D3D12: Fix RO storage buffer mismatches.
If the shader declares a storage buffer RO but uses storage buffer in the BGL, the shader compiler will be told to treat these bindings as UAV instead of SRV to avoid PSO mismatches. Bug: dawn:410 Change-Id: I3be3257449de55fd2d35e914233b48c6f7121b58 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/22322 Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -164,6 +164,13 @@ namespace dawn_native { namespace d3d12 {
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BindingNumber bindingNumber = it.first;
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BindingIndex bindingIndex = bgl->GetBindingIndex(bindingNumber);
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// Declaring a read-only storage buffer in HLSL but specifying a storage buffer in
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// the BGL produces the wrong output. Force read-only storage buffer bindings to
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// be treated as UAV instead of SRV.
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const bool forceStorageBufferAsUAV =
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(bindingInfo.type == wgpu::BindingType::ReadonlyStorageBuffer &&
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bgl->GetBindingInfo(bindingIndex).type == wgpu::BindingType::StorageBuffer);
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uint32_t bindingOffset = bindingOffsets[bindingIndex];
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if (GetDevice()->IsToggleEnabled(Toggle::UseSpvc)) {
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DAWN_TRY(CheckSpvcSuccess(
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@ -171,8 +178,16 @@ namespace dawn_native { namespace d3d12 {
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bindingOffset),
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"Unable to set decorating binding before generating HLSL shader w/ "
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"spvc"));
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if (forceStorageBufferAsUAV) {
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DAWN_TRY(CheckSpvcSuccess(
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mSpvcContext.SetHLSLForceStorageBufferAsUAV(group, bindingNumber),
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"Unable to force read-only storage buffer as UAV w/ spvc"));
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}
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} else {
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compiler->set_decoration(bindingInfo.id, spv::DecorationBinding, bindingOffset);
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if (forceStorageBufferAsUAV) {
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compiler->set_hlsl_force_storage_buffer_as_uav(group, bindingNumber);
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}
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}
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}
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}
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@ -1038,4 +1038,58 @@ TEST_P(BindGroupTests, EmptyLayout) {
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queue.Submit(1, &commands);
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}
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// Test creating a BGL with a storage buffer binding but declared readonly in the shader works.
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// This is a regression test for crbug.com/dawn/410 which tests that it can successfully compile and
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// execute the shader.
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TEST_P(BindGroupTests, ReadonlyStorage) {
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
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const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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})");
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pipelineDescriptor.cFragmentStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(set = 0, binding = 0) readonly buffer buffer0 {
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vec4 color;
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};
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = color;
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})");
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constexpr uint32_t kRTSize = 4;
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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pipelineDescriptor.cColorStates[0].format = renderPass.colorFormat;
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
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pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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std::array<float, 4> greenColor = {0, 1, 0, 1};
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wgpu::Buffer storageBuffer = utils::CreateBufferFromData(
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device, &greenColor, sizeof(greenColor), wgpu::BufferUsage::Storage);
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pass.SetPipeline(renderPipeline);
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pass.SetBindGroup(0, utils::MakeBindGroup(device, bgl, {{0, storageBuffer}}));
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pass.Draw(3);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0);
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}
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DAWN_INSTANTIATE_TEST(BindGroupTests, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());
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