Add basic supports of readonly and writeonly storage textures on Metal

This patch adds the basic supports of both read-only and write-only
storage textures on Metal with several simple end2end tests that use
read-only or write-only storage textures in every shader stage.

Here are the follow-ups after this patch:
1. test all the texture formats that can be used as both read-only and
write-only storage textures.
2. support using a texture with multiple different binding types in one
rendering or compute encoders.
3. test image2DArray, imageCube and imageCubeArray.

BUG=dawn:267
TEST=dawn_end2end_tests

Change-Id: Id0de623f7c48389b3b1e90b34a34fd16b14e1477
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19420
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Ryan Harrison <rharrison@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This commit is contained in:
Jiawei Shao 2020-04-28 01:02:21 +00:00 committed by Commit Bot service account
parent f70db58dce
commit 88f2ec853f
5 changed files with 403 additions and 6 deletions

View File

@ -589,7 +589,9 @@ namespace dawn_native { namespace metal {
break;
}
case wgpu::BindingType::SampledTexture: {
case wgpu::BindingType::SampledTexture:
case wgpu::BindingType::ReadonlyStorageTexture:
case wgpu::BindingType::WriteonlyStorageTexture: {
auto textureView =
ToBackend(group->GetBindingAsTextureView(bindingIndex));
if (hasVertStage) {
@ -608,8 +610,6 @@ namespace dawn_native { namespace metal {
}
case wgpu::BindingType::StorageTexture:
case wgpu::BindingType::ReadonlyStorageTexture:
case wgpu::BindingType::WriteonlyStorageTexture:
UNREACHABLE();
break;
}

View File

@ -50,12 +50,12 @@ namespace dawn_native { namespace metal {
samplerIndex++;
break;
case wgpu::BindingType::SampledTexture:
case wgpu::BindingType::ReadonlyStorageTexture:
case wgpu::BindingType::WriteonlyStorageTexture:
mIndexInfo[stage][group][bindingIndex] = textureIndex;
textureIndex++;
break;
case wgpu::BindingType::StorageTexture:
case wgpu::BindingType::ReadonlyStorageTexture:
case wgpu::BindingType::WriteonlyStorageTexture:
UNREACHABLE();
break;
}

View File

@ -532,6 +532,10 @@ bool DawnTestBase::IsSpvcBeingUsed() const {
return gTestEnv->IsSpvcBeingUsed();
}
bool DawnTestBase::IsSpvcParserBeingUsed() const {
return gTestEnv->IsSpvcParserBeingUsed();
}
bool DawnTestBase::HasVendorIdFilter() const {
return gTestEnv->HasVendorIdFilter();
}

View File

@ -204,6 +204,7 @@ class DawnTestBase {
bool IsBackendValidationEnabled() const;
bool IsDawnValidationSkipped() const;
bool IsSpvcBeingUsed() const;
bool IsSpvcParserBeingUsed() const;
void StartExpectDeviceError();
bool EndExpectDeviceError();

