Ensure correct shader reflection for texture_external
Adds some handling that ensures correct reflection of texture_external now that Dawn uses Tint by default. Enables the previously written tests. dawn: 1004 Change-Id: I8fd43292e9fe243aee037c70fe47b79ace8b672f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/58540 Commit-Queue: Brandon Jones (Intel) <brandon1.jones@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -144,7 +144,9 @@ namespace dawn_native {
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// Does the trivial conversions from a ShaderBindingInfo to a BindGroupLayoutEntry
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auto ConvertMetadataToEntry =
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[](const EntryPointMetadata::ShaderBindingInfo& shaderBinding) -> BindGroupLayoutEntry {
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[](const EntryPointMetadata::ShaderBindingInfo& shaderBinding,
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const ExternalTextureBindingLayout* externalTextureBindingEntry)
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-> BindGroupLayoutEntry {
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BindGroupLayoutEntry entry = {};
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switch (shaderBinding.bindingType) {
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case BindingInfoType::Buffer:
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@ -195,13 +197,7 @@ namespace dawn_native {
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entry.storageTexture.viewDimension = shaderBinding.storageTexture.viewDimension;
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break;
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case BindingInfoType::ExternalTexture:
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// TODO(dawn:728) On backend configurations that use SPIRV-Cross to reflect
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// shader info - the shader must have been already transformed prior to
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// reflecting the shader. During transformation, all instances of
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// texture_external are changed to texture_2d<f32>. This means that when
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// extracting shader info, external textures will be seen as sampled 2d
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// textures. In the future when Dawn no longer uses SPIRV-Cross, we should
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// handle external textures here.
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entry.nextInChain = externalTextureBindingEntry;
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break;
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}
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return entry;
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@ -230,6 +226,13 @@ namespace dawn_native {
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ityp::array<BindGroupIndex, std::map<BindingNumber, BindGroupLayoutEntry>, kMaxBindGroups>
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entryData = {};
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// External texture binding layouts are chained structs that are set as a pointer within
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// the bind group layout entry. We declare an entry here so that it can be used when needed
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// in each BindGroupLayoutEntry and so it can stay alive until the call to
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// GetOrCreateBindGroupLayout. Because ExternalTextureBindingLayout is an empty struct,
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// there's no issue with using the same struct multiple times.
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ExternalTextureBindingLayout externalTextureBindingLayout;
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// Loops over all the reflected BindGroupLayoutEntries from shaders.
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for (const StageAndDescriptor& stage : stages) {
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const EntryPointMetadata& metadata = stage.module->GetEntryPoint(stage.entryPoint);
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@ -240,7 +243,8 @@ namespace dawn_native {
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const EntryPointMetadata::ShaderBindingInfo& shaderBinding = bindingIt.second;
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// Create the BindGroupLayoutEntry
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BindGroupLayoutEntry entry = ConvertMetadataToEntry(shaderBinding);
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BindGroupLayoutEntry entry =
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ConvertMetadataToEntry(shaderBinding, &externalTextureBindingLayout);
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entry.binding = static_cast<uint32_t>(bindingNumber);
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entry.visibility = StageBit(stage.shaderStage);
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@ -506,19 +506,9 @@ namespace dawn_native {
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const BindingInfo& layoutInfo = layout->GetBindingInfo(bindingIndex);
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if (layoutInfo.bindingType != shaderInfo.bindingType) {
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// TODO(dawn:728) On backend configurations that use SPIRV-Cross to reflect
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// shader info - the shader must have been already transformed prior to
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// reflecting the shader. During transformation, all instances of
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// texture_external are changed to texture_2d<f32>. This means that when
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// extracting shader info, external textures will be seen as sampled 2d
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// textures. In the future when Dawn no longer uses SPIRV-Cross, the
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// if-statement below should be removed.
