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>
This commit is contained in:
Yunchao He 2019-12-05 21:18:12 +00:00 committed by Commit Bot service account
parent 4ff9eaf1b7
commit ce8bf128ec
4 changed files with 23 additions and 23 deletions

View File

@ -56,6 +56,7 @@ namespace dawn_native { namespace vulkan {
case wgpu::BindingType::SampledTexture:
return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
case wgpu::BindingType::StorageBuffer:
case wgpu::BindingType::ReadonlyStorageBuffer:
if (isDynamic) {
return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
}

View File

@ -59,7 +59,8 @@ namespace dawn_native { namespace vulkan {
switch (layoutInfo.types[bindingIndex]) {
case wgpu::BindingType::UniformBuffer:
case wgpu::BindingType::StorageBuffer: {
case wgpu::BindingType::StorageBuffer:
case wgpu::BindingType::ReadonlyStorageBuffer: {
BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
writeBufferInfo[numWrites].buffer = ToBackend(binding.buffer)->GetHandle();

View File

@ -66,7 +66,8 @@ namespace dawn_native { namespace vulkan {
if (usage & (wgpu::BufferUsage::Index | wgpu::BufferUsage::Vertex)) {
flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
}
if (usage & (wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage)) {
if (usage &
(wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage | kReadOnlyStorage)) {
flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;

View File

@ -467,8 +467,9 @@ class MultipleWriteThenMultipleReadTests : public DawnTest {
};
// Write into a few storage buffers in compute pass. Then read that data in a render pass. The
// readonly buffers in render pass include vertex buffer, index buffer, and uniform buffer. Data to
// be read in all of these buffers in render pass depend on the write operation in compute pass.
// readonly buffers in render pass include vertex buffer, index buffer, uniform buffer, and readonly
// storage buffer. Data to be read in all of these buffers in render pass depend on the write
// operation in compute pass.
TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
// Create pipeline, bind group, and different buffers for compute pass.
wgpu::ShaderModule csModule =
@ -482,11 +483,11 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
ivec4 indices[2];
};
layout(std140, set = 0, binding = 2) buffer UniformContents0 {
layout(std140, set = 0, binding = 2) buffer UniformContents {
float color0;
};
layout(std140, set = 0, binding = 3) buffer UniformContents1 {
layout(std140, set = 0, binding = 3) buffer ReadonlyStorageContents {
float color1;
};
@ -522,15 +523,14 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
wgpu::Buffer indexBuffer = CreateZeroedBuffer(
sizeof(int) * 4 * 2,
wgpu::BufferUsage::Index | wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
wgpu::Buffer uniformBuffer0 =
CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
wgpu::BufferUsage::CopyDst);
wgpu::Buffer uniformBuffer1 =
wgpu::Buffer uniformBuffer =
CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
wgpu::BufferUsage::CopyDst);
wgpu::Buffer readonlyStorageBuffer =
CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
wgpu::BindGroup bindGroup0 = utils::MakeBindGroup(
device, bgl0,
{{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer0}, {3, uniformBuffer1}});
{{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer}, {3, readonlyStorageBuffer}});
// Write data into storage buffers in compute pass.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
@ -552,11 +552,11 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout (set = 0, binding = 0) uniform uniformBuffer0 {
layout (set = 0, binding = 0) uniform UniformBuffer {
float color0;
};
layout (set = 0, binding = 1) uniform uniformBuffer1 {
layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
float color1;
};
@ -568,7 +568,7 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
device, {
{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
});
wgpu::PipelineLayout pipelineLayout = utils::MakeBasicPipelineLayout(device, &bgl1);
@ -588,7 +588,7 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
wgpu::RenderPipeline rp = device.CreateRenderPipeline(&rpDesc);
wgpu::BindGroup bindGroup1 =
utils::MakeBindGroup(device, bgl1, {{0, uniformBuffer0}, {1, uniformBuffer1}});
utils::MakeBindGroup(device, bgl1, {{0, uniformBuffer}, {1, readonlyStorageBuffer}});
// Read data in buffers in render pass.
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
@ -611,8 +611,8 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
}
// Write into a storage buffer in compute pass. Then read that data in buffer in a render pass. The
// buffer is composed of vertices, indices, and uniforms. Data to be read in the buffer in render
// pass depend on the write operation in compute pass.
// buffer is composed of vertices, indices, uniforms and readonly storage. Data to be read in the
// buffer in render pass depend on the write operation in compute pass.
TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
// Create pipeline, bind group, and a complex buffer for compute pass.
wgpu::ShaderModule csModule =
@ -688,11 +688,11 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout (set = 0, binding = 0) uniform uniformBuffer0 {
layout (set = 0, binding = 0) uniform UniformBuffer {
float color0;
};
layout (set = 0, binding = 1) uniform uniformBuffer1 {
layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
float color1;
};
@ -704,7 +704,7 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
device, {
{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
});
wgpu::PipelineLayout pipelineLayout = utils::MakeBasicPipelineLayout(device, &bgl1);
@ -749,7 +749,4 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
}
DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests,
D3D12Backend,
MetalBackend,
OpenGLBackend,
VulkanBackend);