Implement readonly depth/stencil attachment on D3D12
This change adds a end2end test for readonly depth/stencil attachment and implements it on D3D12. This change focuses on depth. If it is OK, I will add test(s) for stencil. The key points are: - Set DEPTH_READ transition barrier to replace DEPTH_WRITE barrier if it is readonly depth/stencil attachment. - Set appropriate D3D12_DEPTH_STENCIL_DESC (which is already correct) and D3D12_DEPTH_STENCIL_VIEW_DESC (which needs some particular flags). Otherwise, the underlying driver (validation layer) may think we still need DEPTH_WRITE transition barrier. Bug: dawn:485 Change-Id: I64d30426ed8042a98b3fef084bb90b125320a6f8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/67742 Commit-Queue: Yunchao He <yunchao.he@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
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6abf1a1adb
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cb9b2f9fdd
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@ -589,6 +589,10 @@ namespace dawn_native {
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descriptor->depthStencilAttachment->stencilLoadOp;
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descriptor->depthStencilAttachment->stencilLoadOp;
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cmd->depthStencilAttachment.stencilStoreOp =
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cmd->depthStencilAttachment.stencilStoreOp =
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descriptor->depthStencilAttachment->stencilStoreOp;
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descriptor->depthStencilAttachment->stencilStoreOp;
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cmd->depthStencilAttachment.depthReadOnly =
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descriptor->depthStencilAttachment->depthReadOnly;
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cmd->depthStencilAttachment.stencilReadOnly =
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descriptor->depthStencilAttachment->stencilReadOnly;
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if (IsReadOnlyDepthStencilAttachment(descriptor->depthStencilAttachment)) {
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if (IsReadOnlyDepthStencilAttachment(descriptor->depthStencilAttachment)) {
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// TODO(dawn:485): Readonly depth/stencil attachment is not fully
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// TODO(dawn:485): Readonly depth/stencil attachment is not fully
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@ -90,6 +90,8 @@ namespace dawn_native {
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wgpu::StoreOp stencilStoreOp;
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wgpu::StoreOp stencilStoreOp;
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float clearDepth;
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float clearDepth;
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uint32_t clearStencil;
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uint32_t clearStencil;
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bool depthReadOnly;
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bool stencilReadOnly;
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};
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};
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struct BeginRenderPassCmd {
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struct BeginRenderPassCmd {
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@ -1223,7 +1223,8 @@ namespace dawn_native { namespace d3d12 {
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dsvAllocation,
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dsvAllocation,
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device->GetDepthStencilViewAllocator()->AllocateTransientCPUDescriptors());
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device->GetDepthStencilViewAllocator()->AllocateTransientCPUDescriptors());
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const D3D12_DEPTH_STENCIL_VIEW_DESC viewDesc = view->GetDSVDescriptor();
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const D3D12_DEPTH_STENCIL_VIEW_DESC viewDesc = view->GetDSVDescriptor(
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attachmentInfo.depthReadOnly, attachmentInfo.stencilReadOnly);
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const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = dsvAllocation.GetBaseDescriptor();
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const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = dsvAllocation.GetBaseDescriptor();
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device->GetD3D12Device()->CreateDepthStencilView(
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device->GetD3D12Device()->CreateDepthStencilView(
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@ -65,6 +65,11 @@ namespace dawn_native { namespace d3d12 {
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}
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}
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}
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}
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if (usage & kReadOnlyRenderAttachment) {
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// There is no STENCIL_READ state. Readonly for stencil is bundled with DEPTH_READ.
