Readonly storage buffer - Vulkan backend
This change implements Vulkan backend for readonly storage buffer. It also adds a few end2end tests to verify the implementation. BUG=dawn:180 Change-Id: I0d680654fa490192c357eccdcdce8e56a8037bce Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14200 Commit-Queue: Yunchao He <yunchao.he@intel.com> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -56,6 +56,7 @@ namespace dawn_native { namespace vulkan {
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case wgpu::BindingType::SampledTexture:
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return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
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case wgpu::BindingType::StorageBuffer:
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case wgpu::BindingType::ReadonlyStorageBuffer:
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if (isDynamic) {
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return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
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}
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@ -59,7 +59,8 @@ namespace dawn_native { namespace vulkan {
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switch (layoutInfo.types[bindingIndex]) {
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case wgpu::BindingType::UniformBuffer:
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case wgpu::BindingType::StorageBuffer: {
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case wgpu::BindingType::StorageBuffer:
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case wgpu::BindingType::ReadonlyStorageBuffer: {
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BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
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writeBufferInfo[numWrites].buffer = ToBackend(binding.buffer)->GetHandle();
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@ -66,7 +66,8 @@ namespace dawn_native { namespace vulkan {
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if (usage & (wgpu::BufferUsage::Index | wgpu::BufferUsage::Vertex)) {
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flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
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}
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if (usage & (wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage)) {
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if (usage &
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(wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage | kReadOnlyStorage)) {
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flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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@ -467,8 +467,9 @@ class MultipleWriteThenMultipleReadTests : public DawnTest {
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};
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// Write into a few storage buffers in compute pass. Then read that data in a render pass. The
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// readonly buffers in render pass include vertex buffer, index buffer, and uniform buffer. Data to
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// be read in all of these buffers in render pass depend on the write operation in compute pass.
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// readonly buffers in render pass include vertex buffer, index buffer, uniform buffer, and readonly
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// storage buffer. Data to be read in all of these buffers in render pass depend on the write
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// operation in compute pass.
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TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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// Create pipeline, bind group, and different buffers for compute pass.
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wgpu::ShaderModule csModule =
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@ -482,11 +483,11 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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ivec4 indices[2];
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};
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layout(std140, set = 0, binding = 2) buffer UniformContents0 {
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layout(std140, set = 0, binding = 2) buffer UniformContents {
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float color0;
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};
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layout(std140, set = 0, binding = 3) buffer UniformContents1 {
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layout(std140, set = 0, binding = 3) buffer ReadonlyStorageContents {
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float color1;
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};
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@ -522,15 +523,14 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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wgpu::Buffer indexBuffer = CreateZeroedBuffer(
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sizeof(int) * 4 * 2,
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wgpu::BufferUsage::Index | wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
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wgpu::Buffer uniformBuffer0 =
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CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
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wgpu::BufferUsage::CopyDst);
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wgpu::Buffer uniformBuffer1 =
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wgpu::Buffer uniformBuffer =
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CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
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wgpu::BufferUsage::CopyDst);
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wgpu::Buffer readonlyStorageBuffer =
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CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
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wgpu::BindGroup bindGroup0 = utils::MakeBindGroup(
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device, bgl0,
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{{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer0}, {3, uniformBuffer1}});
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{{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer}, {3, readonlyStorageBuffer}});
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// Write data into storage buffers in compute pass.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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@ -552,11 +552,11 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout (set = 0, binding = 0) uniform uniformBuffer0 {
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layout (set = 0, binding = 0) uniform UniformBuffer {
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float color0;
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};
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layout (set = 0, binding = 1) uniform uniformBuffer1 {
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layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
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float color1;
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};
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@ -568,7 +568,7 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
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});
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wgpu::PipelineLayout pipelineLayout = utils::MakeBasicPipelineLayout(device, &bgl1);
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@ -588,7 +588,7 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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wgpu::RenderPipeline rp = device.CreateRenderPipeline(&rpDesc);
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wgpu::BindGroup bindGroup1 =
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utils::MakeBindGroup(device, bgl1, {{0, uniformBuffer0}, {1, uniformBuffer1}});
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utils::MakeBindGroup(device, bgl1, {{0, uniformBuffer}, {1, readonlyStorageBuffer}});
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// Read data in buffers in render pass.
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wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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@ -611,8 +611,8 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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}
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// Write into a storage buffer in compute pass. Then read that data in buffer in a render pass. The
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// buffer is composed of vertices, indices, and uniforms. Data to be read in the buffer in render
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// pass depend on the write operation in compute pass.
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// buffer is composed of vertices, indices, uniforms and readonly storage. Data to be read in the
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// buffer in render pass depend on the write operation in compute pass.
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TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
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// Create pipeline, bind group, and a complex buffer for compute pass.
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wgpu::ShaderModule csModule =
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@ -688,11 +688,11 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout (set = 0, binding = 0) uniform uniformBuffer0 {
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layout (set = 0, binding = 0) uniform UniformBuffer {
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float color0;
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};
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layout (set = 0, binding = 1) uniform uniformBuffer1 {
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layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
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float color1;
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};
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@ -704,7 +704,7 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
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wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
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});
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wgpu::PipelineLayout pipelineLayout = utils::MakeBasicPipelineLayout(device, &bgl1);
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@ -749,7 +749,4 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
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}
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DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests,
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D3D12Backend,
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MetalBackend,
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OpenGLBackend,
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VulkanBackend);
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