Support multisampled rendering on Vulkan
MultisampledRenderingTest/MultisampledRenderingWithDepthTest is skipped temporarily on Intel Windows Vulkan drivers due to the failure of that case on the try bots. BUG=dawn:56 TEST=dawn_end2end_tests Change-Id: Ibcf4a07198e4ebad304170e8df9778dc965349df Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6300 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This commit is contained in:
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@ -154,7 +154,9 @@ namespace dawn_native { namespace vulkan {
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for (uint32_t i : IterateBitSet(renderPass->colorAttachmentsSet)) {
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const auto& attachmentInfo = renderPass->colorAttachments[i];
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query.SetColor(i, attachmentInfo.view->GetFormat(), attachmentInfo.loadOp);
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bool hasResolveTarget = attachmentInfo.resolveTarget.Get() != nullptr;
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query.SetColor(i, attachmentInfo.view->GetFormat(), attachmentInfo.loadOp,
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hasResolveTarget);
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}
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if (renderPass->hasDepthStencilAttachment) {
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@ -163,6 +165,8 @@ namespace dawn_native { namespace vulkan {
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attachmentInfo.depthLoadOp, attachmentInfo.stencilLoadOp);
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}
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query.SetSampleCount(renderPass->sampleCount);
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renderPassVK = device->GetRenderPassCache()->GetRenderPass(query);
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}
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@ -173,7 +177,7 @@ namespace dawn_native { namespace vulkan {
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uint32_t attachmentCount = 0;
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{
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// Fill in the attachment info that will be chained in the framebuffer create info.
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std::array<VkImageView, kMaxColorAttachments + 1> attachments;
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std::array<VkImageView, kMaxColorAttachments * 2 + 1> attachments;
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for (uint32_t i : IterateBitSet(renderPass->colorAttachmentsSet)) {
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auto& attachmentInfo = renderPass->colorAttachments[i];
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@ -201,6 +205,17 @@ namespace dawn_native { namespace vulkan {
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attachmentCount++;
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}
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for (uint32_t i : IterateBitSet(renderPass->colorAttachmentsSet)) {
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if (renderPass->colorAttachments[i].resolveTarget.Get() != nullptr) {
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TextureView* view =
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ToBackend(renderPass->colorAttachments[i].resolveTarget.Get());
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attachments[attachmentCount] = view->GetHandle();
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attachmentCount++;
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}
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}
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// Chain attachments and create the framebuffer
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VkFramebufferCreateInfo createInfo;
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createInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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@ -38,10 +38,12 @@ namespace dawn_native { namespace vulkan {
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void RenderPassCacheQuery::SetColor(uint32_t index,
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dawn::TextureFormat format,
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dawn::LoadOp loadOp) {
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dawn::LoadOp loadOp,
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bool hasResolveTarget) {
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colorMask.set(index);
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colorFormats[index] = format;
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colorLoadOp[index] = loadOp;
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resolveTargetMask[index] = hasResolveTarget;
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}
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void RenderPassCacheQuery::SetDepthStencil(dawn::TextureFormat format,
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@ -53,6 +55,10 @@ namespace dawn_native { namespace vulkan {
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this->stencilLoadOp = stencilLoadOp;
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}
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void RenderPassCacheQuery::SetSampleCount(uint32_t sampleCount) {
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this->sampleCount = sampleCount;
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}
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// RenderPassCache
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RenderPassCache::RenderPassCache(Device* device) : mDevice(device) {
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@ -80,14 +86,62 @@ namespace dawn_native { namespace vulkan {
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const RenderPassCacheQuery& query) const {
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// The Vulkan subpasses want to know the layout of the attachments with VkAttachmentRef.
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// Precompute them as they must be pointer-chained in VkSubpassDescription
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std::array<VkAttachmentReference, kMaxColorAttachments + 1> attachmentRefs;
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std::array<VkAttachmentReference, kMaxColorAttachments> colorAttachmentRefs;
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std::array<VkAttachmentReference, kMaxColorAttachments> resolveAttachmentRefs;
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VkAttachmentReference depthStencilAttachmentRef;
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// Contains the attachment description that will be chained in the create info
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std::array<VkAttachmentDescription, kMaxColorAttachments + 1> attachmentDescs = {};
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// The order of all attachments in attachmentDescs is "color-depthstencil-resolve".
