Support multisampled rendering on Metal - Part I
This patch implements MSAA resolve on Metal backends with the store action MTLStoreActionStoreAndMultisampleResolve. Note that this store action is not supported on all Metal drivers. In the future we will emulate it by doing MSAA resolve in another render pass. The end2end tests ResolveIntoOneMipmapLevelOf2DTexture and ResolveInto2DArrayTexture are temporarily disabled on Intel and NVidia Metal drivers due to driver issues. BUG=dawn:56 TEST=dawn_end2end_tests Change-Id: I7e87aa344691c7d0a389aca80500c7b89a427ea3 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5900 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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@ -67,8 +67,22 @@ namespace dawn_native { namespace metal {
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descriptor.colorAttachments[i].level = attachmentInfo.view->GetBaseMipLevel();
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descriptor.colorAttachments[i].level = attachmentInfo.view->GetBaseMipLevel();
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descriptor.colorAttachments[i].slice = attachmentInfo.view->GetBaseArrayLayer();
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descriptor.colorAttachments[i].slice = attachmentInfo.view->GetBaseArrayLayer();
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ASSERT(attachmentInfo.storeOp == dawn::StoreOp::Store);
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// TODO(jiawei.shao@intel.com): emulate MTLStoreActionStoreAndMultisampleResolve on
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// the platforms that do not support this store action.
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if (attachmentInfo.resolveTarget.Get() != nullptr) {
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descriptor.colorAttachments[i].resolveTexture =
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ToBackend(attachmentInfo.resolveTarget->GetTexture())->GetMTLTexture();
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descriptor.colorAttachments[i].resolveLevel =
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attachmentInfo.resolveTarget->GetBaseMipLevel();
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descriptor.colorAttachments[i].resolveSlice =
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attachmentInfo.resolveTarget->GetBaseArrayLayer();
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descriptor.colorAttachments[i].storeAction =
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MTLStoreActionStoreAndMultisampleResolve;
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} else {
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descriptor.colorAttachments[i].storeAction = MTLStoreActionStore;
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descriptor.colorAttachments[i].storeAction = MTLStoreActionStore;
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}
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}
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}
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if (renderPass->hasDepthStencilAttachment) {
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if (renderPass->hasDepthStencilAttachment) {
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auto& attachmentInfo = renderPass->depthStencilAttachment;
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auto& attachmentInfo = renderPass->depthStencilAttachment;
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@ -324,6 +324,8 @@ namespace dawn_native { namespace metal {
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descriptorMTL.vertexDescriptor = vertexDesc;
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descriptorMTL.vertexDescriptor = vertexDesc;
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[vertexDesc release];
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[vertexDesc release];
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descriptorMTL.sampleCount = GetSampleCount();
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// TODO(kainino@chromium.org): push constants, textures, samplers
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// TODO(kainino@chromium.org): push constants, textures, samplers
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{
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{
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@ -50,17 +50,24 @@ namespace dawn_native { namespace metal {
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}
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}
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MTLTextureType MetalTextureType(dawn::TextureDimension dimension,
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MTLTextureType MetalTextureType(dawn::TextureDimension dimension,
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unsigned int arrayLayers) {
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unsigned int arrayLayers,
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unsigned int sampleCount) {
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switch (dimension) {
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switch (dimension) {
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case dawn::TextureDimension::e2D:
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case dawn::TextureDimension::e2D:
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if (sampleCount > 1) {
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ASSERT(arrayLayers == 1);
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return MTLTextureType2DMultisample;
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} else {
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return (arrayLayers > 1) ? MTLTextureType2DArray : MTLTextureType2D;
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return (arrayLayers > 1) ? MTLTextureType2DArray : MTLTextureType2D;
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}
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}
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}
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}
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}
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MTLTextureType MetalTextureViewType(dawn::TextureViewDimension dimension) {
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MTLTextureType MetalTextureViewType(dawn::TextureViewDimension dimension,
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unsigned int sampleCount) {
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switch (dimension) {
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switch (dimension) {
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case dawn::TextureViewDimension::e2D:
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case dawn::TextureViewDimension::e2D:
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return MTLTextureType2D;
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return (sampleCount > 1) ? MTLTextureType2DMultisample : MTLTextureType2D;
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case dawn::TextureViewDimension::e2DArray:
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case dawn::TextureViewDimension::e2DArray:
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return MTLTextureType2DArray;
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return MTLTextureType2DArray;
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case dawn::TextureViewDimension::Cube:
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case dawn::TextureViewDimension::Cube:
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@ -178,7 +185,8 @@ namespace dawn_native { namespace metal {
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MTLTextureDescriptor* CreateMetalTextureDescriptor(const TextureDescriptor* descriptor) {
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MTLTextureDescriptor* CreateMetalTextureDescriptor(const TextureDescriptor* descriptor) {
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MTLTextureDescriptor* mtlDesc = [MTLTextureDescriptor new];
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MTLTextureDescriptor* mtlDesc = [MTLTextureDescriptor new];
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mtlDesc.textureType = MetalTextureType(descriptor->dimension, descriptor->arrayLayerCount);
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mtlDesc.textureType = MetalTextureType(descriptor->dimension, descriptor->arrayLayerCount,
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descriptor->sampleCount);
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mtlDesc.usage = MetalTextureUsage(descriptor->usage);
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mtlDesc.usage = MetalTextureUsage(descriptor->usage);
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mtlDesc.pixelFormat = MetalPixelFormat(descriptor->format);
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mtlDesc.pixelFormat = MetalPixelFormat(descriptor->format);
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@ -190,6 +198,8 @@ namespace dawn_native { namespace metal {
