D3D12: Add RENDER_ATTACHMENT usage on depth stencil textures on Intel GPUs
This patch adds RENDER_ATTACHMENT to the internal usage of D3D12 depth stencil textures on Intel GPU because due to a driver bug we have to initialize all the depth stencil textures with clear on Intel GPUs before copying with them. Otherwise, if a depth stencil texture is created without RENDER_ATTACHMENT usage, it will be initialized by copies, which will still trigger the driver bug mentioned above. Bug: 1487 Test: dawn_end2end_test Change-Id: I78b9a3e2bc4098d6f3f2619644c80fd54dafd4e8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96985 Reviewed-by: Austin Eng <enga@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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@ -650,6 +650,10 @@ wgpu::TextureUsage TextureBase::GetInternalUsage() const {
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ASSERT(!IsError());
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return mInternalUsage;
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}
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void TextureBase::AddInternalUsage(wgpu::TextureUsage usage) {
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ASSERT(!IsError());
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mInternalUsage |= usage;
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}
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TextureBase::TextureState TextureBase::GetTextureState() const {
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ASSERT(!IsError());
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@ -112,6 +112,7 @@ class TextureBase : public ApiObjectBase {
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~TextureBase() override;
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void DestroyImpl() override;
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void AddInternalUsage(wgpu::TextureUsage usage);
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private:
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TextureBase(DeviceBase* device, const TextureDescriptor* descriptor, ObjectBase::ErrorTag tag);
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@ -268,11 +268,11 @@ static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{
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"Enables usage of the blob cache (backed by the platform cache if set/passed). Necessary for "
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"any persistent caching capabilities, i.e. pipeline caching.",
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"https://crbug.com/dawn/549"}},
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{Toggle::D3D12ForceInitializeCopyableDepthStencilTextureOnCreation,
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{"d3d12_force_initialize_copyable_depth_stencil_texture_on_creation",
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"Always initializing copyable depth stencil textures when creating them instead of skipping "
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"the initialization when the entire subresource is the copy destination as a workaround on "
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"Intel D3D12 drivers.",
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{Toggle::D3D12ForceClearCopyableDepthStencilTextureOnCreation,
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{"d3d12_force_clear_copyable_depth_stencil_texture_on_creation",
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"Always clearing copyable depth stencil textures when creating them instead of skipping the "
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"initialization when the entire subresource is the copy destination as a workaround on Intel "
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"D3D12 drivers.",
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"https://crbug.com/dawn/1487"}},
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{Toggle::D3D12DontSetClearValueOnDepthTextureCreation,
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{"d3d12_dont_set_clear_value_on_depth_texture_creation",
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@ -72,7 +72,7 @@ enum class Toggle {
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D3D12SplitBufferTextureCopyForRowsPerImagePaddings,
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MetalRenderR8RG8UnormSmallMipToTempTexture,
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EnableBlobCache,
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D3D12ForceInitializeCopyableDepthStencilTextureOnCreation,
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D3D12ForceClearCopyableDepthStencilTextureOnCreation,
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D3D12DontSetClearValueOnDepthTextureCreation,
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D3D12AlwaysUseTypelessFormatsForCastableTexture,
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@ -660,7 +660,7 @@ void Device::InitTogglesFromDriver() {
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// Currently this workaround is only needed on Intel GPUs.
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// See http://crbug.com/dawn/1487 for more information.
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if (gpu_info::IsIntel(vendorId)) {
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SetToggle(Toggle::D3D12ForceInitializeCopyableDepthStencilTextureOnCreation, true);
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SetToggle(Toggle::D3D12ForceClearCopyableDepthStencilTextureOnCreation, true);
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}
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// Currently this workaround is only needed on Intel Gen12 GPUs.
