Add StoreOp::Clear

When storeOp is clear, texture subresource is set as not initialized

Bug: dawn:145
Change-Id: I364d7239a7ebdb9d5a28a4af559f3212be7ef15a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11560
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Natasha Lee
2019-09-25 13:08:28 +00:00
committed by Commit Bot service account
parent 05be0ff348
commit cf0e9d93f1
12 changed files with 310 additions and 77 deletions

View File

@@ -52,22 +52,7 @@ class TextureZeroInitTest : public DawnTest {
}
dawn::RenderPipeline CreatePipelineForTest() {
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
const char* vs =
R"(#version 450
const vec2 pos[6] = vec2[6](vec2(-1.0f, -1.0f),
vec2(-1.0f, 1.0f),
vec2( 1.0f, -1.0f),
vec2( 1.0f, 1.0f),
vec2(-1.0f, 1.0f),
vec2( 1.0f, -1.0f)
);
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
})";
pipelineDescriptor.vertexStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs);
pipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
const char* fs =
R"(#version 450
layout(location = 0) out vec4 fragColor;
@@ -83,6 +68,30 @@ class TextureZeroInitTest : public DawnTest {
return device.CreateRenderPipeline(&pipelineDescriptor);
}
dawn::ShaderModule CreateBasicVertexShaderForTest() {
return utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(#version 450
const vec2 pos[6] = vec2[6](vec2(-1.0f, -1.0f),
vec2(-1.0f, 1.0f),
vec2( 1.0f, -1.0f),
vec2( 1.0f, 1.0f),
vec2(-1.0f, 1.0f),
vec2( 1.0f, -1.0f)
);
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
})");
}
dawn::ShaderModule CreateSampledTextureFragmentShaderForTest() {
return utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment,
R"(#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform texture2D texture0;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texelFetch(sampler2D(texture0, sampler0), ivec2(gl_FragCoord), 0);
})");
}
constexpr static uint32_t kSize = 128;
constexpr static uint32_t kUnalignedSize = 127;
// All three texture formats used (RGBA8Unorm, Depth24PlusStencil8, and RGBA8Snorm) have the
@@ -161,8 +170,6 @@ TEST_P(TextureZeroInitTest, RenderingArrayLayerClearsToZero) {
}
// This tests CopyBufferToTexture fully overwrites copy so lazy init is not needed.
// TODO(natlee@microsoft.com): Add backdoor to dawn native to query the number of zero-inited
// subresources
TEST_P(TextureZeroInitTest, CopyBufferToTexture) {
dawn::TextureDescriptor descriptor = CreateTextureDescriptor(
4, 1,
@@ -452,29 +459,9 @@ TEST_P(TextureZeroInitTest, RenderPassSampledTextureClear) {
// Create render pipeline
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
renderPipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
renderPipelineDescriptor.vertexStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(#version 450
const vec2 pos[6] = vec2[6](vec2(-1.0f, -1.0f),
vec2(-1.0f, 1.0f),
vec2( 1.0f, -1.0f),
vec2( 1.0f, 1.0f),
vec2(-1.0f, 1.0f),
vec2( 1.0f, -1.0f)
);
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
})");
renderPipelineDescriptor.cFragmentStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment,
R"(#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform texture2D texture0;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texelFetch(sampler2D(texture0, sampler0), ivec2(gl_FragCoord), 0);
})");
renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
dawn::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
// Create bindgroup
@@ -651,6 +638,144 @@ TEST_P(TextureZeroInitTest, NonRenderableTextureClearWithMultiArrayLayers) {
EXPECT_BUFFER_U32_RANGE_EQ(expectedWithZeros.data(), bufferDst, 0, 8);
}
// This tests that storeOp clear resets resource state to uninitialized.
// Start with a sample texture that is initialized with data.
// Then expect the render texture to not store the data from sample texture
// because it will be lazy cleared by the EXPECT_TEXTURE_RGBA8_EQ call.
TEST_P(TextureZeroInitTest, RenderPassStoreOpClear) {
// Create needed resources
dawn::TextureDescriptor descriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::Sampled | dawn::TextureUsage::CopyDst, kColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
dawn::TextureDescriptor renderTextureDescriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::CopySrc | dawn::TextureUsage::OutputAttachment, kColorFormat);
dawn::Texture renderTexture = device.CreateTexture(&renderTextureDescriptor);
dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
dawn::Sampler sampler = device.CreateSampler(&samplerDesc);
dawn::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
device, {{0, dawn::ShaderStage::Fragment, dawn::BindingType::Sampler},
{1, dawn::ShaderStage::Fragment, dawn::BindingType::SampledTexture}});
// Fill the sample texture with data
std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 1);
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(
device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsage::CopySrc);
dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(stagingBuffer, 0, 0, 0);
dawn::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {kSize, kSize, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
dawn::CommandBuffer commands = encoder.Finish();
// Expect 0 lazy clears because the texture will be completely copied to
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
// Create render pipeline
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
renderPipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
dawn::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
// Create bindgroup
dawn::BindGroup bindGroup =
utils::MakeBindGroup(device, bindGroupLayout, {{0, sampler}, {1, texture.CreateView()}});
// Encode pass and submit
encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0};
renderPassDesc.cColorAttachments[0].loadOp = dawn::LoadOp::Clear;
renderPassDesc.cColorAttachments[0].storeOp = dawn::StoreOp::Clear;
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(renderPipeline);
pass.SetBindGroup(0, bindGroup, 0, nullptr);
pass.Draw(6, 1, 0, 0);
pass.EndPass();
commands = encoder.Finish();
// Expect 0 lazy clears, sample texture is initialized by copyBufferToTexture and render texture
// is cleared by loadop
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
// Expect the rendered texture to be cleared
std::vector<RGBA8> expectedWithZeros(kSize * kSize, {0, 0, 0, 0});
EXPECT_LAZY_CLEAR(1u, EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), renderTexture, 0, 0,
kSize, kSize, 0, 0));
}
// This tests storeOp Clear on depth and stencil textures.
// We put the depth stencil texture through 2 passes:
// 1) LoadOp::Clear and StoreOp::Clear, fail the depth and stencil test set in the render pipeline.
// This means nothing is drawn and subresource is set as uninitialized.
// 2) LoadOp::Load and StoreOp::Clear, pass the depth and stencil test set in the render pipeline.
// Because LoadOp is Load and the subresource is uninitialized, the texture will be cleared to
// 0's This means the depth and stencil test will pass and the red square is drawn.
TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencilStoreOpClear) {
dawn::TextureDescriptor srcDescriptor =
CreateTextureDescriptor(1, 1,
dawn::TextureUsage::CopySrc | dawn::TextureUsage::CopyDst |
dawn::TextureUsage::OutputAttachment,
kColorFormat);
dawn::Texture srcTexture = device.CreateTexture(&srcDescriptor);
dawn::TextureDescriptor depthStencilDescriptor =
CreateTextureDescriptor(1, 1,
dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopySrc |
dawn::TextureUsage::CopyDst,
kDepthStencilFormat);
dawn::Texture depthStencilTexture = device.CreateTexture(&depthStencilDescriptor);
// Setup the renderPass for the first pass.
// We want to fail the depth and stencil test here so that nothing gets drawn and we can
// see that the subresource correctly gets set as unintialized in the second pass
utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()},
depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = dawn::LoadOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = dawn::LoadOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 1.0f;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 1u;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = dawn::StoreOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = dawn::StoreOp::Clear;
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor);
pass.SetPipeline(CreatePipelineForTest());
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commandBuffer = encoder.Finish();
// Expect 0 lazy clears, depth stencil texture will clear using loadop
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
// The depth stencil test should fail and not draw because the depth stencil texture is
// cleared to 1's by using loadOp clear and set values from descriptor.
std::vector<RGBA8> expectedBlack(kSize * kSize, {0, 0, 0, 0});
EXPECT_TEXTURE_RGBA8_EQ(expectedBlack.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
}
// Now we put the depth stencil texture back into renderpass, it should be cleared by loadop
// because storeOp clear sets the subresource as uninitialized
{
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = dawn::LoadOp::Load;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = dawn::LoadOp::Load;
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor);
pass.SetPipeline(CreatePipelineForTest());
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commandBuffer = encoder.Finish();
// Expect 0 lazy clears, depth stencil texture will clear using loadop
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
// Now the depth stencil test should pass since depth stencil texture is cleared to 0's by
// loadop load and uninitialized subresource, so we should have a red square
std::vector<RGBA8> expectedRed(kSize * kSize, {255, 0, 0, 255});
EXPECT_TEXTURE_RGBA8_EQ(expectedRed.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
}
}
DAWN_INSTANTIATE_TEST(
TextureZeroInitTest,
ForceWorkarounds(D3D12Backend, {"nonzero_clear_resources_on_creation_for_testing"}),