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mtlDesc.arrayLength = descriptor->arrayLayerCount;
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mtlDesc.arrayLength = descriptor->arrayLayerCount;
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mtlDesc.storageMode = MTLStorageModePrivate;
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mtlDesc.storageMode = MTLStorageModePrivate;
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mtlDesc.sampleCount = descriptor->sampleCount;
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return mtlDesc;
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return mtlDesc;
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}
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}
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@ -241,7 +251,8 @@ namespace dawn_native { namespace metal {
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mMtlTextureView = [mtlTexture retain];
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mMtlTextureView = [mtlTexture retain];
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} else {
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} else {
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MTLPixelFormat format = MetalPixelFormat(descriptor->format);
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MTLPixelFormat format = MetalPixelFormat(descriptor->format);
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MTLTextureType textureViewType = MetalTextureViewType(descriptor->dimension);
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MTLTextureType textureViewType =
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MetalTextureViewType(descriptor->dimension, texture->GetSampleCount());
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auto mipLevelRange = NSMakeRange(descriptor->baseMipLevel, descriptor->mipLevelCount);
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auto mipLevelRange = NSMakeRange(descriptor->baseMipLevel, descriptor->mipLevelCount);
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auto arrayLayerRange =
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auto arrayLayerRange =
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NSMakeRange(descriptor->baseArrayLayer, descriptor->arrayLayerCount);
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NSMakeRange(descriptor->baseArrayLayer, descriptor->arrayLayerCount);
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@ -370,8 +370,49 @@ TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargets) {
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VerifyResolveTarget(kGreen, resolveTexture2);
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VerifyResolveTarget(kGreen, resolveTexture2);
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}
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}
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// Test doing MSAA resolve on one multisampled texture twice works correctly.
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TEST_P(MultisampledRenderingTest, ResolveOneMultisampledTextureTwice) {
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constexpr bool kTestDepth = false;
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dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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dawn::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(kTestDepth);
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constexpr dawn::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
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constexpr uint32_t kSize = sizeof(kGreen);
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dawn::Texture resolveTexture2 = CreateTextureForOutputAttachment(kColorFormat, 1);
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// In first render pass we draw a green triangle and specify mResolveView as the resolve target.
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{
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utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
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{mMultisampledColorView}, {mResolveView}, dawn::LoadOp::Clear, dawn::LoadOp::Clear,
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kTestDepth);
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EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &kGreen.r, kSize);
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}
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// In second render pass we do MSAA resolve into resolveTexture2.
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{
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dawn::TextureView resolveView2 = resolveTexture2.CreateDefaultTextureView();
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utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
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{mMultisampledColorView}, {resolveView2}, dawn::LoadOp::Load, dawn::LoadOp::Load,
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kTestDepth);
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dawn::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
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renderPassEncoder.EndPass();
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}
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dawn::CommandBuffer commandBuffer = commandEncoder.Finish();
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dawn::Queue queue = device.CreateQueue();
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queue.Submit(1, &commandBuffer);
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VerifyResolveTarget(kGreen, mResolveTexture);
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VerifyResolveTarget(kGreen, resolveTexture2);
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}
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// Test using a layer of a 2D texture as resolve target works correctly.
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// Test using a layer of a 2D texture as resolve target works correctly.
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TEST_P(MultisampledRenderingTest, ResolveIntoOneMipmapLevelOf2DTexture) {
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TEST_P(MultisampledRenderingTest, ResolveIntoOneMipmapLevelOf2DTexture) {
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// TODO(jiawei.shao@intel.com): investigate why this case fails on Intel and Nvidia.
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DAWN_SKIP_TEST_IF(IsMetal() && (IsIntel() || IsNvidia()));
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constexpr uint32_t kBaseMipLevel = 2;
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constexpr uint32_t kBaseMipLevel = 2;
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dawn::TextureViewDescriptor textureViewDescriptor;
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dawn::TextureViewDescriptor textureViewDescriptor;
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@ -410,6 +451,8 @@ TEST_P(MultisampledRenderingTest, ResolveIntoOneMipmapLevelOf2DTexture) {
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// Test using a level or a layer of a 2D array texture as resolve target works correctly.
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// Test using a level or a layer of a 2D array texture as resolve target works correctly.
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TEST_P(MultisampledRenderingTest, ResolveInto2DArrayTexture) {
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TEST_P(MultisampledRenderingTest, ResolveInto2DArrayTexture) {
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// TODO(jiawei.shao@intel.com): investigate why this case fails on Intel and Nvidia.
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DAWN_SKIP_TEST_IF(IsMetal() && (IsIntel() || IsNvidia()));
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dawn::TextureView multisampledColorView2 =
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dawn::TextureView multisampledColorView2 =
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CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateDefaultTextureView();
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CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateDefaultTextureView();
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VerifyResolveTarget(kGreen, resolveTexture2, kBaseMipLevel2, kBaseArrayLayer2);
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VerifyResolveTarget(kGreen, resolveTexture2, kBaseMipLevel2, kBaseArrayLayer2);
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}
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}
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// TODO(jiawei.shao@intel.com): enable multisampled rendering on all Dawn backends.
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DAWN_INSTANTIATE_TEST(MultisampledRenderingTest, D3D12Backend, OpenGLBackend, MetalBackend, VulkanBackend);
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DAWN_INSTANTIATE_TEST(MultisampledRenderingTest, D3D12Backend, OpenGLBackend, VulkanBackend);
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