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constexpr uint32_t kMaxAttachmentCount = kMaxColorAttachments * 2 + 1;
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std::array<VkAttachmentDescription, kMaxAttachmentCount> attachmentDescs = {};
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uint32_t attachmentCount = 0;
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VkSampleCountFlagBits vkSampleCount = VulkanSampleCount(query.sampleCount);
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uint32_t colorAttachmentIndex = 0;
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for (uint32_t i : IterateBitSet(query.colorMask)) {
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auto& attachmentRef = attachmentRefs[attachmentCount];
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auto& attachmentRef = colorAttachmentRefs[colorAttachmentIndex];
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auto& attachmentDesc = attachmentDescs[colorAttachmentIndex];
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attachmentRef.attachment = colorAttachmentIndex;
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attachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentDesc.flags = 0;
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attachmentDesc.format = VulkanImageFormat(query.colorFormats[i]);
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attachmentDesc.samples = vkSampleCount;
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attachmentDesc.loadOp = VulkanAttachmentLoadOp(query.colorLoadOp[i]);
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attachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentDesc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentDesc.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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++colorAttachmentIndex;
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}
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uint32_t attachmentCount = colorAttachmentIndex;
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VkAttachmentReference* depthStencilAttachment = nullptr;
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if (query.hasDepthStencil) {
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auto& attachmentDesc = attachmentDescs[attachmentCount];
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depthStencilAttachment = &depthStencilAttachmentRef;
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depthStencilAttachmentRef.attachment = attachmentCount;
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depthStencilAttachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachmentDesc.flags = 0;
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attachmentDesc.format = VulkanImageFormat(query.depthStencilFormat);
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attachmentDesc.samples = vkSampleCount;
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attachmentDesc.loadOp = VulkanAttachmentLoadOp(query.depthLoadOp);
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attachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentDesc.stencilLoadOp = VulkanAttachmentLoadOp(query.stencilLoadOp);
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attachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentDesc.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachmentDesc.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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++attachmentCount;
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}
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uint32_t resolveAttachmentIndex = 0;
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for (uint32_t i : IterateBitSet(query.resolveTargetMask)) {
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auto& attachmentRef = resolveAttachmentRefs[resolveAttachmentIndex];
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auto& attachmentDesc = attachmentDescs[attachmentCount];
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attachmentRef.attachment = attachmentCount;
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@ -96,37 +150,17 @@ namespace dawn_native { namespace vulkan {
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attachmentDesc.flags = 0;
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attachmentDesc.format = VulkanImageFormat(query.colorFormats[i]);
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attachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT;
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attachmentDesc.loadOp = VulkanAttachmentLoadOp(query.colorLoadOp[i]);
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attachmentDesc.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentDesc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentDesc.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentCount++;
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++attachmentCount;
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++resolveAttachmentIndex;
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}
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uint32_t colorAttachmentCount = attachmentCount;
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VkAttachmentReference* depthStencilAttachment = nullptr;
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if (query.hasDepthStencil) {
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auto& attachmentRef = attachmentRefs[attachmentCount];
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auto& attachmentDesc = attachmentDescs[attachmentCount];
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depthStencilAttachment = &attachmentRefs[attachmentCount];
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attachmentRef.attachment = attachmentCount;
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attachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachmentDesc.flags = 0;
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attachmentDesc.format = VulkanImageFormat(query.depthStencilFormat);
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attachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT;
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attachmentDesc.loadOp = VulkanAttachmentLoadOp(query.depthLoadOp);
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attachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentDesc.stencilLoadOp = VulkanAttachmentLoadOp(query.stencilLoadOp);
