Validate a subresource can't be an attachment multiple times in a pass
Bug: dawn:998, dawn:1001 Change-Id: Id7cd4964ebf9589c599059cc0f853c0125fa725a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/58361 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
parent
70324d89e0
commit
83241616ae
|
@ -46,12 +46,23 @@ namespace dawn_native {
|
|||
|
||||
textureUsage.Update(range,
|
||||
[usage](const SubresourceRange&, wgpu::TextureUsage* storedUsage) {
|
||||
// TODO(crbug.com/dawn/1001): Consider optimizing to have fewer
|
||||
// branches.
|
||||
if ((*storedUsage & wgpu::TextureUsage::RenderAttachment) != 0 &&
|
||||
(usage & wgpu::TextureUsage::RenderAttachment) != 0) {
|
||||
// Using the same subresource as an attachment for two different
|
||||
// render attachments is a write-write hazard. Add this internal
|
||||
// usage so we will fail the check that a subresource with
|
||||
// writable usage is the single usage.
|
||||
*storedUsage |= kAgainAsRenderAttachment;
|
||||
}
|
||||
*storedUsage |= usage;
|
||||
});
|
||||
}
|
||||
|
||||
void SyncScopeUsageTracker::AddTextureUsage(TextureBase* texture,
|
||||
const TextureSubresourceUsage& textureUsage) {
|
||||
void SyncScopeUsageTracker::AddRenderBundleTextureUsage(
|
||||
TextureBase* texture,
|
||||
const TextureSubresourceUsage& textureUsage) {
|
||||
// Get or create a new TextureSubresourceUsage for that texture (initially filled with
|
||||
// wgpu::TextureUsage::None)
|
||||
auto it = mTextureUsages.emplace(
|
||||
|
@ -62,7 +73,10 @@ namespace dawn_native {
|
|||
|
||||
passTextureUsage->Merge(
|
||||
textureUsage, [](const SubresourceRange&, wgpu::TextureUsage* storedUsage,
|
||||
const wgpu::TextureUsage& addedUsage) { *storedUsage |= addedUsage; });
|
||||
const wgpu::TextureUsage& addedUsage) {
|
||||
ASSERT((addedUsage & wgpu::TextureUsage::RenderAttachment) == 0);
|
||||
*storedUsage |= addedUsage;
|
||||
});
|
||||
}
|
||||
|
||||
void SyncScopeUsageTracker::AddBindGroup(BindGroupBase* group) {
|
||||
|
|
|
@ -36,7 +36,8 @@ namespace dawn_native {
|
|||
public:
|
||||
void BufferUsedAs(BufferBase* buffer, wgpu::BufferUsage usage);
|
||||
void TextureViewUsedAs(TextureViewBase* texture, wgpu::TextureUsage usage);
|
||||
void AddTextureUsage(TextureBase* texture, const TextureSubresourceUsage& textureUsage);
|
||||
void AddRenderBundleTextureUsage(TextureBase* texture,
|
||||
const TextureSubresourceUsage& textureUsage);
|
||||
|
||||
// Walks the bind groups and tracks all its resources.
|
||||
void AddBindGroup(BindGroupBase* group);
|
||||
|
|
|
@ -227,7 +227,8 @@ namespace dawn_native {
|
|||
}
|
||||
|
||||
for (uint32_t i = 0; i < usages.textures.size(); ++i) {
|
||||
mUsageTracker.AddTextureUsage(usages.textures[i], usages.textureUsages[i]);
|
||||
mUsageTracker.AddRenderBundleTextureUsage(usages.textures[i],
|
||||
usages.textureUsages[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -42,10 +42,6 @@ namespace dawn_native {
|
|||
static constexpr wgpu::TextureUsage kReadOnlyTextureUsages =
|
||||
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::Sampled | kReadOnlyStorageTexture;
|
||||
|
||||
static constexpr wgpu::TextureUsage kWritableTextureUsages =
|
||||
wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Storage |
|
||||
wgpu::TextureUsage::RenderAttachment;
|
||||
|
||||
class TextureBase : public ObjectBase {
|
||||
public:
|
||||
enum class TextureState { OwnedInternal, OwnedExternal, Destroyed };
|
||||
|
|
|
@ -30,6 +30,11 @@ namespace dawn_native {
|
|||
static constexpr wgpu::TextureUsage kReadOnlyStorageTexture =
|
||||
static_cast<wgpu::TextureUsage>(0x80000000);
|
||||
|
||||
// Internal usage to help tracking when a subresource is used as render attachment usage
|
||||
// more than once in a render pass.