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resourceState |= D3D12_RESOURCE_STATE_DEPTH_READ;
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}
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return resourceState;
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return resourceState;
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}
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}
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@ -944,10 +949,19 @@ namespace dawn_native { namespace d3d12 {
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D3D12_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(uint32_t mipLevel,
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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 baseArrayLayer,
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uint32_t layerCount) const {
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uint32_t layerCount,
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Aspect aspects,
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bool depthReadOnly,
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bool stencilReadOnly) const {
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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dsvDesc.Format = GetD3D12Format();
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dsvDesc.Format = GetD3D12Format();
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dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
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dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
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if (depthReadOnly && aspects & Aspect::Depth) {
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dsvDesc.Flags |= D3D12_DSV_FLAG_READ_ONLY_DEPTH;
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}
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if (stencilReadOnly && aspects & Aspect::Stencil) {
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dsvDesc.Flags |= D3D12_DSV_FLAG_READ_ONLY_STENCIL;
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}
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if (IsMultisampledTexture()) {
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if (IsMultisampledTexture()) {
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ASSERT(GetNumMipLevels() == 1);
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ASSERT(GetNumMipLevels() == 1);
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@ -1014,7 +1028,8 @@ namespace dawn_native { namespace d3d12 {
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device->GetDepthStencilViewAllocator()->AllocateTransientCPUDescriptors());
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device->GetDepthStencilViewAllocator()->AllocateTransientCPUDescriptors());
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const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor =
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const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor =
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dsvHandle.GetBaseDescriptor();
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dsvHandle.GetBaseDescriptor();
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(level, layer, 1);
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc =
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GetDSVDescriptor(level, layer, 1, range.aspects, false, false);
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device->GetD3D12Device()->CreateDepthStencilView(GetD3D12Resource(), &dsvDesc,
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device->GetD3D12Device()->CreateDepthStencilView(GetD3D12Resource(), &dsvDesc,
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baseDescriptor);
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baseDescriptor);
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@ -1279,10 +1294,12 @@ namespace dawn_native { namespace d3d12 {
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->GetRTVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount());
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->GetRTVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount());
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}
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}
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D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const {
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D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor(bool depthReadOnly,
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bool stencilReadOnly) const {
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ASSERT(GetLevelCount() == 1);
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ASSERT(GetLevelCount() == 1);
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return ToBackend(GetTexture())
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return ToBackend(GetTexture())
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->GetDSVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount());
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->GetDSVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount(),
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GetAspects(), depthReadOnly, stencilReadOnly);
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}
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}
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D3D12_UNORDERED_ACCESS_VIEW_DESC TextureView::GetUAVDescriptor() const {
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D3D12_UNORDERED_ACCESS_VIEW_DESC TextureView::GetUAVDescriptor() const {
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@ -62,7 +62,10 @@ namespace dawn_native { namespace d3d12 {
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uint32_t sliceCount) const;
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uint32_t sliceCount) const;
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D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel,
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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 baseArrayLayer,
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uint32_t layerCount) const;
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uint32_t layerCount,
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Aspect aspects,
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bool depthReadOnly,
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bool stencilReadOnly) const;
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void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
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void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
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const SubresourceRange& range);
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const SubresourceRange& range);
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@ -147,7 +150,8 @@ namespace dawn_native { namespace d3d12 {
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const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const;
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const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const;
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D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor() const;
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D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor() const;
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D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor() const;
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D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(bool depthReadOnly,
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bool stencilReadOnly) const;
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D3D12_UNORDERED_ACCESS_VIEW_DESC GetUAVDescriptor() const;
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D3D12_UNORDERED_ACCESS_VIEW_DESC GetUAVDescriptor() const;
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private:
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private:
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@ -383,6 +383,7 @@ source_set("dawn_end2end_tests_sources") {
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"end2end/QueryTests.cpp",
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"end2end/QueryTests.cpp",
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"end2end/QueueTests.cpp",
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"end2end/QueueTests.cpp",
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"end2end/QueueTimelineTests.cpp",
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"end2end/QueueTimelineTests.cpp",
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"end2end/ReadOnlyDepthStencilAttachmentTests.cpp",
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"end2end/RenderAttachmentTests.cpp",
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"end2end/RenderAttachmentTests.cpp",
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"end2end/RenderBundleTests.cpp",
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"end2end/RenderBundleTests.cpp",
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"end2end/RenderPassLoadOpTests.cpp",
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"end2end/RenderPassLoadOpTests.cpp",
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@ -0,0 +1,150 @@
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// Copyright 2021 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/TextureUtils.h"
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#include "utils/WGPUHelpers.h"
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constexpr static uint32_t kSize = 4;
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namespace {
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using TextureFormat = wgpu::TextureFormat;
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DAWN_TEST_PARAM_STRUCT(ReadOnlyDepthStencilAttachmentTestsParams, TextureFormat)
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} // namespace
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class ReadOnlyDepthStencilAttachmentTests
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: public DawnTestWithParams<ReadOnlyDepthStencilAttachmentTestsParams> {
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protected:
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wgpu::RenderPipeline CreateRenderPipeline(wgpu::TextureFormat format) {
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utils::ComboRenderPipelineDescriptor pipelineDescriptor;
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// Draw a rectangle via two triangles. The depth value of the top of the rectangle is 0.4.
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// The depth value of the bottom is 0.0. The depth value gradually change from 0.4 to 0.0
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// from the top to the bottom. The top part will compare with the depth values and fail to
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// pass the depth test. The bottom part will compare with the depth values in depth buffer
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// and pass the depth test, and sample from the depth buffer in fragment shader in the same
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// pipeline.
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pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]]
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fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
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var pos = array<vec3<f32>, 6>(
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vec3<f32>(-1.0, 1.0, 0.4),
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vec3<f32>(-1.0, -1.0, 0.0),
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vec3<f32>( 1.0, 1.0, 0.4),
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vec3<f32>( 1.0, 1.0, 0.4),
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vec3<f32>(-1.0, -1.0, 0.0),
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vec3<f32>( 1.0, -1.0, 0.0));
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return vec4<f32>(pos[VertexIndex], 1.0);
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})");
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pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
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[[group(0), binding(0)]] var samp : sampler;
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[[group(0), binding(1)]] var tex : texture_depth_2d;
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[[stage(fragment)]]
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fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
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return vec4<f32>(textureSample(tex, samp, FragCoord.xy), 0.0, 0.0, 0.0);
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})");
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// Enable depth test. But depth write is not enabled.