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attachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentDesc.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachmentDesc.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachmentCount++;
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}
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VkAttachmentReference* resolveTargetAttachmentRefs =
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query.resolveTargetMask.any() ? resolveAttachmentRefs.data() : nullptr;
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// Create the VkSubpassDescription that will be chained in the VkRenderPassCreateInfo
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VkSubpassDescription subpassDesc;
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subpassDesc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpassDesc.inputAttachmentCount = 0;
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subpassDesc.pInputAttachments = nullptr;
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subpassDesc.colorAttachmentCount = colorAttachmentCount;
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subpassDesc.pColorAttachments = attachmentRefs.data();
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subpassDesc.pResolveAttachments = nullptr;
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subpassDesc.colorAttachmentCount = colorAttachmentIndex;
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subpassDesc.pColorAttachments = colorAttachmentRefs.data();
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subpassDesc.pResolveAttachments = resolveTargetAttachmentRefs;
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subpassDesc.pDepthStencilAttachment = depthStencilAttachment;
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subpassDesc.preserveAttachmentCount = 0;
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subpassDesc.pPreserveAttachments = nullptr;
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@ -168,6 +202,8 @@ namespace dawn_native { namespace vulkan {
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size_t RenderPassCache::CacheFuncs::operator()(const RenderPassCacheQuery& query) const {
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size_t hash = Hash(query.colorMask);
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HashCombine(&hash, Hash(query.resolveTargetMask));
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for (uint32_t i : IterateBitSet(query.colorMask)) {
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HashCombine(&hash, query.colorFormats[i], query.colorLoadOp[i]);
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}
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HashCombine(&hash, query.depthStencilFormat, query.depthLoadOp, query.stencilLoadOp);
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}
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HashCombine(&hash, query.sampleCount);
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return hash;
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}
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return false;
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}
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if (a.resolveTargetMask != b.resolveTargetMask) {
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return false;
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}
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if (a.sampleCount != b.sampleCount) {
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return false;
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}
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for (uint32_t i : IterateBitSet(a.colorMask)) {
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if ((a.colorFormats[i] != b.colorFormats[i]) ||
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(a.colorLoadOp[i] != b.colorLoadOp[i])) {
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@ -34,12 +34,17 @@ namespace dawn_native { namespace vulkan {
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struct RenderPassCacheQuery {
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// Use these helpers to build the query, they make sure all relevant data is initialized and
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// masks set.
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void SetColor(uint32_t index, dawn::TextureFormat format, dawn::LoadOp loadOp);
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void SetColor(uint32_t index,
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dawn::TextureFormat format,
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dawn::LoadOp loadOp,
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bool hasResolveTarget);
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void SetDepthStencil(dawn::TextureFormat format,
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dawn::LoadOp depthLoadOp,
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dawn::LoadOp stencilLoadOp);
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void SetSampleCount(uint32_t sampleCount);
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std::bitset<kMaxColorAttachments> colorMask;
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std::bitset<kMaxColorAttachments> resolveTargetMask;
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std::array<dawn::TextureFormat, kMaxColorAttachments> colorFormats;
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std::array<dawn::LoadOp, kMaxColorAttachments> colorLoadOp;
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dawn::TextureFormat depthStencilFormat;
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dawn::LoadOp depthLoadOp;
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dawn::LoadOp stencilLoadOp;
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uint32_t sampleCount;
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};
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// Caches VkRenderPasses so that we don't create duplicate ones for every RenderPipeline or
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// render pass.
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// render pass. We always arrange the order of attachments in "color-depthstencil-resolve" order
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// when creating render pass and framebuffer so that we can always make sure the order of
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// attachments in the rendering pipeline matches the one of the framebuffer.
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// TODO(cwallez@chromium.org): Make it an LRU cache somehow?