|
||||
static constexpr wgpu::TextureUsage kAgainAsRenderAttachment =
|
||||
static_cast<wgpu::TextureUsage>(0x80000001);
|
||||
|
||||
// Add an extra texture usage for textures that will be presented, for use in backends
|
||||
// that needs to transition to present usage.
|
||||
// This currently aliases wgpu::TextureUsage::Present, we would assign it
|
||||
|
|
|
@ -990,6 +990,70 @@ namespace {
|
|||
}
|
||||
}
|
||||
|
||||
// Test that a single subresource of a texture cannot be used as a render attachment more than
|
||||
// once in the same pass.
|
||||
TEST_F(ResourceUsageTrackingTest, TextureWithMultipleRenderAttachmentUsage) {
|
||||
// Create a texture with two array layers
|
||||
wgpu::TextureDescriptor descriptor;
|
||||
descriptor.dimension = wgpu::TextureDimension::e2D;
|
||||
descriptor.size = {1, 1, 2};
|
||||
descriptor.usage = wgpu::TextureUsage::RenderAttachment;
|
||||
descriptor.format = kFormat;
|
||||
|
||||
wgpu::Texture texture = device.CreateTexture(&descriptor);
|
||||
|
||||
wgpu::TextureViewDescriptor viewDesc = {};
|
||||
viewDesc.arrayLayerCount = 1;
|
||||
|
||||
wgpu::TextureView viewLayer0 = texture.CreateView(&viewDesc);
|
||||
|
||||
viewDesc.baseArrayLayer = 1;
|
||||
wgpu::TextureView viewLayer1 = texture.CreateView(&viewDesc);
|
||||
|
||||
// Control: It is valid to use layer0 as a render target for one attachment, and
|
||||
// layer1 as the second attachment in the same pass
|
||||
{
|
||||
utils::ComboRenderPassDescriptor renderPass({viewLayer0, viewLayer1});
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
||||
pass.EndPass();
|
||||
encoder.Finish();
|
||||
}
|
||||
|
||||
// Control: It is valid to use layer0 as a render target in separate passes.
|
||||
{
|
||||
utils::ComboRenderPassDescriptor renderPass({viewLayer0});
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass);
|
||||
pass0.EndPass();
|
||||
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass);
|
||||
pass1.EndPass();
|
||||
encoder.Finish();
|
||||
}
|
||||
|
||||
// It is invalid to use layer0 as a render target for both attachments in the same pass
|
||||
{
|
||||
utils::ComboRenderPassDescriptor renderPass({viewLayer0, viewLayer0});
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
||||
pass.EndPass();
|
||||
ASSERT_DEVICE_ERROR(encoder.Finish());
|
||||
}
|
||||
|
||||
// It is invalid to use layer1 as a render target for both attachments in the same pass
|
||||
{
|
||||
utils::ComboRenderPassDescriptor renderPass({viewLayer1, viewLayer1});
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
||||
pass.EndPass();
|
||||
ASSERT_DEVICE_ERROR(encoder.Finish());
|
||||
}
|
||||
}
|
||||
|
||||
// Test that using the same texture as both readable and writable in different passes is
|
||||
// allowed
|
||||
TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageInDifferentPasses) {
|
||||
|
|
Loading…
Reference in New Issue