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wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(format);
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depthStencil->depthCompare = wgpu::CompareFunction::LessEqual;
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return device.CreateRenderPipeline(&pipelineDescriptor);
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}
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wgpu::Texture CreateTexture(wgpu::TextureFormat format, wgpu::TextureUsage usage) {
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wgpu::TextureDescriptor descriptor = {};
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descriptor.size = {kSize, kSize, 1};
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descriptor.format = format;
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descriptor.usage = usage;
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return device.CreateTexture(&descriptor);
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}
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void TestDepth(wgpu::TextureFormat format, wgpu::Texture colorTexture) {
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wgpu::Texture depthStencilTexture = CreateTexture(
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format, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding);
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// Note that we can only select one single aspect for texture view used in pipeline.
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wgpu::TextureViewDescriptor viewDesc = {};
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viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
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wgpu::TextureView depthStencilViewInPipeline = depthStencilTexture.CreateView(&viewDesc);
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wgpu::Sampler sampler = device.CreateSampler();
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wgpu::RenderPipeline pipeline = CreateRenderPipeline(format);
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
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{{0, sampler}, {1, depthStencilViewInPipeline}});
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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// Create a render pass to initialize the depth attachment.
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// Note that we must encompass all aspects for texture view used in attachment.
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wgpu::TextureView depthStencilViewInAttachment = depthStencilTexture.CreateView();
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utils::ComboRenderPassDescriptor passDescriptorInit({}, depthStencilViewInAttachment);
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passDescriptorInit.cDepthStencilAttachmentInfo.clearDepth = 0.2;
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wgpu::RenderPassEncoder passInit = commandEncoder.BeginRenderPass(&passDescriptorInit);
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passInit.EndPass();
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// Create a render pass with readonly depth attachment. The readonly depth attachment
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// has already been initialized. The pipeline in this render pass will sample from the
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// depth attachment. The pipeline will read from the depth attachment to do depth test too.
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utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()},
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depthStencilViewInAttachment);
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passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true;
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passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
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passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
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// Set stencilReadOnly if the format has both depth and stencil aspects.
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if (format == wgpu::TextureFormat::Depth24PlusStencil8) {
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passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true;
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passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
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passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
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}
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wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.Draw(6);
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pass.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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}
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};
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TEST_P(ReadOnlyDepthStencilAttachmentTests, Depth) {
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wgpu::Texture colorTexture =
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CreateTexture(wgpu::TextureFormat::RGBA8Unorm,
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wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
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wgpu::TextureFormat depthStencilFormat = GetParam().mTextureFormat;
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TestDepth(depthStencilFormat, colorTexture);
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// The top part is not rendered by the pipeline. Its color is the default clear color for
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// color attachment.
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const std::vector<RGBA8> kExpectedTopColors(kSize * kSize / 2, {0, 0, 0, 0});
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// The bottom part is rendered, whose red channel is sampled from depth attachment, which
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// is initialized into 0.2.
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const std::vector<RGBA8> kExpectedBottomColors(kSize * kSize / 2,
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{static_cast<uint8_t>(0.2 * 255), 0, 0, 0});
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EXPECT_TEXTURE_EQ(kExpectedTopColors.data(), colorTexture, {0, 0}, {kSize, kSize / 2});
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EXPECT_TEXTURE_EQ(kExpectedBottomColors.data(), colorTexture, {0, kSize / 2},
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{kSize, kSize / 2});
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}
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DAWN_INSTANTIATE_TEST_P(ReadOnlyDepthStencilAttachmentTests,
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{D3D12Backend()},
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std::vector<wgpu::TextureFormat>(utils::kDepthStencilFormats.begin(),
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utils::kDepthStencilFormats.end()));
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kBCFormats.size() + kETC2Formats.size() + kASTCFormats.size(),
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kBCFormats.size() + kETC2Formats.size() + kASTCFormats.size(),
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"Number of compressed format must equal number of BC, ETC2, and ASTC formats.");
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"Number of compressed format must equal number of BC, ETC2, and ASTC formats.");
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// TODO(dawn:666, 570, 690): Add more depth/stencil formats if Stencil8, Depth16Unorm,
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// Depth24UnormStencil8, Depth32FloatStencil8 are implemented.
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static constexpr std::array<wgpu::TextureFormat, 3> kDepthStencilFormats = {
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wgpu::TextureFormat::Depth32Float,
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wgpu::TextureFormat::Depth24Plus,
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wgpu::TextureFormat::Depth24PlusStencil8,
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};
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bool TextureFormatSupportsStorageTexture(wgpu::TextureFormat format);
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bool TextureFormatSupportsStorageTexture(wgpu::TextureFormat format);
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bool IsBCTextureFormat(wgpu::TextureFormat textureFormat);
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bool IsBCTextureFormat(wgpu::TextureFormat textureFormat);
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