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Allow one texture as write-only storage and sampled in one compute pass
This patch enables one texture to be used as both write-only storage texture and sampled texture in one compute pass. Note that while we don't need to check the usage scope of a texture in the whole compute pass scope, we still need to verify one texture cannot be bound to multiple bindings that are used in one dispatch at the same time. This check will be added in the following patches. This patch also adds tests to ensure a texture can be used as the following binding types in one compute pass: - read-only storage + sampled - write-only storage + sampled - read-only storage + write-only storage BUG=dawn:267 TEST=dawn_unittests Change-Id: Ibff2b005a5269a0bfa254e0417de4920758add39 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/20120 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Austin Eng <enga@chromium.org>
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@@ -974,7 +974,7 @@ TEST_F(StorageTextureValidationTests, StorageTextureAndOutputAttachmentInOneRend
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// Verify it is invalid to use a a texture as both read-only storage texture and write-only storage
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// texture in one render pass.
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TEST_F(StorageTextureValidationTests, ReadOnlyStorageTextureAndWriteOnlyStorageTexture) {
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TEST_F(StorageTextureValidationTests, ReadOnlyAndWriteOnlyStorageTextureInOneRenderPass) {
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constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
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wgpu::Texture storageTexture = CreateTexture(wgpu::TextureUsage::Storage, kFormat);
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@@ -993,7 +993,7 @@ TEST_F(StorageTextureValidationTests, ReadOnlyStorageTextureAndWriteOnlyStorageT
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utils::MakeBindGroup(device, bindGroupLayout,
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{{0, storageTexture.CreateView()}, {1, storageTexture.CreateView()}});
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// It is invalid to use a a texture as both read-only storage texture and write-only storage
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// It is invalid to use a texture as both read-only storage texture and write-only storage
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// texture in one render pass.
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wgpu::Texture outputAttachment = CreateTexture(wgpu::TextureUsage::OutputAttachment, kFormat);
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utils::ComboRenderPassDescriptor renderPassDescriptor({outputAttachment.CreateView()});
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@@ -1003,3 +1003,66 @@ TEST_F(StorageTextureValidationTests, ReadOnlyStorageTextureAndWriteOnlyStorageT
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renderPassEncoder.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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// Verify it is valid to use a texture as both storage texture (read-only or write-only) and
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// sampled texture in one compute pass.
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TEST_F(StorageTextureValidationTests, StorageTextureAndSampledTextureInOneComputePass) {
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constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
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wgpu::Texture storageTexture =
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CreateTexture(wgpu::TextureUsage::Storage | wgpu::TextureUsage::Sampled, kFormat);
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for (wgpu::BindingType storageTextureType : kSupportedStorageTextureBindingTypes) {
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// Create a bind group that binds the same texture as both storage texture and sampled
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// texture.
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wgpu::BindGroupLayout bindGroupLayout =
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utils::MakeBindGroupLayout(device, {{.binding = 0,
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.visibility = wgpu::ShaderStage::Compute,
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.type = storageTextureType,
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.storageTextureFormat = kFormat},
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{.binding = 1,
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.visibility = wgpu::ShaderStage::Compute,
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.type = wgpu::BindingType::SampledTexture,
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.storageTextureFormat = kFormat}});
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(
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device, bindGroupLayout,
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{{0, storageTexture.CreateView()}, {1, storageTexture.CreateView()}});
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// It is valid to use a a texture as both storage texture (read-only or write-only) and
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// sampled texture in one compute pass.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePassEncoder = encoder.BeginComputePass();
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computePassEncoder.SetBindGroup(0, bindGroup);
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computePassEncoder.EndPass();
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encoder.Finish();
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}
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}
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// Verify it is valid to use a texture as both read-only storage texture and write-only storage
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// texture in one compute pass.
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TEST_F(StorageTextureValidationTests, ReadOnlyAndWriteOnlyStorageTextureInOneComputePass) {
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constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
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wgpu::Texture storageTexture = CreateTexture(wgpu::TextureUsage::Storage, kFormat);
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// Create a bind group that uses the same texture as both read-only and write-only storage
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// texture.
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wgpu::BindGroupLayout bindGroupLayout =
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utils::MakeBindGroupLayout(device, {{.binding = 0,
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.visibility = wgpu::ShaderStage::Compute,
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.type = wgpu::BindingType::ReadonlyStorageTexture,
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.storageTextureFormat = kFormat},
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{.binding = 1,
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.visibility = wgpu::ShaderStage::Compute,
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.type = wgpu::BindingType::WriteonlyStorageTexture,
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.storageTextureFormat = kFormat}});
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, bindGroupLayout,
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{{0, storageTexture.CreateView()}, {1, storageTexture.CreateView()}});
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// It is valid to use a texture as both read-only storage texture and write-only storage
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// texture in one compute pass.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePassEncoder = encoder.BeginComputePass();
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computePassEncoder.SetBindGroup(0, bindGroup);
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computePassEncoder.EndPass();
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encoder.Finish();
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}
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