View File

@ -14,7 +14,196 @@
#include "tests/DawnTest.h"
class StorageTextureTests : public DawnTest {};
#include "common/Assert.h"
#include "common/Constants.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
class StorageTextureTests : public DawnTest {
public:
// TODO(jiawei.shao@intel.com): support all formats that can be used in storage textures.
static std::vector<uint32_t> GetExpectedData() {
constexpr size_t kDataCount = kWidth * kHeight;
std::vector<uint32_t> outputData(kDataCount);
for (size_t i = 0; i < kDataCount; ++i) {
outputData[i] = static_cast<uint32_t>(i + 1u);
}
return outputData;
}
wgpu::Texture CreateTexture(wgpu::TextureFormat format,
wgpu::TextureUsage usage,
uint32_t width = kWidth,
uint32_t height = kHeight) {
wgpu::TextureDescriptor descriptor;
descriptor.size = {width, height, 1};
descriptor.format = format;
descriptor.usage = usage;
return device.CreateTexture(&descriptor);
}
wgpu::Buffer CreateEmptyBufferForTextureCopy(uint32_t texelSize) {
ASSERT(kWidth * texelSize <= kTextureBytesPerRowAlignment);
const size_t uploadBufferSize =
kTextureBytesPerRowAlignment * (kHeight - 1) + kWidth * texelSize;
wgpu::BufferDescriptor descriptor;
descriptor.size = uploadBufferSize;
descriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
return device.CreateBuffer(&descriptor);
}
// TODO(jiawei.shao@intel.com): support all formats that can be used in storage textures.
wgpu::Texture CreateTextureWithTestData(const std::vector<uint32_t>& initialTextureData,
uint32_t texelSize) {
ASSERT(kWidth * texelSize <= kTextureBytesPerRowAlignment);
const size_t uploadBufferSize =
kTextureBytesPerRowAlignment * (kHeight - 1) + kWidth * texelSize;
std::vector<uint32_t> uploadBufferData(uploadBufferSize / texelSize);
const size_t texelCountPerRow = kTextureBytesPerRowAlignment / texelSize;
for (size_t y = 0; y < kHeight; ++y) {
for (size_t x = 0; x < kWidth; ++x) {
uint32_t data = initialTextureData[kWidth * y + x];
size_t indexInUploadBuffer = y * texelCountPerRow + x;
uploadBufferData[indexInUploadBuffer] = data;
}
}
wgpu::Buffer uploadBuffer =
utils::CreateBufferFromData(device, uploadBufferData.data(), uploadBufferSize,
wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst);
wgpu::Texture outputTexture =
CreateTexture(wgpu::TextureFormat::R32Uint,
wgpu::TextureUsage::Storage | wgpu::TextureUsage::CopyDst);
wgpu::BufferCopyView bufferCopyView =
utils::CreateBufferCopyView(uploadBuffer, 0, kTextureBytesPerRowAlignment, 0);
wgpu::TextureCopyView textureCopyView;
textureCopyView.texture = outputTexture;
wgpu::Extent3D copyExtent = {kWidth, kHeight, 1};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copyExtent);
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
return outputTexture;
}
wgpu::ComputePipeline CreateComputePipeline(const char* computeShader) {
wgpu::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, computeShader);
wgpu::ComputePipelineDescriptor computeDescriptor;
computeDescriptor.layout = nullptr;
computeDescriptor.computeStage.module = csModule;
computeDescriptor.computeStage.entryPoint = "main";
return device.CreateComputePipeline(&computeDescriptor);
}
wgpu::RenderPipeline CreateRenderPipeline(const char* vertexShader,
const char* fragmentShader) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader);
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader);
utils::ComboRenderPipelineDescriptor desc(device);
desc.vertexStage.module = vsModule;
desc.cFragmentStage.module = fsModule;
desc.cColorStates[0].format = kOutputAttachmentFormat;
desc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
return device.CreateRenderPipeline(&desc);
}
void CheckDrawsGreen(const char* vertexShader,
const char* fragmentShader,
wgpu::Texture readonlyStorageTexture) {
wgpu::RenderPipeline pipeline = CreateRenderPipeline(vertexShader, fragmentShader);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
device, pipeline.GetBindGroupLayout(0), {{0, readonlyStorageTexture.CreateView()}});
// Clear the output attachment to red at the beginning of the render pass.
wgpu::Texture outputTexture =
CreateTexture(kOutputAttachmentFormat,
wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc, 1, 1);
utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()});
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDescriptor.cColorAttachments[0].clearColor = {1.f, 0.f, 0.f, 1.f};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
renderPassEncoder.SetBindGroup(0, bindGroup);
renderPassEncoder.SetPipeline(pipeline);
renderPassEncoder.Draw(1);
renderPassEncoder.EndPass();
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
// Check if the contents in the output texture are all as expected (green).
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, outputTexture, 0, 0);
}
void CheckOutputStorageTexture(wgpu::Texture writeonlyStorageTexture, uint32_t texelSize) {
// Copy the content from the write-only storage texture to the result buffer.