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class RenderPassCache {
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public:
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#include "dawn_native/vulkan/PipelineLayoutVk.h"
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#include "dawn_native/vulkan/RenderPassCache.h"
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#include "dawn_native/vulkan/ShaderModuleVk.h"
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#include "dawn_native/vulkan/TextureVk.h"
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#include "dawn_native/vulkan/UtilsVulkan.h"
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namespace dawn_native { namespace vulkan {
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multisample.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisample.pNext = nullptr;
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multisample.flags = 0;
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multisample.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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multisample.rasterizationSamples = VulkanSampleCount(GetSampleCount());
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multisample.sampleShadingEnable = VK_FALSE;
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multisample.minSampleShading = 0.0f;
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multisample.pSampleMask = nullptr;
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RenderPassCacheQuery query;
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for (uint32_t i : IterateBitSet(GetColorAttachmentsMask())) {
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query.SetColor(i, GetColorAttachmentFormat(i), dawn::LoadOp::Load);
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query.SetColor(i, GetColorAttachmentFormat(i), dawn::LoadOp::Load, false);
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}
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if (HasDepthStencilAttachment()) {
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dawn::LoadOp::Load);
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}
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query.SetSampleCount(GetSampleCount());
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renderPass = device->GetRenderPassCache()->GetRenderPass(query);
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}
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#include "dawn_native/vulkan/TextureVk.h"
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#include "dawn_native/vulkan/AdapterVk.h"
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#include "dawn_native/vulkan/DeviceVk.h"
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#include "dawn_native/vulkan/FencedDeleter.h"
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return {extent.width, extent.height, extent.depth};
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}
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bool IsSampleCountSupported(const dawn_native::vulkan::Device* device,
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const VkImageCreateInfo& imageCreateInfo) {
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ASSERT(device);
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VkPhysicalDevice physicalDevice = ToBackend(device->GetAdapter())->GetPhysicalDevice();
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VkImageFormatProperties properties;
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if (device->fn.GetPhysicalDeviceImageFormatProperties(
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physicalDevice, imageCreateInfo.format, imageCreateInfo.imageType,
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imageCreateInfo.tiling, imageCreateInfo.usage, imageCreateInfo.flags,
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&properties) != VK_SUCCESS) {
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UNREACHABLE();
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}
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return properties.sampleCounts & imageCreateInfo.samples;
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}
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} // namespace
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// Converts Dawn texture format to Vulkan formats.
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return flags;
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}
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VkSampleCountFlagBits VulkanSampleCount(uint32_t sampleCount) {
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switch (sampleCount) {
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case 1:
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return VK_SAMPLE_COUNT_1_BIT;
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case 4:
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return VK_SAMPLE_COUNT_4_BIT;
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default:
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UNREACHABLE();
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}
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}
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Texture::Texture(Device* device, const TextureDescriptor* descriptor)
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: TextureBase(device, descriptor, TextureState::OwnedInternal) {
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// Create the Vulkan image "container". We don't need to check that the format supports the
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createInfo.extent = VulkanExtent3D(GetSize());
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createInfo.mipLevels = GetNumMipLevels();
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createInfo.arrayLayers = GetArrayLayers();
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createInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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createInfo.samples = VulkanSampleCount(GetSampleCount());
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createInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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createInfo.usage = VulkanImageUsage(GetUsage(), GetFormat());
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createInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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createInfo.pQueueFamilyIndices = nullptr;
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createInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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ASSERT(IsSampleCountSupported(device, createInfo));
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if (GetArrayLayers() >= 6 && GetSize().width == GetSize().height) {
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createInfo.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
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}
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VkFormat VulkanImageFormat(dawn::TextureFormat format);
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VkImageUsageFlags VulkanImageUsage(dawn::TextureUsageBit usage, dawn::TextureFormat format);
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VkSampleCountFlagBits VulkanSampleCount(uint32_t sampleCount);
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class Texture : public TextureBase {
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public:
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@ -255,6 +255,9 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTexture) {
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// Test multisampled rendering with depth test works correctly.
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TEST_P(MultisampledRenderingTest, MultisampledRenderingWithDepthTest) {
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// TODO(jiawei.shao@intel.com): find out why this test fails on Intel Windows Vulkan drivers.
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DAWN_SKIP_TEST_IF(IsIntel() && IsVulkan() && IsWindows());
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constexpr bool kTestDepth = true;
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dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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dawn::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(kTestDepth);
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@ -466,4 +469,4 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DArrayTexture) {
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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);
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DAWN_INSTANTIATE_TEST(MultisampledRenderingTest, D3D12Backend, OpenGLBackend, VulkanBackend);
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