Add validation rule for depth/stencil between bundle and pass

If we use render bundle, the compability validation between
writeDepth/Stencil in DepthStencilState in render pipeline and
depth/stencilReadOnly in DepthStencilAttachment in render pass
will become two steps:
  1. validation between render pipeline and render bundle during
    RenderBundleEncoder's SetPipeline().
  2. validation between render bundle and render pass during
    RenderPassEncoder's ExecuteBundles().

So, render bundle is like a bridge for this compability validation
between pipeline and pass.

The first step has been done in previous patch. The patch does
the second step.

Bug: dawn:485

Change-Id: I1226494e901c07bdb9f565bce7b9073d420f2fe2
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/66842
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This commit is contained in:
Yunchao He 2021-10-19 21:10:23 +00:00 committed by Dawn LUCI CQ
parent 4168780f81
commit d2c9cd369d
7 changed files with 99 additions and 15 deletions

View File

@ -25,12 +25,16 @@ namespace dawn_native {
RenderBundleBase::RenderBundleBase(RenderBundleEncoder* encoder,
const RenderBundleDescriptor* descriptor,
Ref<AttachmentState> attachmentState,
bool depthReadOnly,
bool stencilReadOnly,
RenderPassResourceUsage resourceUsage,
IndirectDrawMetadata indirectDrawMetadata)
: ApiObjectBase(encoder->GetDevice(), kLabelNotImplemented),
mCommands(encoder->AcquireCommands()),
mIndirectDrawMetadata(std::move(indirectDrawMetadata)),
mAttachmentState(std::move(attachmentState)),
mDepthReadOnly(depthReadOnly),
mStencilReadOnly(stencilReadOnly),
mResourceUsage(std::move(resourceUsage)) {
}
@ -60,6 +64,16 @@ namespace dawn_native {
return mAttachmentState.Get();
}
bool RenderBundleBase::IsDepthReadOnly() const {
ASSERT(!IsError());
return mDepthReadOnly;
}
bool RenderBundleBase::IsStencilReadOnly() const {
ASSERT(!IsError());
return mStencilReadOnly;
}
const RenderPassResourceUsage& RenderBundleBase::GetResourceUsage() const {
ASSERT(!IsError());
return mResourceUsage;

View File

@ -38,6 +38,8 @@ namespace dawn_native {
RenderBundleBase(RenderBundleEncoder* encoder,
const RenderBundleDescriptor* descriptor,
Ref<AttachmentState> attachmentState,
bool depthReadOnly,
bool stencilReadOnly,
RenderPassResourceUsage resourceUsage,
IndirectDrawMetadata indirectDrawMetadata);
@ -48,6 +50,8 @@ namespace dawn_native {
CommandIterator* GetCommands();
const AttachmentState* GetAttachmentState() const;
bool IsDepthReadOnly() const;
bool IsStencilReadOnly() const;
const RenderPassResourceUsage& GetResourceUsage() const;
const IndirectDrawMetadata& GetIndirectDrawMetadata();
@ -60,6 +64,8 @@ namespace dawn_native {
CommandIterator mCommands;
IndirectDrawMetadata mIndirectDrawMetadata;
Ref<AttachmentState> mAttachmentState;
bool mDepthReadOnly;
bool mStencilReadOnly;
RenderPassResourceUsage mResourceUsage;
};

View File

@ -144,7 +144,8 @@ namespace dawn_native {
DAWN_TRY(ValidateFinish(usages));
}
return new RenderBundleBase(this, descriptor, AcquireAttachmentState(), std::move(usages),
return new RenderBundleBase(this, descriptor, AcquireAttachmentState(), IsDepthReadOnly(),
IsStencilReadOnly(), std::move(usages),
std::move(mIndirectDrawMetadata));
}

View File

@ -59,6 +59,16 @@ namespace dawn_native {
return mAttachmentState.Get();
}
bool RenderEncoderBase::IsDepthReadOnly() const {
ASSERT(!IsError());
return mDepthReadOnly;
}
bool RenderEncoderBase::IsStencilReadOnly() const {
ASSERT(!IsError());
return mStencilReadOnly;
}
Ref<AttachmentState> RenderEncoderBase::AcquireAttachmentState() {
return std::move(mAttachmentState);
}

View File

@ -59,6 +59,8 @@ namespace dawn_native {
const uint32_t* dynamicOffsets = nullptr);
const AttachmentState* GetAttachmentState() const;
bool IsDepthReadOnly() const;
bool IsStencilReadOnly() const;
Ref<AttachmentState> AcquireAttachmentState();
protected:

