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:
Yunchao He 2021-11-02 19:53:09 +00:00 committed by Dawn LUCI CQ
parent 6abf1a1adb
commit cb9b2f9fdd
8 changed files with 194 additions and 7 deletions

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@ -589,6 +589,10 @@ namespace dawn_native {
descriptor->depthStencilAttachment->stencilLoadOp; descriptor->depthStencilAttachment->stencilLoadOp;
cmd->depthStencilAttachment.stencilStoreOp = cmd->depthStencilAttachment.stencilStoreOp =
descriptor->depthStencilAttachment->stencilStoreOp; descriptor->depthStencilAttachment->stencilStoreOp;
cmd->depthStencilAttachment.depthReadOnly =
descriptor->depthStencilAttachment->depthReadOnly;
cmd->depthStencilAttachment.stencilReadOnly =
descriptor->depthStencilAttachment->stencilReadOnly;
if (IsReadOnlyDepthStencilAttachment(descriptor->depthStencilAttachment)) { if (IsReadOnlyDepthStencilAttachment(descriptor->depthStencilAttachment)) {
// TODO(dawn:485): Readonly depth/stencil attachment is not fully // TODO(dawn:485): Readonly depth/stencil attachment is not fully

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@ -90,6 +90,8 @@ namespace dawn_native {
wgpu::StoreOp stencilStoreOp; wgpu::StoreOp stencilStoreOp;
float clearDepth; float clearDepth;
uint32_t clearStencil; uint32_t clearStencil;
bool depthReadOnly;
bool stencilReadOnly;
}; };
struct BeginRenderPassCmd { struct BeginRenderPassCmd {

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@ -1223,7 +1223,8 @@ namespace dawn_native { namespace d3d12 {
dsvAllocation, dsvAllocation,
device->GetDepthStencilViewAllocator()->AllocateTransientCPUDescriptors()); device->GetDepthStencilViewAllocator()->AllocateTransientCPUDescriptors());
const D3D12_DEPTH_STENCIL_VIEW_DESC viewDesc = view->GetDSVDescriptor(); const D3D12_DEPTH_STENCIL_VIEW_DESC viewDesc = view->GetDSVDescriptor(
attachmentInfo.depthReadOnly, attachmentInfo.stencilReadOnly);
const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = dsvAllocation.GetBaseDescriptor(); const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = dsvAllocation.GetBaseDescriptor();
device->GetD3D12Device()->CreateDepthStencilView( device->GetD3D12Device()->CreateDepthStencilView(

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@ -65,6 +65,11 @@ namespace dawn_native { namespace d3d12 {
} }
} }
if (usage & kReadOnlyRenderAttachment) {
// There is no STENCIL_READ state. Readonly for stencil is bundled with DEPTH_READ.
resourceState |= D3D12_RESOURCE_STATE_DEPTH_READ;
}
return resourceState; return resourceState;
} }
@ -944,10 +949,19 @@ namespace dawn_native { namespace d3d12 {
D3D12_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(uint32_t mipLevel, D3D12_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(uint32_t mipLevel,
uint32_t baseArrayLayer, uint32_t baseArrayLayer,
uint32_t layerCount) const { uint32_t layerCount,
Aspect aspects,
bool depthReadOnly,
bool stencilReadOnly) const {
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc; D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = GetD3D12Format(); dsvDesc.Format = GetD3D12Format();
dsvDesc.Flags = D3D12_DSV_FLAG_NONE; dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
if (depthReadOnly && aspects & Aspect::Depth) {
dsvDesc.Flags |= D3D12_DSV_FLAG_READ_ONLY_DEPTH;
}
if (stencilReadOnly && aspects & Aspect::Stencil) {
dsvDesc.Flags |= D3D12_DSV_FLAG_READ_ONLY_STENCIL;
}
if (IsMultisampledTexture()) { if (IsMultisampledTexture()) {
ASSERT(GetNumMipLevels() == 1); ASSERT(GetNumMipLevels() == 1);
@ -1014,7 +1028,8 @@ namespace dawn_native { namespace d3d12 {
device->GetDepthStencilViewAllocator()->AllocateTransientCPUDescriptors()); device->GetDepthStencilViewAllocator()->AllocateTransientCPUDescriptors());
const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor =
dsvHandle.GetBaseDescriptor(); dsvHandle.GetBaseDescriptor();
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(level, layer, 1); D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc =
GetDSVDescriptor(level, layer, 1, range.aspects, false, false);
device->GetD3D12Device()->CreateDepthStencilView(GetD3D12Resource(), &dsvDesc, device->GetD3D12Device()->CreateDepthStencilView(GetD3D12Resource(), &dsvDesc,
baseDescriptor); baseDescriptor);
@ -1279,10 +1294,12 @@ namespace dawn_native { namespace d3d12 {
->GetRTVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount()); ->GetRTVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount());
} }
D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const { D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor(bool depthReadOnly,
bool stencilReadOnly) const {
ASSERT(GetLevelCount() == 1); ASSERT(GetLevelCount() == 1);
return ToBackend(GetTexture()) return ToBackend(GetTexture())
->GetDSVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount()); ->GetDSVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount(),
GetAspects(), depthReadOnly, stencilReadOnly);
} }
D3D12_UNORDERED_ACCESS_VIEW_DESC TextureView::GetUAVDescriptor() const { D3D12_UNORDERED_ACCESS_VIEW_DESC TextureView::GetUAVDescriptor() const {

