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

@@ -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).