Fix D3D12 over-eager lazy zero initialization for textures
Bug: dawn:145, dawn:348 Change-Id: Iafa1644424e67020b004765a0c9ccff2e077ead3 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16980 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
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@ -538,7 +538,7 @@ namespace dawn_native { namespace d3d12 {
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return true;
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}
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D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t baseMipLevel,
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D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t mipLevel,
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uint32_t baseArrayLayer,
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uint32_t layerCount) const {
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ASSERT(GetDimension() == wgpu::TextureDimension::e2D);
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@ -548,7 +548,7 @@ namespace dawn_native { namespace d3d12 {
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ASSERT(GetNumMipLevels() == 1);
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ASSERT(layerCount == 1);
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ASSERT(baseArrayLayer == 0);
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ASSERT(baseMipLevel == 0);
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ASSERT(mipLevel == 0);
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rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
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} else {
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// Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
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@ -560,23 +560,30 @@ namespace dawn_native { namespace d3d12 {
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rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
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rtvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer;
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rtvDesc.Texture2DArray.ArraySize = layerCount;
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rtvDesc.Texture2DArray.MipSlice = baseMipLevel;
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rtvDesc.Texture2DArray.MipSlice = mipLevel;
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rtvDesc.Texture2DArray.PlaneSlice = 0;
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}
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return rtvDesc;
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}
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D3D12_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(uint32_t baseMipLevel) const {
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D3D12_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(uint32_t mipLevel,
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uint32_t baseArrayLayer,
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uint32_t layerCount) const {
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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dsvDesc.Format = GetD3D12Format();
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dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
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ASSERT(baseMipLevel == 0);
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if (IsMultisampledTexture()) {
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ASSERT(GetNumMipLevels() == 1);
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ASSERT(layerCount == 1);
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ASSERT(baseArrayLayer == 0);
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ASSERT(mipLevel == 0);
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dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
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} else {
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dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
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dsvDesc.Texture2D.MipSlice = baseMipLevel;
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dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
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dsvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer;
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dsvDesc.Texture2DArray.ArraySize = layerCount;
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dsvDesc.Texture2DArray.MipSlice = mipLevel;
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}
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return dsvDesc;
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@ -606,15 +613,26 @@ namespace dawn_native { namespace d3d12 {
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if (GetFormat().isRenderable) {
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if (GetFormat().HasDepthOrStencil()) {
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TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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D3D12_CLEAR_FLAGS clearFlags = {};
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for (uint32_t level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
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for (uint32_t layer = baseArrayLayer; layer < baseArrayLayer + layerCount;
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++layer) {
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if (clearValue == TextureBase::ClearValue::Zero &&
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IsSubresourceContentInitialized(level, 1, layer, 1)) {
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// Skip lazy clears if already initialized.
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continue;
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}
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DescriptorHeapHandle dsvHeap;
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DAWN_TRY_ASSIGN(dsvHeap, descriptorHeapAllocator->AllocateCPUHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1));
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D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(baseMipLevel);
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device->GetD3D12Device()->CreateDepthStencilView(GetD3D12Resource(), &dsvDesc,
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dsvHandle);
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(level, layer, 1);
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device->GetD3D12Device()->CreateDepthStencilView(GetD3D12Resource(),
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&dsvDesc, dsvHandle);
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D3D12_CLEAR_FLAGS clearFlags = {};
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if (GetFormat().HasDepth()) {
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clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
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}
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@ -622,26 +640,37 @@ namespace dawn_native { namespace d3d12 {
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clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
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}
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commandList->ClearDepthStencilView(dsvHandle, clearFlags, fClearColor, clearColor,
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0, nullptr);
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commandList->ClearDepthStencilView(dsvHandle, clearFlags, fClearColor,
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clearColor, 0, nullptr);
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}
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}
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} else {
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TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_RENDER_TARGET);
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const float clearColorRGBA[4] = {fClearColor, fClearColor, fClearColor,
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fClearColor};
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for (uint32_t level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
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for (uint32_t layer = baseArrayLayer; layer < baseArrayLayer + layerCount;
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++layer) {
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if (clearValue == TextureBase::ClearValue::Zero &&
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IsSubresourceContentInitialized(level, 1, layer, 1)) {
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// Skip lazy clears if already initialized.
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continue;
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}
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DescriptorHeapHandle rtvHeap;
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DAWN_TRY_ASSIGN(rtvHeap, descriptorHeapAllocator->AllocateCPUHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1));
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
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const float clearColorRGBA[4] = {fClearColor, fClearColor, fClearColor,
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fClearColor};
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// TODO(natlee@microsoft.com): clear all array layers for 2D array textures
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for (uint32_t i = baseMipLevel; i < baseMipLevel + levelCount; i++) {
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc =
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GetRTVDescriptor(i, baseArrayLayer, layerCount);
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device->GetD3D12Device()->CreateRenderTargetView(GetD3D12Resource(), &rtvDesc,
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rtvHandle);
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = GetRTVDescriptor(level, layer, 1);
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device->GetD3D12Device()->CreateRenderTargetView(GetD3D12Resource(),
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&rtvDesc, rtvHandle);
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commandList->ClearRenderTargetView(rtvHandle, clearColorRGBA, 0, nullptr);
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}
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}
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}
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} else {
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// TODO(natlee@microsoft.com): test compressed textures are cleared
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// create temp buffer with clear color to copy to the texture image
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@ -661,14 +690,20 @@ namespace dawn_native { namespace d3d12 {
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TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_COPY_DEST);
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for (uint32_t level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
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// compute d3d12 texture copy locations for texture and buffer
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Extent3D copySize = {GetSize().width, GetSize().height, 1};
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Extent3D copySize = GetMipLevelVirtualSize(level);
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TextureCopySplit copySplit = ComputeTextureCopySplit(
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{0, 0, 0}, copySize, GetFormat(), uploadHandle.startOffset, rowPitch, 0);
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for (uint32_t level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
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for (uint32_t layer = baseArrayLayer; layer < baseArrayLayer + layerCount;
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++layer) {
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if (clearValue == TextureBase::ClearValue::Zero &&
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IsSubresourceContentInitialized(level, 1, layer, 1)) {
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// Skip lazy clears if already initialized.