View File

@ -233,15 +233,32 @@ namespace dawn_native {
this,
[&](CommandAllocator* allocator) -> MaybeError {
if (IsValidationEnabled()) {
const AttachmentState* attachmentState = GetAttachmentState();
bool depthReadOnlyInPass = IsDepthReadOnly();
bool stencilReadOnlyInPass = IsStencilReadOnly();
for (uint32_t i = 0; i < count; ++i) {
DAWN_TRY(GetDevice()->ValidateObject(renderBundles[i]));
// TODO(dawn:563): Give more detail about why the states are incompatible.
DAWN_INVALID_IF(
GetAttachmentState() != renderBundles[i]->GetAttachmentState(),
attachmentState != renderBundles[i]->GetAttachmentState(),
"Attachment state of renderBundles[%i] (%s) is not compatible with "
"attachment state of %s.",
i, renderBundles[i], this);
bool depthReadOnlyInBundle = renderBundles[i]->IsDepthReadOnly();
DAWN_INVALID_IF(
depthReadOnlyInPass != depthReadOnlyInBundle,
"DepthReadOnly (%u) of renderBundle[%i] (%s) is not compatible "
"with DepthReadOnly (%u) of %s.",
depthReadOnlyInBundle, i, renderBundles[i], depthReadOnlyInPass, this);
bool stencilReadOnlyInBundle = renderBundles[i]->IsStencilReadOnly();
DAWN_INVALID_IF(stencilReadOnlyInPass != stencilReadOnlyInBundle,
"StencilReadOnly (%u) of renderBundle[%i] (%s) is not "
"compatible with StencilReadOnly (%u) of %s.",
stencilReadOnlyInBundle, i, renderBundles[i],
stencilReadOnlyInPass, this);
}
}

View File

@ -19,6 +19,9 @@
#include "tests/unittests/validation/ValidationTest.h"
constexpr static uint32_t kSize = 4;
// Note that format Depth24PlusStencil8 has both depth and stencil aspects, so parameters
// depthReadOnly and stencilReadOnly should be the same in render pass and render bundle.
wgpu::TextureFormat kFormat = wgpu::TextureFormat::Depth24PlusStencil8;
namespace {
@ -76,13 +79,9 @@ namespace {
}
};
// Test depthWrite/stencilWrite in DepthStencilState in pipeline vs
// depthReadOnly/stencilReadOnly in DepthStencilAttachment in pass
// Test depthWrite/stencilWrite in DepthStencilState in render pipeline vs
// depthReadOnly/stencilReadOnly in DepthStencilAttachment in render pass.
TEST_F(RenderPipelineAndPassCompatibilityTests, WriteAndReadOnlyConflictForDepthStencil) {
wgpu::TextureFormat kFormat = wgpu::TextureFormat::Depth24PlusStencil8;
// If the format has both depth and stencil aspects, depthReadOnly and stencilReadOnly
// should be the same. So it is not necessary to set two separate booleans like
// depthReadOnlyInPass and stencilReadOnlyInPass.
for (bool depthStencilReadOnlyInPass : {true, false}) {
for (bool depthWriteInPipeline : {true, false}) {
for (bool stencilWriteInPipeline : {true, false}) {
@ -106,14 +105,10 @@ namespace {
}
}
// Test depthWrite/stencilWrite in DepthStencilState in pipeline vs
// depthReadOnly/stencilReadOnly in RenderBundleEncoderDescriptor in RenderBundle
// Test depthWrite/stencilWrite in DepthStencilState in render pipeline vs
// depthReadOnly/stencilReadOnly in RenderBundleEncoderDescriptor in render bundle.
TEST_F(RenderPipelineAndPassCompatibilityTests,
WriteAndReadOnlyConflictForDepthStencilWithRenderBundle) {
wgpu::TextureFormat kFormat = wgpu::TextureFormat::Depth24PlusStencil8;
// If the format has both depth and stencil aspects, depthReadOnly and stencilReadOnly
// should be the same. So it is not necessary to set two separate booleans like
// depthReadOnlyInBundle and stencilReadOnlyInBundle.
WriteAndReadOnlyConflictForDepthStencilBetweenPipelineAndBundle) {
for (bool depthStencilReadOnlyInBundle : {true, false}) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.depthStencilFormat = kFormat;
@ -139,6 +134,45 @@ namespace {
}
}
// Test depthReadOnly/stencilReadOnly in RenderBundleEncoderDescriptor in render bundle vs
// depthReadOnly/stencilReadOnly in DepthStencilAttachment in render pass.
TEST_F(RenderPipelineAndPassCompatibilityTests,
WriteAndReadOnlyConflictForDepthStencilBetweenBundleAndPass) {
for (bool depthStencilReadOnlyInPass : {true, false}) {
for (bool depthStencilReadOnlyInBundle : {true, false}) {
for (bool emptyBundle : {true, false}) {
// Create render bundle, with or without a pipeline
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.depthStencilFormat = kFormat;
desc.depthReadOnly = depthStencilReadOnlyInBundle;
desc.stencilReadOnly = depthStencilReadOnlyInBundle;
wgpu::RenderBundleEncoder renderBundleEncoder =
device.CreateRenderBundleEncoder(&desc);
if (!emptyBundle) {
wgpu::RenderPipeline pipeline = CreatePipeline(
kFormat, !depthStencilReadOnlyInBundle, !depthStencilReadOnlyInBundle);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.Draw(3);
}
wgpu::RenderBundle bundle = renderBundleEncoder.Finish();
// Create render pass and call ExecuteBundles()
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor passDescriptor = CreateRenderPassDescriptor(
kFormat, depthStencilReadOnlyInPass, depthStencilReadOnlyInPass);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor);
pass.ExecuteBundles(1, &bundle);
pass.EndPass();
if (depthStencilReadOnlyInPass != depthStencilReadOnlyInBundle) {
ASSERT_DEVICE_ERROR(encoder.Finish());
} else {
encoder.Finish();
}
}
}
}
}
// TODO(dawn:485): add more tests. For example:
// - depth/stencil attachment should be designated if depth/stencil test is enabled.
// - pipeline and pass compatibility tests for color attachment(s).