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if (layoutInfo.bindingType != BindingInfoType::ExternalTexture ||
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shaderInfo.bindingType != BindingInfoType::Texture) {
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return DAWN_VALIDATION_ERROR(
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"The binding type of the bind group layout entry conflicts " +
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GetShaderDeclarationString(group, bindingNumber));
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}
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return DAWN_VALIDATION_ERROR(
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"The binding type of the bind group layout entry conflicts " +
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GetShaderDeclarationString(group, bindingNumber));
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}
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if ((layoutInfo.visibility & StageBit(entryPoint.stage)) == 0) {
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@ -582,13 +572,11 @@ namespace dawn_native {
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}
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case BindingInfoType::ExternalTexture: {
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// TODO(dawn:728) On backend configurations that use SPIRV-Cross to reflect
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// shader info - the shader must have been already transformed prior to
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// reflecting the shader. During transformation, all instances of
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// texture_external are changed to texture_2d<f32>. This means that when
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// extracting shader info, external textures will be seen as sampled 2d
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// textures. In the future when Dawn no longer uses SPIRV-Cross, we should
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// handle external textures here.
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if (shaderInfo.bindingType != BindingInfoType::ExternalTexture) {
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return DAWN_VALIDATION_ERROR(
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"The external texture bind group layout entry conflicts with " +
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GetShaderDeclarationString(group, bindingNumber));
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}
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break;
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}
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@ -62,6 +62,10 @@ TEST_P(ExternalTextureTests, CreateExternalTextureSuccess) {
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}
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TEST_P(ExternalTextureTests, SampleExternalTexture) {
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// SPIRV-Cross is unable to reflect texture_external correctly, which causes errors during
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// validation.
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DAWN_SUPPRESS_TEST_IF(!HasToggleEnabled("use_tint_generator"));
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
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var positions : array<vec4<f32>, 3> = array<vec4<f32>, 3>(
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@ -2126,8 +2126,9 @@ TEST_F(BindGroupLayoutCompatibilityTest, TextureViewDimension) {
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wgpu::TextureViewDimension::e2D}})}));
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}
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// TODO(dawn:728) Enable this test when Dawn no longer relies on SPIRV-Cross to extract shader info.
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TEST_F(BindGroupLayoutCompatibilityTest, DISABLED_ExternalTextureBindGroupLayoutCompatibility) {
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// Test that a bgl with an external texture is compatible with texture_external in a shader and that
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// an error is returned when the binding in the shader does not match.
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TEST_F(BindGroupLayoutCompatibilityTest, ExternalTextureBindGroupLayoutCompatibility) {
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, &utils::kExternalTextureBindingLayout}});
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@ -2135,7 +2136,7 @@ TEST_F(BindGroupLayoutCompatibilityTest, DISABLED_ExternalTextureBindGroupLayout
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CreateFSRenderPipeline(R"(
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[[group(0), binding(0)]] var myExternalTexture: texture_external;
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[[stage(fragment)]] fn main() {
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textureDimensions(myExternalTexture);
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ignore(myExternalTexture);
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})",
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{bgl});
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@ -2143,7 +2144,7 @@ TEST_F(BindGroupLayoutCompatibilityTest, DISABLED_ExternalTextureBindGroupLayout
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ASSERT_DEVICE_ERROR(CreateFSRenderPipeline(R"(
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[[group(0), binding(0)]] var myTexture: texture_2d<f32>;
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[[stage(fragment)]] fn main() {
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ignore(textureDimensions(myTexture));
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ignore(myTexture);
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})",
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{bgl}));
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}
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@ -390,10 +390,9 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
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}
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}
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// Test that an external texture binding type matches a shader using texture_external.
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// TODO(dawn:728) Enable this test once Dawn no longer relies on SPIRV-Cross to extract shader info.
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// Consider combining with the similar test above.
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TEST_F(GetBindGroupLayoutTests, DISABLED_ExternalTextureBindingType) {
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// Tests that the external texture binding type matches with a texture_external declared in the
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// shader.
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TEST_F(GetBindGroupLayoutTests, ExternalTextureBindingType) {
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// This test works assuming Dawn Native's object deduplication.
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// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
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// Native.
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@ -412,7 +411,7 @@ TEST_F(GetBindGroupLayoutTests, DISABLED_ExternalTextureBindingType) {
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[[group(0), binding(0)]] var myExternalTexture: texture_external;
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[[stage(fragment)]] fn main() {
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textureDimensions(myExternalTexture);
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ignore(myExternalTexture);
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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