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@ -581,6 +581,14 @@ MaybeError Texture::InitializeAsInternalTexture() {
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resourceDescriptor.Height = size.height;
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resourceDescriptor.DepthOrArraySize = size.depthOrArrayLayers;
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Device* device = ToBackend(GetDevice());
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bool applyForceClearCopyableDepthStencilTextureOnCreationToggle =
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device->IsToggleEnabled(Toggle::D3D12ForceClearCopyableDepthStencilTextureOnCreation) &&
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GetFormat().HasDepthOrStencil() && (GetInternalUsage() & wgpu::TextureUsage::CopyDst);
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if (applyForceClearCopyableDepthStencilTextureOnCreationToggle) {
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AddInternalUsage(wgpu::TextureUsage::RenderAttachment);
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}
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// This will need to be much more nuanced when WebGPU has
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// texture view compatibility rules.
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const bool needsTypelessFormat =
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@ -601,17 +609,12 @@ MaybeError Texture::InitializeAsInternalTexture() {
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mD3D12ResourceFlags = resourceDescriptor.Flags;
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DAWN_TRY_ASSIGN(mResourceAllocation,
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ToBackend(GetDevice())
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->AllocateMemory(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor,
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D3D12_RESOURCE_STATE_COMMON));
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device->AllocateMemory(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor,
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D3D12_RESOURCE_STATE_COMMON));
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SetLabelImpl();
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Device* device = ToBackend(GetDevice());
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if (device->IsToggleEnabled(
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Toggle::D3D12ForceInitializeCopyableDepthStencilTextureOnCreation) &&
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GetFormat().HasDepthOrStencil() && (GetInternalUsage() & wgpu::TextureUsage::CopyDst)) {
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if (applyForceClearCopyableDepthStencilTextureOnCreationToggle) {
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CommandRecordingContext* commandContext;
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DAWN_TRY_ASSIGN(commandContext, device->GetPendingCommandContext());
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DAWN_TRY(ClearTexture(commandContext, GetAllSubresources(), TextureBase::ClearValue::Zero));
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@ -2582,9 +2582,12 @@ std::ostream& operator<<(std::ostream& o, InitializationMethod method) {
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return o;
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}
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using AddRenderAttachmentUsage = bool;
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DAWN_TEST_PARAM_STRUCT(CopyToDepthStencilTextureAfterDestroyingBigBufferTestsParams,
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TextureFormat,
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InitializationMethod);
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InitializationMethod,
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AddRenderAttachmentUsage);
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} // anonymous namespace
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@ -2636,8 +2639,10 @@ TEST_P(CopyToDepthStencilTextureAfterDestroyingBigBufferTests, DoTest) {
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wgpu::TextureDescriptor textureDescriptor = {};
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textureDescriptor.format = format;
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textureDescriptor.size = {1, 1, 1};
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textureDescriptor.usage = wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst |
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wgpu::TextureUsage::RenderAttachment;
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textureDescriptor.usage = wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst;
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if (GetParam().mAddRenderAttachmentUsage) {
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textureDescriptor.usage |= wgpu::TextureUsage::RenderAttachment;
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}
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wgpu::Texture texture = device.CreateTexture(&textureDescriptor);
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// Finally, upload valid data into the texture and validate its contents.
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@ -2723,9 +2728,9 @@ TEST_P(CopyToDepthStencilTextureAfterDestroyingBigBufferTests, DoTest) {
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DAWN_INSTANTIATE_TEST_P(
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CopyToDepthStencilTextureAfterDestroyingBigBufferTests,
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{D3D12Backend(),
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D3D12Backend({"d3d12_force_initialize_copyable_depth_stencil_texture_on_creation"}),
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{D3D12Backend(), D3D12Backend({"d3d12_force_clear_copyable_depth_stencil_texture_on_creation"}),
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MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend()},
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{wgpu::TextureFormat::Depth16Unorm, wgpu::TextureFormat::Stencil8},
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{InitializationMethod::CopyBufferToTexture, InitializationMethod::WriteTexture,
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InitializationMethod::CopyTextureToTexture});
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InitializationMethod::CopyTextureToTexture},
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{true, false});
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