d3d12: Lazily apply IASetVertexBuffers before draw
This fixes a bug where D3D12 SetVertexBuffers was using the input info from the last set pipeline's InputState. IASetVertexBuffers needs to be reapplied if the input state changes. Bug: dawn:91 Change-Id: I7d0b308ea20cee6d595f6b29548f57d82c8e47a4 Reviewed-on: https://dawn-review.googlesource.com/c/3860 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -420,6 +420,47 @@ namespace dawn_native { namespace d3d12 {
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}
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}
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void CommandBuffer::FlushSetVertexBuffers(ComPtr<ID3D12GraphicsCommandList> commandList,
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VertexBuffersInfo* vertexBuffersInfo,
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const InputState* inputState) {
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DAWN_ASSERT(vertexBuffersInfo != nullptr);
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DAWN_ASSERT(inputState != nullptr);
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auto inputsMask = inputState->GetInputsSetMask();
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uint32_t startSlot = vertexBuffersInfo->startSlot;
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uint32_t endSlot = vertexBuffersInfo->endSlot;
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// If the input state has changed, we need to update the StrideInBytes
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// for the D3D12 buffer views. We also need to extend the dirty range to
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// touch all these slots because the stride may have changed.
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if (vertexBuffersInfo->lastInputState != inputState) {
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vertexBuffersInfo->lastInputState = inputState;
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for (uint32_t slot : IterateBitSet(inputsMask)) {
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startSlot = std::min(startSlot, slot);
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endSlot = std::max(endSlot, slot + 1);
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vertexBuffersInfo->d3d12BufferViews[slot].StrideInBytes =
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inputState->GetInput(slot).stride;
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}
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}
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if (endSlot <= startSlot) {
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return;
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}
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// d3d12BufferViews is kept up to date with the most recent data passed
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// to SetVertexBuffers. This makes it correct to only track the start
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// and end of the dirty range. When FlushSetVertexBuffers is called,
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// we will at worst set non-dirty vertex buffers in duplicate.
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uint32_t count = endSlot - startSlot;
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commandList->IASetVertexBuffers(startSlot, count,
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&vertexBuffersInfo->d3d12BufferViews[startSlot]);
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vertexBuffersInfo->startSlot = kMaxVertexInputs;
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vertexBuffersInfo->endSlot = 0;
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}
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void CommandBuffer::RecordComputePass(ComPtr<ID3D12GraphicsCommandList> commandList,
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BindGroupStateTracker* bindingTracker) {
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PipelineLayout* lastLayout = nullptr;
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@ -532,6 +573,8 @@ namespace dawn_native { namespace d3d12 {
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RenderPipeline* lastPipeline = nullptr;
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PipelineLayout* lastLayout = nullptr;
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InputState* lastInputState = nullptr;
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VertexBuffersInfo vertexBuffersInfo = {};
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Command type;
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while (mCommands.NextCommandId(&type)) {
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@ -543,12 +586,16 @@ namespace dawn_native { namespace d3d12 {
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case Command::Draw: {
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DrawCmd* draw = mCommands.NextCommand<DrawCmd>();
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FlushSetVertexBuffers(commandList, &vertexBuffersInfo, lastInputState);
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commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
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draw->firstVertex, draw->firstInstance);
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} break;
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case Command::DrawIndexed: {
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DrawIndexedCmd* draw = mCommands.NextCommand<DrawIndexedCmd>();
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FlushSetVertexBuffers(commandList, &vertexBuffersInfo, lastInputState);
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commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
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draw->firstIndex, draw->baseVertex,
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draw->firstInstance);
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@ -558,6 +605,7 @@ namespace dawn_native { namespace d3d12 {
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SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
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RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
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PipelineLayout* layout = ToBackend(pipeline->GetLayout());
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InputState* inputState = ToBackend(pipeline->GetInputState());
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commandList->SetGraphicsRootSignature(layout->GetRootSignature().Get());
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commandList->SetPipelineState(pipeline->GetPipelineState().Get());
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@ -567,6 +615,7 @@ namespace dawn_native { namespace d3d12 {
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lastPipeline = pipeline;
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lastLayout = layout;
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lastInputState = inputState;
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} break;
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case Command::SetStencilReference: {
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@ -617,19 +666,19 @@ namespace dawn_native { namespace d3d12 {
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auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
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auto offsets = mCommands.NextData<uint32_t>(cmd->count);
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auto inputState = ToBackend(lastPipeline->GetInputState());
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vertexBuffersInfo.startSlot =
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std::min(vertexBuffersInfo.startSlot, cmd->startSlot);
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vertexBuffersInfo.endSlot =
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std::max(vertexBuffersInfo.endSlot, cmd->startSlot + cmd->count);
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std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexInputs> d3d12BufferViews;
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for (uint32_t i = 0; i < cmd->count; ++i) {
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auto input = inputState->GetInput(cmd->startSlot + i);
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Buffer* buffer = ToBackend(buffers[i].Get());
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d3d12BufferViews[i].BufferLocation = buffer->GetVA() + offsets[i];
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d3d12BufferViews[i].StrideInBytes = input.stride;
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d3d12BufferViews[i].SizeInBytes = buffer->GetSize() - offsets[i];
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auto* d3d12BufferView =
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&vertexBuffersInfo.d3d12BufferViews[cmd->startSlot + i];
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d3d12BufferView->BufferLocation = buffer->GetVA() + offsets[i];
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d3d12BufferView->SizeInBytes = buffer->GetSize() - offsets[i];
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// The bufferView stride is set based on the input state before a draw.