wgpu::Buffer resultBuffer = CreateEmptyBufferForTextureCopy(texelSize);
wgpu::BufferCopyView bufferCopyView =
utils::CreateBufferCopyView(resultBuffer, 0, kTextureBytesPerRowAlignment, 0);
wgpu::TextureCopyView textureCopyView;
textureCopyView.texture = writeonlyStorageTexture;
wgpu::Extent3D copyExtent = {kWidth, kHeight, 1};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, &copyExtent);
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
// Check if the contents in the result buffer are what we expect.
const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
for (size_t y = 0; y < kHeight; ++y) {
const size_t resultBufferOffset = kTextureBytesPerRowAlignment * y;
EXPECT_BUFFER_U32_RANGE_EQ(kInitialTextureData.data() + kWidth * y, resultBuffer,
resultBufferOffset, kWidth);
}
}
static constexpr size_t kWidth = 4u;
static constexpr size_t kHeight = 4u;
static constexpr wgpu::TextureFormat kOutputAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
const char* kSimpleVertexShader = R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
})";
const char* kCommonReadOnlyTestCode_uimage2D = R"(
bool doTest() {
for (uint y = 0; y < 4; ++y) {
for (uint x = 0; x < 4; ++x) {
uvec4 expected = uvec4(1u + x + y * 4u, 0, 0, 1u);
uvec4 pixel = imageLoad(srcImage, ivec2(x, y));
if (pixel != expected) {
return false;
}
}
}
return true;
})";
const char* kCommonWriteOnlyTestCode_uimage2D = R"(
#version 450
layout(set = 0, binding = 0, r32ui) uniform writeonly uimage2D dstImage;
void main() {
for (uint y = 0; y < 4; ++y) {
for (uint x = 0; x < 4; ++x) {
uvec4 pixel = uvec4(1u + x + y * 4u, 0, 0, 1u);
imageStore(dstImage, ivec2(x, y), pixel);
}
}
})";
};
// Test that using read-only storage texture and write-only storage texture in BindGroupLayout is
// valid on all backends. This test is a regression test for chromium:1061156 and passes by not
@ -45,6 +234,209 @@ TEST_P(StorageTextureTests, BindGroupLayoutWithStorageTextureBindingType) {
}
}
// Test that read-only storage textures are supported in compute shader.
TEST_P(StorageTextureTests, ReadonlyStorageTextureInComputeShader) {
// TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
// Prepare the read-only storage texture and fill it with the expected data.
// TODO(jiawei.shao@intel.com): test more texture formats.
constexpr uint32_t kTexelSizeR32Uint = 4u;
const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
wgpu::Texture readonlyStorageTexture =
CreateTextureWithTestData(kInitialTextureData, kTexelSizeR32Uint);
// Create a compute shader that reads the pixels from the read-only storage texture and writes 1
// to DstBuffer if they all have to expected value.
const std::string kComputeShader = std::string(R"(
#version 450
layout (set = 0, binding = 0, r32ui) uniform readonly uimage2D srcImage;
layout (set = 0, binding = 1, std430) buffer DstBuffer {
uint result;
} dstBuffer;)") + kCommonReadOnlyTestCode_uimage2D +
R"(
void main() {
if (doTest()) {
dstBuffer.result = 1;
} else {
dstBuffer.result = 0;
}
})";
wgpu::ComputePipeline pipeline = CreateComputePipeline(kComputeShader.c_str());
// Clear the content of the result buffer into 0.
constexpr uint32_t kInitialValue = 0;
wgpu::Buffer resultBuffer =
utils::CreateBufferFromData(device, &kInitialValue, sizeof(kInitialValue),
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, readonlyStorageTexture.CreateView()}, {1, resultBuffer}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computeEncoder = encoder.BeginComputePass();
computeEncoder.SetBindGroup(0, bindGroup);
computeEncoder.SetPipeline(pipeline);
computeEncoder.Dispatch(1);
computeEncoder.EndPass();
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
// Check if the contents in the result buffer are what we expect.
constexpr uint32_t kExpectedValue = 1u;
EXPECT_BUFFER_U32_RANGE_EQ(&kExpectedValue, resultBuffer, 0, 1u);
}
// Test that read-only storage textures are supported in vertex shader.
TEST_P(StorageTextureTests, ReadonlyStorageTextureInVertexShader) {
// TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
// When we run dawn_end2end_tests with "--use-spvc-parser", extracting the binding type of a
// read-only image will always return shaderc_spvc_binding_type_writeonly_storage_texture.
// TODO(jiawei.shao@intel.com): enable this test when we specify "--use-spvc-parser" after the
// bug in spvc parser is fixed.
DAWN_SKIP_TEST_IF(IsSpvcParserBeingUsed());
// Prepare the read-only storage texture and fill it with the expected data.
// TODO(jiawei.shao@intel.com): test more texture formats
constexpr uint32_t kTexelSizeR32Uint = 4u;
const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
wgpu::Texture readonlyStorageTexture =
CreateTextureWithTestData(kInitialTextureData, kTexelSizeR32Uint);
// Create a rendering pipeline that reads the pixels from the read-only storage texture and uses
// green as the output color, otherwise uses red instead.
const std::string kVertexShader = std::string(R"(
#version 450
