Ensure clearing attachments is done via renderpass loadop

Clear through loadop instead of standalone clear operation to optimize
efficiency on modern desktop GPUs and mobile GPUs.

Removed clear calls in TransitionForPass for render pass
to help optimize clearing using loadop instead.
Compute pass textures and sampled textures are still cleared in transition.

Bug: dawn:145
Change-Id: I84082bdea3ed7be75683389132d8b296051731b7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8641
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Natasha Lee <natlee@microsoft.com>
This commit is contained in:
Natasha Lee
2019-08-09 17:56:30 +00:00
committed by Commit Bot service account
parent ebb05399c0
commit 8cb23933b1
6 changed files with 71 additions and 32 deletions

View File

@@ -121,7 +121,7 @@ TEST_P(TextureZeroInitTest, RenderingMipMapClearsToZero) {
pass.EndPass();
}
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
uint32_t mipSize = kSize >> 2;
std::vector<RGBA8> expected(mipSize * mipSize, {0, 0, 0, 0});
@@ -149,7 +149,7 @@ TEST_P(TextureZeroInitTest, RenderingArrayLayerClearsToZero) {
pass.EndPass();
}
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
std::vector<RGBA8> expected(kSize * kSize, {0, 0, 0, 0});
@@ -328,8 +328,8 @@ TEST_P(TextureZeroInitTest, RenderingLoadingDepth) {
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commandBuffer = encoder.Finish();
// Expect 2 lazy clears, one for the srcTexture and one for the depthStencilTexture
EXPECT_LAZY_CLEAR(2u, queue.Submit(1, &commandBuffer));
// Expect 1 lazy clear for the depthStencilTexture
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commandBuffer));
// Expect the texture to be red because depth test passed.
std::vector<RGBA8> expected(kSize * kSize, {255, 0, 0, 255});
@@ -363,8 +363,8 @@ TEST_P(TextureZeroInitTest, RenderingLoadingStencil) {
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commandBuffer = encoder.Finish();
// Expect 2 lazy clears, one for srcTexture and one for depthStencilTexture.
EXPECT_LAZY_CLEAR(2u, queue.Submit(1, &commandBuffer));
// Expect 1 lazy clear for depthStencilTexture.
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commandBuffer));
// Expect the texture to be red because stencil test passed.
std::vector<RGBA8> expected(kSize * kSize, {255, 0, 0, 255});
@@ -397,8 +397,8 @@ TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencil) {
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commandBuffer = encoder.Finish();
// Expect 2 lazy clears, one for srcTexture and one for depthStencilTexture.
EXPECT_LAZY_CLEAR(2u, queue.Submit(1, &commandBuffer));
// Expect 1 lazy clear for depthStencilTexture.
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commandBuffer));
// Expect the texture to be red because both depth and stencil tests passed.
std::vector<RGBA8> expected(kSize * kSize, {255, 0, 0, 255});
@@ -419,7 +419,7 @@ TEST_P(TextureZeroInitTest, ColorAttachmentsClear) {
pass.EndPass();
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
std::vector<RGBA8> expected(kSize * kSize, {0, 0, 0, 0});
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderPass.color, 0, 0, kSize, kSize, 0, 0);
@@ -487,8 +487,8 @@ TEST_P(TextureZeroInitTest, RenderPassSampledTextureClear) {
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commands = encoder.Finish();
// Expect 2 lazy clears, one for the sampled texture src and one for the rendered target texture
EXPECT_LAZY_CLEAR(2u, queue.Submit(1, &commands));
// Expect 1 lazy clear for sampled texture
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
// Expect the rendered texture to be cleared
std::vector<RGBA8> expectedWithZeros(kSize * kSize, {0, 0, 0, 0});