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Add workaround on using non-zero ResolveLevel or ResolveSlice on Metal
Current Metal drivers have a bug that doing MSAA resolve with non-zero ResolveLevel and ResolveSlice cannot work correctly. This patch adds a workaround for this bug that first resolving into a temporary one-level 2D texture, then copying the result into the true resolve target. Although the end2end test ResolveIntoOneMipmapLevelOf2DTexture and ResolveInto2DArrayTexture can pass on the try bot using AMD GPU, we find they fail on some other AMD GPUs (Macbook Pro 2018), so currently this workaround is enabled on all Metal backends. BUG=dawn:56 TEST=dawn_end2end_tests Change-Id: Ie85858e58ff486d49dc11c270d8b6d95e216fd42 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6780 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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@@ -410,8 +410,6 @@ TEST_P(MultisampledRenderingTest, ResolveOneMultisampledTextureTwice) {
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// Test using a layer of a 2D texture as resolve target works correctly.
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TEST_P(MultisampledRenderingTest, ResolveIntoOneMipmapLevelOf2DTexture) {
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// TODO(jiawei.shao@intel.com): investigate why this case fails on Intel and Nvidia.
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DAWN_SKIP_TEST_IF(IsMetal() && (IsIntel() || IsNvidia()));
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constexpr uint32_t kBaseMipLevel = 2;
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dawn::TextureViewDescriptor textureViewDescriptor;
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@@ -450,8 +448,6 @@ TEST_P(MultisampledRenderingTest, ResolveIntoOneMipmapLevelOf2DTexture) {
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// Test using a level or a layer of a 2D array texture as resolve target works correctly.
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TEST_P(MultisampledRenderingTest, ResolveInto2DArrayTexture) {
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// TODO(jiawei.shao@intel.com): investigate why this case fails on Intel and Nvidia.
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DAWN_SKIP_TEST_IF(IsMetal() && (IsIntel() || IsNvidia()));
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dawn::TextureView multisampledColorView2 =
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CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateDefaultView();
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@@ -515,4 +511,5 @@ DAWN_INSTANTIATE_TEST(MultisampledRenderingTest,
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MetalBackend,
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OpenGLBackend,
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VulkanBackend,
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ForceWorkaround(MetalBackend, "emulate_store_and_msaa_resolve"));
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ForceWorkaround(MetalBackend, "emulate_store_and_msaa_resolve"),
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ForceWorkaround(MetalBackend, "always_resolve_into_zero_level_and_layer"));
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