Stencil8 support fixups
Addressing issues that showed up after the initial stencil8 CL landed. D3D12: - Selecting the `all` aspect of a `stencil8` texture was ASSERTing Metal: - Using the `stencil` aspect of a `stencil8` texture was hitting an UNREACHABLE(). Bug: dawn:666 Change-Id: Ic2931dbb915e109727ca24e3216a661fba84e508 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/85021 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Brandon Jones <bajones@chromium.org>
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@ -1184,7 +1184,21 @@ namespace dawn::native::d3d12 {
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case wgpu::TextureFormat::Depth16Unorm:
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mSrvDesc.Format = DXGI_FORMAT_R16_UNORM;
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break;
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case wgpu::TextureFormat::Stencil8:
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case wgpu::TextureFormat::Stencil8: {
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// Stencil8 is always backed by a DXGI_FORMAT_R24G8_TYPELESS texture in D3D12,
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// so always treat it as if the StencilOnly aspect of a Depth24UnormStencil8 was
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// selected.
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planeSlice = 1;
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mSrvDesc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT;
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// Stencil is accessed using the .g component in the shader.
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// Map it to the zeroth component to match other APIs.
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mSrvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1);
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break;
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}
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case wgpu::TextureFormat::Depth24UnormStencil8:
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switch (descriptor->aspect) {
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case wgpu::TextureAspect::DepthOnly:
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@ -1060,7 +1060,8 @@ namespace dawn::native::metal {
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}
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} else {
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MTLPixelFormat format = MetalPixelFormat(descriptor->format);
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if (descriptor->aspect == wgpu::TextureAspect::StencilOnly) {
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if (descriptor->aspect == wgpu::TextureAspect::StencilOnly &&
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format != MTLPixelFormatStencil8) {
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if (@available(macOS 10.12, iOS 10.0, *)) {
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if (format == MTLPixelFormatDepth32Float_Stencil8) {
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format = MTLPixelFormatX32_Stencil8;
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