Texture2DArray.FirstArraySlice = GetBaseArrayLayer();
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rtvDesc.Texture2DArray.ArraySize = GetLayerCount();
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rtvDesc.Texture2DArray.MipSlice = GetBaseMipLevel();
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rtvDesc.Texture2DArray.PlaneSlice = 0;
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}
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return rtvDesc;
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return ToBackend(GetTexture())
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->GetRTVDescriptor(GetBaseMipLevel(), GetLayerCount(), GetBaseArrayLayer());
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}
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D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const {
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@ -40,6 +40,9 @@ namespace dawn_native { namespace d3d12 {
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D3D12_RESOURCE_STATES newState);
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uint32_t GetSubresourceIndex(uint32_t mipmapLevel, uint32_t arraySlice) const;
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D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipSlice,
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uint32_t arrayLayers,
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uint32_t baseArrayLayer) const;
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private:
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// Dawn API
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@ -94,8 +94,8 @@ TEST_P(NonzeroTextureCreationTests, ArrayLayerClears) {
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EXPECT_TEXTURE_RGBA8_EQ(expected.data(), texture, 0, 0, kSize, kSize, 0, 2);
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}
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DAWN_INSTANTIATE_TEST(NonzeroTextureCreationTests,
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ForceWorkaround(OpenGLBackend,
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"nonzero_clear_resources_on_creation_for_testing"),
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ForceWorkaround(VulkanBackend,
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"nonzero_clear_resources_on_creation_for_testing"));
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DAWN_INSTANTIATE_TEST(
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NonzeroTextureCreationTests,
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ForceWorkaround(D3D12Backend, "nonzero_clear_resources_on_creation_for_testing"),
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ForceWorkaround(OpenGLBackend, "nonzero_clear_resources_on_creation_for_testing"),
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ForceWorkaround(VulkanBackend, "nonzero_clear_resources_on_creation_for_testing"));
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