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@ -62,7 +62,10 @@ namespace dawn_native { namespace d3d12 {
uint32_t sliceCount) const; uint32_t sliceCount) const;
D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel, D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel,
uint32_t baseArrayLayer, uint32_t baseArrayLayer,
uint32_t layerCount) const; uint32_t layerCount,
Aspect aspects,
bool depthReadOnly,
bool stencilReadOnly) const;
void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext, void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
const SubresourceRange& range); const SubresourceRange& range);
@ -147,7 +150,8 @@ namespace dawn_native { namespace d3d12 {
const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const; const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const;
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor() const; D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor() const;
D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor() const; D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(bool depthReadOnly,
bool stencilReadOnly) const;
D3D12_UNORDERED_ACCESS_VIEW_DESC GetUAVDescriptor() const; D3D12_UNORDERED_ACCESS_VIEW_DESC GetUAVDescriptor() const;
private: private:

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@ -383,6 +383,7 @@ source_set("dawn_end2end_tests_sources") {
"end2end/QueryTests.cpp", "end2end/QueryTests.cpp",
"end2end/QueueTests.cpp", "end2end/QueueTests.cpp",
"end2end/QueueTimelineTests.cpp", "end2end/QueueTimelineTests.cpp",
"end2end/ReadOnlyDepthStencilAttachmentTests.cpp",
"end2end/RenderAttachmentTests.cpp", "end2end/RenderAttachmentTests.cpp",
"end2end/RenderBundleTests.cpp", "end2end/RenderBundleTests.cpp",
"end2end/RenderPassLoadOpTests.cpp", "end2end/RenderPassLoadOpTests.cpp",

