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>
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@ -370,14 +370,6 @@ namespace dawn_native {
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if (descriptor->occlusionQuerySet != nullptr) {
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DAWN_TRY(device->ValidateObject(descriptor->occlusionQuerySet));
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// Occlusion query has not been implemented completely. Disallow it as unsafe until
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// the implementaion is completed.
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if (device->IsToggleEnabled(Toggle::DisallowUnsafeAPIs)) {
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return DAWN_VALIDATION_ERROR(
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"Occlusion query is disallowed because it has not been implemented "
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"completely.");
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}
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if (descriptor->occlusionQuerySet->GetQueryType() != wgpu::QueryType::Occlusion) {
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return DAWN_VALIDATION_ERROR("The type of query set must be Occlusion");
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}
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@ -800,13 +800,29 @@ namespace dawn_native { namespace vulkan {
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QuerySet* querySet = ToBackend(cmd->querySet.Get());
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Buffer* destination = ToBackend(cmd->destination.Get());
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// TODO(hao.x.li@intel.com): Clear the resolve region of the buffer to 0 if at
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// least one query is unavailable for the resolving and the resolve buffer has
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// been initialized or fully used.
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// vkCmdCopyQueryPoolResults only can retrieve available queries because
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// VK_QUERY_RESULT_WAIT_BIT is set, for these unavailable queries, we need to
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// clear the resolving region of the buffer to 0s if the buffer has been
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// initialized or fully used.
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auto startIt = querySet->GetQueryAvailability().begin() + cmd->firstQuery;
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auto endIt = querySet->GetQueryAvailability().begin() + cmd->firstQuery +
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cmd->queryCount;
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bool hasUnavailableQueries = std::find(startIt, endIt, false) != endIt;
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if (hasUnavailableQueries &&
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(destination->IsDataInitialized() ||
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destination->IsFullBufferRange(cmd->destinationOffset,
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cmd->queryCount * sizeof(uint64_t)))) {
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destination->TransitionUsageNow(recordingContext,
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wgpu::BufferUsage::CopyDst);
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device->fn.CmdFillBuffer(commands, destination->GetHandle(),
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cmd->destinationOffset,
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cmd->queryCount * sizeof(uint64_t), 0u);
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} else {
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destination->EnsureDataInitializedAsDestination(
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recordingContext, cmd->destinationOffset,
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cmd->queryCount * sizeof(uint64_t));
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}
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destination->TransitionUsageNow(recordingContext,
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wgpu::BufferUsage::QueryResolve);
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@ -302,9 +302,10 @@ TEST_P(OcclusionQueryTests, Rewrite) {
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// Test resolving occlusion query correctly if the queries are written sparsely, which also tests
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// the query resetting at the start of render passes on Vulkan backend.
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TEST_P(OcclusionQueryTests, ResolveSparseQueries) {
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// TODO(hao.x.li@intel.com): Clear the resolve region of the buffer to 0 if there is at least
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// one query not written and the resolve buffer has been initialized or fully used.
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DAWN_SKIP_TEST_IF(IsVulkan());
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// TODO(hao.x.li@intel.com): Fails on Intel Windows Vulkan due to a driver issue that
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// vkCmdFillBuffer and vkCmdCopyQueryPoolResults are not executed in order, skip it util
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// the issue is fixed.
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DAWN_SKIP_TEST_IF(IsWindows() && IsVulkan() && IsIntel());
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// TODO(hao.x.li@intel.com): Investigate why it's failed on D3D12 on Nvidia when running with
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// the previous occlusion tests. Expect resolve to 0 for these unwritten queries but the
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@ -366,10 +367,6 @@ TEST_P(OcclusionQueryTests, ResolveSparseQueries) {
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// Test resolving occlusion query to 0 if all queries are not written
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TEST_P(OcclusionQueryTests, ResolveWithoutWritten) {
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// TODO(hao.x.li@intel.com): Clear the resolve region of the buffer to 0 if there is at least
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// one query not written and the resolve buffer has been initialized or fully used.
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DAWN_SKIP_TEST_IF(IsVulkan());
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// TODO(hao.x.li@intel.com): Investigate why it's failed on D3D12 on Nvidia when running with
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// the previous occlusion tests. Expect resolve to 0 but the occlusion result of the previous
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// tests is got.
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@ -707,6 +704,11 @@ TEST_P(TimestampQueryTests, ResolveFromAnotherEncoder) {
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// Test resolving timestamp query correctly if the queries are written sparsely
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TEST_P(TimestampQueryTests, ResolveSparseQueries) {
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// TODO(hao.x.li@intel.com): Fails on Intel Windows Vulkan due to a driver issue that
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// vkCmdFillBuffer and vkCmdCopyQueryPoolResults are not executed in order, skip it util
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// the issue is fixed.
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DAWN_SKIP_TEST_IF(IsWindows() && IsVulkan() && IsIntel());
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constexpr uint32_t kQueryCount = 4;
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wgpu::QuerySet querySet = CreateQuerySetForTimestamp(kQueryCount);
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@ -201,32 +201,3 @@ TEST_F(UnsafeAPIValidationTest, DynamicStorageBuffer) {
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ASSERT_DEVICE_ERROR(device.CreateBindGroupLayout(&desc));
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}
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}
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// Check that occlusion query is disallowed as part of unsafe APIs.
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TEST_F(UnsafeAPIValidationTest, OcclusionQueryDisallowed) {
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DummyRenderPass renderPass(device);
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// Control case: BeginRenderPass without occlusionQuerySet is allowed.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.EndPass();
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encoder.Finish();
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}
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// Error case: BeginRenderPass with occlusionQuerySet is disallowed.
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{
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wgpu::QuerySetDescriptor descriptor;
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descriptor.type = wgpu::QueryType::Occlusion;
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descriptor.count = 1;
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wgpu::QuerySet querySet = device.CreateQuerySet(&descriptor);
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renderPass.occlusionQuerySet = querySet;
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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