layout(set = 0, binding = 0, r32ui) uniform readonly uimage2D srcImage;
layout(location = 0) out vec4 o_color;)") +
kCommonReadOnlyTestCode_uimage2D + R"(
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
if (doTest()) {
o_color = vec4(0.f, 1.f, 0.f, 1.f);
} else {
o_color = vec4(1.f, 0.f, 0.f, 1.f);
}
})";
const char* kFragmentShader = R"(
#version 450
layout(location = 0) in vec4 o_color;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = o_color;
})";
CheckDrawsGreen(kVertexShader.c_str(), kFragmentShader, readonlyStorageTexture);
}
// Test that read-only storage textures are supported in fragment shader.
TEST_P(StorageTextureTests, ReadonlyStorageTextureInFragmentShader) {
// TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
// When we run dawn_end2end_tests with "--use-spvc-parser", extracting the binding type of a
// read-only image will always return shaderc_spvc_binding_type_writeonly_storage_texture.
// TODO(jiawei.shao@intel.com): enable this test when we specify "--use-spvc-parser" after the
// bug in spvc parser is fixed.
DAWN_SKIP_TEST_IF(IsSpvcParserBeingUsed());
// Prepare the read-only storage texture and fill it with the expected data.
// TODO(jiawei.shao@intel.com): test more texture formats
constexpr uint32_t kTexelSizeR32Uint = 4u;
const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
wgpu::Texture readonlyStorageTexture =
CreateTextureWithTestData(kInitialTextureData, kTexelSizeR32Uint);
// Create a rendering pipeline that reads the pixels from the read-only storage texture and uses
// green as the output color, otherwise uses red instead.
const char* kVertexShader = kSimpleVertexShader;
const std::string kFragmentShader = std::string(R"(
#version 450
layout(set = 0, binding = 0, r32ui) uniform readonly uimage2D srcImage;
layout(location = 0) out vec4 o_color;)") +
kCommonReadOnlyTestCode_uimage2D + R"(
void main() {
if (doTest()) {
o_color = vec4(0.f, 1.f, 0.f, 1.f);
} else {
o_color = vec4(1.f, 0.f, 0.f, 1.f);
}
})";
CheckDrawsGreen(kVertexShader, kFragmentShader.c_str(), readonlyStorageTexture);
}
// Test that write-only storage textures are supported in compute shader.
TEST_P(StorageTextureTests, WriteonlyStorageTextureInComputeShader) {
// TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
// Prepare the write-only storage texture.
// TODO(jiawei.shao@intel.com): test more texture formats.
constexpr uint32_t kTexelSizeR32Uint = 4u;
wgpu::Texture writeonlyStorageTexture = CreateTexture(
wgpu::TextureFormat::R32Uint, wgpu::TextureUsage::Storage | wgpu::TextureUsage::CopySrc);
// Create a compute shader that writes the expected pixel values into the storage texture.
const char* kComputeShader = kCommonWriteOnlyTestCode_uimage2D;
wgpu::ComputePipeline pipeline = CreateComputePipeline(kComputeShader);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, writeonlyStorageTexture.CreateView()}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = encoder.BeginComputePass();
computePassEncoder.SetBindGroup(0, bindGroup);
computePassEncoder.SetPipeline(pipeline);
computePassEncoder.Dispatch(1);
computePassEncoder.EndPass();
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
CheckOutputStorageTexture(writeonlyStorageTexture, kTexelSizeR32Uint);
}
// Test that write-only storage textures are supported in fragment shader.
TEST_P(StorageTextureTests, WriteonlyStorageTextureInFragmentShader) {
// TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
// Prepare the write-only storage texture.
// TODO(jiawei.shao@intel.com): test more texture formats.
constexpr uint32_t kTexelSizeR32Uint = 4u;
wgpu::Texture writeonlyStorageTexture = CreateTexture(
wgpu::TextureFormat::R32Uint, wgpu::TextureUsage::Storage | wgpu::TextureUsage::CopySrc);
// Create a render pipeline that writes the expected pixel values into the storage texture
// without fragment shader outputs.
const char* kVertexShader = kSimpleVertexShader;
const char* kFragmentShader = kCommonWriteOnlyTestCode_uimage2D;
wgpu::RenderPipeline pipeline = CreateRenderPipeline(kVertexShader, kFragmentShader);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, writeonlyStorageTexture.CreateView()}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// TODO(jiawei.shao@intel.com): remove the output attachment when Dawn supports beginning a
// render pass with no attachments.
wgpu::Texture dummyOutputTexture =
CreateTexture(kOutputAttachmentFormat,
wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc, 1, 1);
utils::ComboRenderPassDescriptor renderPassDescriptor({dummyOutputTexture.CreateView()});
wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
renderPassEncoder.SetBindGroup(0, bindGroup);
renderPassEncoder.SetPipeline(pipeline);
renderPassEncoder.Draw(1);
renderPassEncoder.EndPass();
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
CheckOutputStorageTexture(writeonlyStorageTexture, kTexelSizeR32Uint);
}
DAWN_INSTANTIATE_TEST(StorageTextureTests,
D3D12Backend(),
MetalBackend(),