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@ -0,0 +1,150 @@
// Copyright 2021 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/TextureUtils.h"
#include "utils/WGPUHelpers.h"
constexpr static uint32_t kSize = 4;
namespace {
using TextureFormat = wgpu::TextureFormat;
DAWN_TEST_PARAM_STRUCT(ReadOnlyDepthStencilAttachmentTestsParams, TextureFormat)
} // namespace
class ReadOnlyDepthStencilAttachmentTests
: public DawnTestWithParams<ReadOnlyDepthStencilAttachmentTestsParams> {
protected:
wgpu::RenderPipeline CreateRenderPipeline(wgpu::TextureFormat format) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
// Draw a rectangle via two triangles. The depth value of the top of the rectangle is 0.4.
// The depth value of the bottom is 0.0. The depth value gradually change from 0.4 to 0.0
// from the top to the bottom. The top part will compare with the depth values and fail to
// pass the depth test. The bottom part will compare with the depth values in depth buffer
// and pass the depth test, and sample from the depth buffer in fragment shader in the same
// pipeline.
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec3<f32>, 6>(
vec3<f32>(-1.0, 1.0, 0.4),
vec3<f32>(-1.0, -1.0, 0.0),
vec3<f32>( 1.0, 1.0, 0.4),
vec3<f32>( 1.0, 1.0, 0.4),
vec3<f32>(-1.0, -1.0, 0.0),
vec3<f32>( 1.0, -1.0, 0.0));
return vec4<f32>(pos[VertexIndex], 1.0);
})");
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var samp : sampler;
[[group(0), binding(1)]] var tex : texture_depth_2d;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
return vec4<f32>(textureSample(tex, samp, FragCoord.xy), 0.0, 0.0, 0.0);
})");
// Enable depth test. But depth write is not enabled.
wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(format);
depthStencil->depthCompare = wgpu::CompareFunction::LessEqual;
return device.CreateRenderPipeline(&pipelineDescriptor);
}
wgpu::Texture CreateTexture(wgpu::TextureFormat format, wgpu::TextureUsage usage) {
wgpu::TextureDescriptor descriptor = {};
descriptor.size = {kSize, kSize, 1};
descriptor.format = format;
descriptor.usage = usage;
return device.CreateTexture(&descriptor);
}
void TestDepth(wgpu::TextureFormat format, wgpu::Texture colorTexture) {
wgpu::Texture depthStencilTexture = CreateTexture(
format, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding);
// Note that we can only select one single aspect for texture view used in pipeline.
wgpu::TextureViewDescriptor viewDesc = {};
viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
wgpu::TextureView depthStencilViewInPipeline = depthStencilTexture.CreateView(&viewDesc);
wgpu::Sampler sampler = device.CreateSampler();
wgpu::RenderPipeline pipeline = CreateRenderPipeline(format);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, sampler}, {1, depthStencilViewInPipeline}});
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
// Create a render pass to initialize the depth attachment.
// Note that we must encompass all aspects for texture view used in attachment.
wgpu::TextureView depthStencilViewInAttachment = depthStencilTexture.CreateView();
utils::ComboRenderPassDescriptor passDescriptorInit({}, depthStencilViewInAttachment);
passDescriptorInit.cDepthStencilAttachmentInfo.clearDepth = 0.2;
wgpu::RenderPassEncoder passInit = commandEncoder.BeginRenderPass(&passDescriptorInit);
passInit.EndPass();
// Create a render pass with readonly depth attachment. The readonly depth attachment
// has already been initialized. The pipeline in this render pass will sample from the
// depth attachment. The pipeline will read from the depth attachment to do depth test too.
utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()},
depthStencilViewInAttachment);
passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true;
passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
// Set stencilReadOnly if the format has both depth and stencil aspects.
if (format == wgpu::TextureFormat::Depth24PlusStencil8) {
passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true;
passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
}
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(6);
pass.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
}
};
TEST_P(ReadOnlyDepthStencilAttachmentTests, Depth) {
wgpu::Texture colorTexture =
CreateTexture(wgpu::TextureFormat::RGBA8Unorm,
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
wgpu::TextureFormat depthStencilFormat = GetParam().mTextureFormat;
TestDepth(depthStencilFormat, colorTexture);
// The top part is not rendered by the pipeline. Its color is the default clear color for
// color attachment.
const std::vector<RGBA8> kExpectedTopColors(kSize * kSize / 2, {0, 0, 0, 0});
// The bottom part is rendered, whose red channel is sampled from depth attachment, which
// is initialized into 0.2.
const std::vector<RGBA8> kExpectedBottomColors(kSize * kSize / 2,
{static_cast<uint8_t>(0.2 * 255), 0, 0, 0});
EXPECT_TEXTURE_EQ(kExpectedTopColors.data(), colorTexture, {0, 0}, {kSize, kSize / 2});
EXPECT_TEXTURE_EQ(kExpectedBottomColors.data(), colorTexture, {0, kSize / 2},
{kSize, kSize / 2});
}
DAWN_INSTANTIATE_TEST_P(ReadOnlyDepthStencilAttachmentTests,
{D3D12Backend()},
std::vector<wgpu::TextureFormat>(utils::kDepthStencilFormats.begin(),
utils::kDepthStencilFormats.end()));

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@ -179,6 +179,14 @@ namespace utils {
kBCFormats.size() + kETC2Formats.size() + kASTCFormats.size(), kBCFormats.size() + kETC2Formats.size() + kASTCFormats.size(),
"Number of compressed format must equal number of BC, ETC2, and ASTC formats."); "Number of compressed format must equal number of BC, ETC2, and ASTC formats.");
// TODO(dawn:666, 570, 690): Add more depth/stencil formats if Stencil8, Depth16Unorm,
// Depth24UnormStencil8, Depth32FloatStencil8 are implemented.
static constexpr std::array<wgpu::TextureFormat, 3> kDepthStencilFormats = {
wgpu::TextureFormat::Depth32Float,
wgpu::TextureFormat::Depth24Plus,
wgpu::TextureFormat::Depth24PlusStencil8,
};
bool TextureFormatSupportsStorageTexture(wgpu::TextureFormat format); bool TextureFormatSupportsStorageTexture(wgpu::TextureFormat format);
bool IsBCTextureFormat(wgpu::TextureFormat textureFormat); bool IsBCTextureFormat(wgpu::TextureFormat textureFormat);