Add depth/stencilReadOnly and validations in RenderBundleEncoderDescriptor

This change adds two arguments depthReadOnly and stencilReadOnly
into RenderBundleEncoderDescriptor in order to follow WebGPU spec.
It also adds one more validation rule: depthReadOnly must be equal
to stencilReadOnly if depthStencilFormat has both depth and stencil
aspects in RenderBundleEncoderDescriptor. We have already had a
similar validation rule in RenderPassDepthStencilAttachment in
RenderPassDescriptor.

Bug: dawn:485

Change-Id: I32c45b2bd90c7041aa881d8589720a9146d6ac7e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/66501
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This commit is contained in:
Yunchao He 2021-10-15 16:56:13 +00:00 committed by Dawn LUCI CQ
parent 17dd734e54
commit 79d2099125
3 changed files with 38 additions and 5 deletions

View File

@ -1573,7 +1573,9 @@
{"name": "color formats count", "type": "uint32_t"},
{"name": "color formats", "type": "texture format", "annotation": "const*", "length": "color formats count"},
{"name": "depth stencil format", "type": "texture format", "default": "undefined"},
{"name": "sample count", "type": "uint32_t", "default": "1"}
{"name": "sample count", "type": "uint32_t", "default": "1"},
{"name": "depth read only", "type": "bool", "default": "false"},
{"name": "stencil read only", "type": "bool", "default": "false"}
]
},

View File

@ -37,12 +37,21 @@ namespace dawn_native {
}
MaybeError ValidateDepthStencilAttachmentFormat(const DeviceBase* device,
wgpu::TextureFormat textureFormat) {
wgpu::TextureFormat textureFormat,
bool depthReadOnly,
bool stencilReadOnly) {
DAWN_TRY(ValidateTextureFormat(textureFormat));
const Format* format = nullptr;
DAWN_TRY_ASSIGN(format, device->GetInternalFormat(textureFormat));
DAWN_INVALID_IF(!format->HasDepthOrStencil() || !format->isRenderable,
"Texture format %s is not depth/stencil renderable.", textureFormat);
DAWN_INVALID_IF(
format->HasDepth() && format->HasStencil() && depthReadOnly != stencilReadOnly,
"depthReadOnly (%u) and stencilReadOnly (%u) must be the same when format %s has "
"both depth and stencil aspects.",
depthReadOnly, stencilReadOnly, textureFormat);
return {};
}
@ -67,9 +76,10 @@ namespace dawn_native {
}
if (descriptor->depthStencilFormat != wgpu::TextureFormat::Undefined) {
DAWN_TRY_CONTEXT(
ValidateDepthStencilAttachmentFormat(device, descriptor->depthStencilFormat),
"validating depthStencilFormat");
DAWN_TRY_CONTEXT(ValidateDepthStencilAttachmentFormat(
device, descriptor->depthStencilFormat, descriptor->depthReadOnly,
descriptor->stencilReadOnly),
"validating depthStencilFormat");
}
return {};

View File

@ -626,6 +626,27 @@ TEST_F(RenderBundleValidationTest, DepthStencilFormatUndefined) {
ASSERT_DEVICE_ERROR(device.CreateRenderBundleEncoder(&desc));
}
// Test that depthReadOnly must be equal to stencilReadOnly if depth stencil format contain
// both depth and stencil formats.
TEST_F(RenderBundleValidationTest, DepthStencilReadOnly) {
for (wgpu::TextureFormat format :
{wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureFormat::Depth32Float}) {
for (bool depthReadOnly : {true, false}) {
for (bool stencilReadOnly : {true, false}) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.depthStencilFormat = format;
desc.depthReadOnly = depthReadOnly;
desc.stencilReadOnly = stencilReadOnly;
if (format == wgpu::TextureFormat::Depth24PlusStencil8 &&
depthReadOnly != stencilReadOnly) {
ASSERT_DEVICE_ERROR(device.CreateRenderBundleEncoder(&desc));
} else {
device.CreateRenderBundleEncoder(&desc);
}
}
}
}
}
// Test that resource usages are validated inside render bundles.
TEST_F(RenderBundleValidationTest, UsageTracking) {
DummyRenderPass renderPass(device);