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}
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commandList->IASetVertexBuffers(cmd->startSlot, cmd->count,
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d3d12BufferViews.data());
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} break;
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default: { UNREACHABLE(); } break;
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@ -18,6 +18,7 @@
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#include "dawn_native/CommandAllocator.h"
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#include "dawn_native/CommandBuffer.h"
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#include "dawn_native/d3d12/InputStateD3D12.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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namespace dawn_native { namespace d3d12 {
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@ -27,6 +28,17 @@ namespace dawn_native { namespace d3d12 {
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struct BindGroupStateTracker;
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struct VertexBuffersInfo {
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// startSlot and endSlot indicate the range of dirty vertex buffers.
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// If there are multiple calls to SetVertexBuffers, the start and end
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// represent the union of the dirty ranges (the union may have non-dirty
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// data in the middle of the range).
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const InputState* lastInputState = nullptr;
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uint32_t startSlot = kMaxVertexInputs;
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uint32_t endSlot = 0;
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std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexInputs> d3d12BufferViews = {};
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};
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class CommandBuffer : public CommandBufferBase {
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public:
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CommandBuffer(CommandBufferBuilder* builder);
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@ -35,6 +47,9 @@ namespace dawn_native { namespace d3d12 {
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void RecordCommands(ComPtr<ID3D12GraphicsCommandList> commandList, uint32_t indexInSubmit);
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private:
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void FlushSetVertexBuffers(ComPtr<ID3D12GraphicsCommandList> commandList,
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VertexBuffersInfo* vertexBuffersInfo,
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const InputState* inputState);
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void RecordComputePass(ComPtr<ID3D12GraphicsCommandList> commandList,
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BindGroupStateTracker* bindingTracker);
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void RecordRenderPass(ComPtr<ID3D12GraphicsCommandList> commandList,
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@ -185,6 +185,10 @@ class InputStateTest : public DawnTest {
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dawn::CommandBuffer commands = builder.GetResult();
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queue.Submit(1, &commands);
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CheckResult(triangles, instances);
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}
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void CheckResult(unsigned int triangles, unsigned int instances) {
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// Check that the center of each triangle is pure green, so that if a single vertex shader
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// instance fails, linear interpolation makes the pixel check fail.
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for (unsigned int triangle = 0; triangle < 4; triangle++) {
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@ -423,6 +427,89 @@ TEST_P(InputStateTest, MixedEverything) {
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DoTestDraw(pipeline, 1, 1, {{0, &buffer0}, {1, &buffer1}});
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}
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// Test input state is unaffected by unused vertex slot
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TEST_P(InputStateTest, UnusedVertexSlot) {
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// Instance input state, using slot 1
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dawn::InputState instanceInputState =
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MakeInputState({{1, 4 * sizeof(float), InputStepMode::Instance}},
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{{0, 1, 0, VertexFormat::FloatR32G32B32A32}});
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dawn::RenderPipeline instancePipeline = MakeTestPipeline(
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instanceInputState, 1, {{0, VertexFormat::FloatR32G32B32A32, InputStepMode::Instance}});
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dawn::Buffer buffer = MakeVertexBuffer<float>({
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0, 1, 2, 3,
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1, 2, 3, 4,
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2, 3, 4, 5,
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3, 4, 5, 6,
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});
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dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass.renderPassInfo);
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uint32_t zeroOffset = 0;
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pass.SetVertexBuffers(0, 1, &buffer, &zeroOffset);
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pass.SetVertexBuffers(1, 1, &buffer, &zeroOffset);
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pass.SetPipeline(instancePipeline);
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pass.Draw(1 * 3, 4, 0, 0);
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pass.EndPass();
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dawn::CommandBuffer commands = builder.GetResult();
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queue.Submit(1, &commands);
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CheckResult(1, 4);
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}
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// Test setting a different pipeline with a different input state.
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// This was a problem with the D3D12 backend where SetVertexBuffers
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// was getting the input from the last set pipeline, not the current.
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// SetVertexBuffers should be reapplied when the input state changes.
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TEST_P(InputStateTest, MultiplePipelinesMixedInputState) {
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// Basic input state, using slot 0
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dawn::InputState vertexInputState =
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MakeInputState({{0, 4 * sizeof(float), InputStepMode::Vertex}},
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{{0, 0, 0, VertexFormat::FloatR32G32B32A32}});
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dawn::RenderPipeline vertexPipeline = MakeTestPipeline(
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vertexInputState, 1, {{0, VertexFormat::FloatR32G32B32A32, InputStepMode::Vertex}});
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// Instance input state, using slot 1
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dawn::InputState instanceInputState =
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MakeInputState({{1, 4 * sizeof(float), InputStepMode::Instance}},
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{{0, 1, 0, VertexFormat::FloatR32G32B32A32}});
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dawn::RenderPipeline instancePipeline = MakeTestPipeline(
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instanceInputState, 1, {{0, VertexFormat::FloatR32G32B32A32, InputStepMode::Instance}});
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dawn::Buffer buffer = MakeVertexBuffer<float>({
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0, 1, 2, 3,
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1, 2, 3, 4,
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2, 3, 4, 5,
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3, 4, 5, 6,
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});
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dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass.renderPassInfo);
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uint32_t zeroOffset = 0;
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pass.SetVertexBuffers(0, 1, &buffer, &zeroOffset);
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pass.SetVertexBuffers(1, 1, &buffer, &zeroOffset);
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pass.SetPipeline(vertexPipeline);
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pass.Draw(1 * 3, 1, 0, 0);
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pass.SetPipeline(instancePipeline);
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pass.Draw(1 * 3, 4, 0, 0);
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pass.EndPass();
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dawn::CommandBuffer commands = builder.GetResult();
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queue.Submit(1, &commands);
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CheckResult(1, 4);
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}
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DAWN_INSTANTIATE_TEST(InputStateTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)
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// TODO for the input state:
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