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continue;
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}
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D3D12_TEXTURE_COPY_LOCATION textureLocation =
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ComputeTextureCopyLocationForTexture(this, level, layer);
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for (uint32_t i = 0; i < copySplit.count; ++i) {
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@ -770,11 +805,10 @@ namespace dawn_native { namespace d3d12 {
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D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const {
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// TODO(jiawei.shao@intel.com): support rendering into a layer of a texture.
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ASSERT(GetLayerCount() == 1);
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ASSERT(GetLevelCount() == 1);
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ASSERT(GetBaseMipLevel() == 0);
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ASSERT(GetBaseArrayLayer() == 0);
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return ToBackend(GetTexture())->GetDSVDescriptor(GetBaseMipLevel());
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uint32_t mipLevel = GetBaseMipLevel();
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return ToBackend(GetTexture())
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->GetDSVDescriptor(mipLevel, GetBaseArrayLayer(), GetLayerCount());
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}
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}} // namespace dawn_native::d3d12
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@ -49,10 +49,12 @@ namespace dawn_native { namespace d3d12 {
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DXGI_FORMAT GetD3D12Format() const;
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ID3D12Resource* GetD3D12Resource() const;
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D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t baseMipLevel,
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D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipLevel,
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uint32_t baseArrayLayer,
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uint32_t layerCount) const;
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D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel,
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uint32_t baseArrayLayer,
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uint32_t layerCount) const;
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D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t baseMipLevel) const;
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void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
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uint32_t baseMipLevel,
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uint32_t levelCount,
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@ -195,7 +195,7 @@ TEST_P(NonzeroTextureCreationTests, NonRenderableTextureClearWithMultiArrayLayer
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// Test that all subresources of a renderable texture are filled because the toggle is enabled.
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TEST_P(NonzeroTextureCreationTests, AllSubresourcesFilled) {
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// TODO(crbug.com/dawn/145): Implement on other platforms.
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DAWN_SKIP_TEST_IF(!IsMetal());
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DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12());
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wgpu::TextureDescriptor baseDescriptor;
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baseDescriptor.dimension = wgpu::TextureDimension::e2D;
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@ -251,7 +251,7 @@ TEST_P(NonzeroTextureCreationTests, AllSubresourcesFilled) {
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// Test that all subresources of a nonrenderable texture are filled because the toggle is enabled.
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TEST_P(NonzeroTextureCreationTests, NonRenderableAllSubresourcesFilled) {
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// TODO(crbug.com/dawn/145): Implement on other platforms.
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DAWN_SKIP_TEST_IF(!IsMetal());
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DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12());
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wgpu::TextureDescriptor baseDescriptor;
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baseDescriptor.dimension = wgpu::TextureDimension::e2D;
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@ -259,7 +259,7 @@ TEST_P(NonzeroTextureCreationTests, NonRenderableAllSubresourcesFilled) {
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baseDescriptor.size.height = kSize;
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baseDescriptor.size.depth = 1;
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baseDescriptor.sampleCount = 1;
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baseDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
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baseDescriptor.format = wgpu::TextureFormat::RGBA8Snorm;
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baseDescriptor.mipLevelCount = 1;
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baseDescriptor.arrayLayerCount = 1;
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baseDescriptor.usage = wgpu::TextureUsage::CopySrc;
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@ -872,7 +872,7 @@ TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencilStoreOpClear) {
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// uninitialized mip does not clear the initialized mip.
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TEST_P(TextureZeroInitTest, PreservesInitializedMip) {
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// TODO(crbug.com/dawn/145): Fix this on other backends
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DAWN_SKIP_TEST_IF(!IsMetal());
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DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12());
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wgpu::TextureDescriptor sampleTextureDescriptor = CreateTextureDescriptor(
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2, 1,
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@ -953,7 +953,7 @@ TEST_P(TextureZeroInitTest, PreservesInitializedMip) {
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// the uninitialized layer does not clear the initialized layer.
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TEST_P(TextureZeroInitTest, PreservesInitializedArrayLayer) {
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// TODO(crbug.com/dawn/145): Fix this on other backends
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DAWN_SKIP_TEST_IF(!IsMetal());
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DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12());
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wgpu::TextureDescriptor sampleTextureDescriptor = CreateTextureDescriptor(
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1, 2,
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