View File

@@ -189,6 +189,54 @@ TEST_F(RenderPassDescriptorValidationTest, FormatMismatch) {
}
}
// Depth and stencil storeOps must match
TEST_F(RenderPassDescriptorValidationTest, DepthStencilStoreOpMismatch) {
constexpr uint32_t kArrayLayers = 1;
constexpr uint32_t kLevelCount = 1;
constexpr uint32_t kSize = 32;
constexpr dawn::TextureFormat kColorFormat = dawn::TextureFormat::RGBA8Unorm;
constexpr dawn::TextureFormat kDepthStencilFormat = dawn::TextureFormat::Depth24PlusStencil8;
dawn::Texture colorTexture = CreateTexture(device, dawn::TextureDimension::e2D, kColorFormat,
kSize, kSize, kArrayLayers, kLevelCount);
dawn::Texture depthStencilTexture =
CreateTexture(device, dawn::TextureDimension::e2D, kDepthStencilFormat, kSize, kSize,
kArrayLayers, kLevelCount);
dawn::TextureViewDescriptor descriptor;
descriptor.dimension = dawn::TextureViewDimension::e2D;
descriptor.baseArrayLayer = 0;
descriptor.arrayLayerCount = kArrayLayers;
descriptor.baseMipLevel = 0;
descriptor.mipLevelCount = kLevelCount;
dawn::TextureView colorTextureView = colorTexture.CreateView(&descriptor);
dawn::TextureView depthStencilView = depthStencilTexture.CreateView(&descriptor);
// StoreOps mismatch causing the render pass to error
{
utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = dawn::StoreOp::Store;
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = dawn::StoreOp::Clear;
AssertBeginRenderPassError(&renderPass);
}
// StoreOps match so render pass is a success
{
utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = dawn::StoreOp::Store;
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = dawn::StoreOp::Store;
AssertBeginRenderPassSuccess(&renderPass);
}
// StoreOps match so render pass is a success
{
utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = dawn::StoreOp::Clear;
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = dawn::StoreOp::Clear;
AssertBeginRenderPassSuccess(&renderPass);
}
}
// Currently only texture views with arrayLayerCount == 1 are allowed to be color and depth stencil
// attachments
TEST_F(RenderPassDescriptorValidationTest, TextureViewLayerCountForColorAndDepthStencil) {