Clear resolve buffer to 0 for resolving unavailable queries

- Add vkCmdFillBuffer in ResolveQuerySet to clear the buffer to 0s for
  these unavailable queries if the buffer has been initialized or fully
  used which won't been initialized with 0s again.
- Because vkCmdFillBuffer has driver issue on Intel Windows, Skip some
  affected cases.
- Remove unsafe api checking from Occlusion Query.

Bug: dawn:434

Change-Id: Ib34f81d93b0de8f08f0eeebf3c8a967eeb5ecefb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/48320
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Hao Li 2021-04-22 10:10:12 +00:00 committed by Commit Bot service account
parent b29467ba7b
commit aed656cd7a
4 changed files with 31 additions and 50 deletions

View File

@ -370,14 +370,6 @@ namespace dawn_native {
if (descriptor->occlusionQuerySet != nullptr) {
DAWN_TRY(device->ValidateObject(descriptor->occlusionQuerySet));
// Occlusion query has not been implemented completely. Disallow it as unsafe until
// the implementaion is completed.
if (device->IsToggleEnabled(Toggle::DisallowUnsafeAPIs)) {
return DAWN_VALIDATION_ERROR(
"Occlusion query is disallowed because it has not been implemented "
"completely.");
}
if (descriptor->occlusionQuerySet->GetQueryType() != wgpu::QueryType::Occlusion) {
return DAWN_VALIDATION_ERROR("The type of query set must be Occlusion");
}

View File

@ -800,13 +800,29 @@ namespace dawn_native { namespace vulkan {
QuerySet* querySet = ToBackend(cmd->querySet.Get());
Buffer* destination = ToBackend(cmd->destination.Get());
// TODO(hao.x.li@intel.com): Clear the resolve region of the buffer to 0 if at
// least one query is unavailable for the resolving and the resolve buffer has
// been initialized or fully used.
// vkCmdCopyQueryPoolResults only can retrieve available queries because
// VK_QUERY_RESULT_WAIT_BIT is set, for these unavailable queries, we need to
// clear the resolving region of the buffer to 0s if the buffer has been
// initialized or fully used.
auto startIt = querySet->GetQueryAvailability().begin() + cmd->firstQuery;
auto endIt = querySet->GetQueryAvailability().begin() + cmd->firstQuery +
cmd->queryCount;
bool hasUnavailableQueries = std::find(startIt, endIt, false) != endIt;
if (hasUnavailableQueries &&
(destination->IsDataInitialized() ||
destination->IsFullBufferRange(cmd->destinationOffset,
cmd->queryCount * sizeof(uint64_t)))) {
destination->TransitionUsageNow(recordingContext,
wgpu::BufferUsage::CopyDst);
device->fn.CmdFillBuffer(commands, destination->GetHandle(),
cmd->destinationOffset,
cmd->queryCount * sizeof(uint64_t), 0u);
} else {
destination->EnsureDataInitializedAsDestination(
recordingContext, cmd->destinationOffset,
cmd->queryCount * sizeof(uint64_t));
}
destination->EnsureDataInitializedAsDestination(
recordingContext, cmd->destinationOffset,
cmd->queryCount * sizeof(uint64_t));
destination->TransitionUsageNow(recordingContext,
wgpu::BufferUsage::QueryResolve);

View File

@ -302,9 +302,10 @@ TEST_P(OcclusionQueryTests, Rewrite) {
// Test resolving occlusion query correctly if the queries are written sparsely, which also tests
// the query resetting at the start of render passes on Vulkan backend.
TEST_P(OcclusionQueryTests, ResolveSparseQueries) {
// TODO(hao.x.li@intel.com): Clear the resolve region of the buffer to 0 if there is at least
// one query not written and the resolve buffer has been initialized or fully used.
DAWN_SKIP_TEST_IF(IsVulkan());
// TODO(hao.x.li@intel.com): Fails on Intel Windows Vulkan due to a driver issue that
// vkCmdFillBuffer and vkCmdCopyQueryPoolResults are not executed in order, skip it util
// the issue is fixed.
DAWN_SKIP_TEST_IF(IsWindows() && IsVulkan() && IsIntel());
// TODO(hao.x.li@intel.com): Investigate why it's failed on D3D12 on Nvidia when running with
// the previous occlusion tests. Expect resolve to 0 for these unwritten queries but the
@ -366,10 +367,6 @@ TEST_P(OcclusionQueryTests, ResolveSparseQueries) {
// Test resolving occlusion query to 0 if all queries are not written
TEST_P(OcclusionQueryTests, ResolveWithoutWritten) {
// TODO(hao.x.li@intel.com): Clear the resolve region of the buffer to 0 if there is at least
// one query not written and the resolve buffer has been initialized or fully used.
DAWN_SKIP_TEST_IF(IsVulkan());
// TODO(hao.x.li@intel.com): Investigate why it's failed on D3D12 on Nvidia when running with
// the previous occlusion tests. Expect resolve to 0 but the occlusion result of the previous
// tests is got.
@ -707,6 +704,11 @@ TEST_P(TimestampQueryTests, ResolveFromAnotherEncoder) {
// Test resolving timestamp query correctly if the queries are written sparsely
TEST_P(TimestampQueryTests, ResolveSparseQueries) {
// TODO(hao.x.li@intel.com): Fails on Intel Windows Vulkan due to a driver issue that
// vkCmdFillBuffer and vkCmdCopyQueryPoolResults are not executed in order, skip it util
// the issue is fixed.
DAWN_SKIP_TEST_IF(IsWindows() && IsVulkan() && IsIntel());
constexpr uint32_t kQueryCount = 4;
wgpu::QuerySet querySet = CreateQuerySetForTimestamp(kQueryCount);

View File

@ -201,32 +201,3 @@ TEST_F(UnsafeAPIValidationTest, DynamicStorageBuffer) {
ASSERT_DEVICE_ERROR(device.CreateBindGroupLayout(&desc));
}
}
// Check that occlusion query is disallowed as part of unsafe APIs.
TEST_F(UnsafeAPIValidationTest, OcclusionQueryDisallowed) {
DummyRenderPass renderPass(device);
// Control case: BeginRenderPass without occlusionQuerySet is allowed.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.EndPass();
encoder.Finish();
}
// Error case: BeginRenderPass with occlusionQuerySet is disallowed.
{
wgpu::QuerySetDescriptor descriptor;
descriptor.type = wgpu::QueryType::Occlusion;
descriptor.count = 1;
wgpu::QuerySet querySet = device.CreateQuerySet(&descriptor);
renderPass.occlusionQuerySet = querySet;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}