D3D12: Replace dst-alpha with one for formats without alpha
This patch replaces D3D12_BLEND_DEST_ALPHA with D3D12_BLEND_ONE when the color target formats have no alpha-channel. Using D3D12_BLEND_ONE is an optimization over D3D12_BLEND_DEST_ALPHA as it means the GPU hardware doesn't need to get destination pixel at all. As D3D SPED requires the default value for missing components in an element format is "0" for any component except A, which gets "1", using D3D12_BLEND_DEST_ALPHA takes same effect with D3D12_BLEND_ONE when the color target formats have no alpha channel. In addition, replacing D3D12_BLEND_DEST_ALPHA with D3D12_BLEND_ONE also serves as a workaround against an Intel driver issue about alpha blending. Bug: dawn:1579 Change-Id: If79e4c8007b68dd35e142ba9cf8a4921e611890a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/120120 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Austin Eng <enga@chromium.org>
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@ -234,11 +234,24 @@ uint8_t D3D12RenderTargetWriteMask(wgpu::ColorWriteMask writeMask) {
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return static_cast<uint8_t>(writeMask);
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}
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D3D12_RENDER_TARGET_BLEND_DESC ComputeColorDesc(const ColorTargetState* state) {
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D3D12_RENDER_TARGET_BLEND_DESC ComputeColorDesc(const DeviceBase* device,
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const ColorTargetState* state) {
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D3D12_RENDER_TARGET_BLEND_DESC blendDesc = {};
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blendDesc.BlendEnable = state->blend != nullptr;
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if (blendDesc.BlendEnable) {
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blendDesc.SrcBlend = D3D12Blend(state->blend->color.srcFactor);
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if (device->GetValidInternalFormat(state->format).componentCount < 4 &&
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blendDesc.SrcBlend == D3D12_BLEND_DEST_ALPHA) {
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// According to the D3D SPEC, the default value for missing components in an element
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// format is "0" for any component except A, which gets "1". So here
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// D3D12_BLEND_DEST_ALPHA should have same effect as D3D12_BLEND_ONE.
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// Note that this replacement can be an optimization as using D3D12_BLEND_ONE means the
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// GPU hardware no longer needs to get pixels from the destination texture. It can also
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// be served as a workaround against an Intel driver issue about alpha blending (see
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// http://crbug.com/dawn/1579 for more details).
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blendDesc.SrcBlend = D3D12_BLEND_ONE;
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}
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blendDesc.DestBlend = D3D12Blend(state->blend->color.dstFactor);
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blendDesc.BlendOp = D3D12BlendOperation(state->blend->color.operation);
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blendDesc.SrcBlendAlpha = D3D12AlphaBlend(state->blend->alpha.srcFactor);
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@ -419,7 +432,7 @@ MaybeError RenderPipeline::Initialize() {
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descriptorD3D12.RTVFormats[static_cast<uint8_t>(i)] =
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D3D12TextureFormat(GetColorAttachmentFormat(i));
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descriptorD3D12.BlendState.RenderTarget[static_cast<uint8_t>(i)] =
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ComputeColorDesc(GetColorTargetState(i));
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ComputeColorDesc(device, GetColorTargetState(i));
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}
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ASSERT(highestColorAttachmentIndexPlusOne <= kMaxColorAttachmentsTyped);
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descriptorD3D12.NumRenderTargets = static_cast<uint8_t>(highestColorAttachmentIndexPlusOne);
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@ -293,7 +293,6 @@ crbug.com/tint/1810 webgpu:shader,validation,parse,identifiers:* [ Failure ]
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# untriaged failures
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################################################################################
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crbug.com/dawn/0000 [ dawn-backend-validation win10 ] webgpu:api,operation,render_pass,resolve:* [ Failure ]
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crbug.com/dawn/0000 [ intel-gen-9 win10 ] webgpu:api,operation,render_pipeline,pipeline_output_targets:color,component_count,blend:format="rg8unorm" [ Failure ]
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crbug.com/dawn/0000 [ monterey ] webgpu:web_platform,canvas,readbackFromWebGPUCanvas:drawTo2DCanvas:format="rgba8unorm";alphaMode="opaque";colorSpace="display-p3";webgpuCanvasType="offscreen";canvas2DType="offscreen" [ Failure ]
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crbug.com/dawn/0000 [ monterey ] webgpu:web_platform,canvas,readbackFromWebGPUCanvas:drawTo2DCanvas:format="rgba8unorm";alphaMode="opaque";colorSpace="display-p3";webgpuCanvasType="offscreen";canvas2DType="onscreen" [ Failure ]
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crbug.com/dawn/0000 [ monterey ] webgpu:web_platform,canvas,readbackFromWebGPUCanvas:drawTo2DCanvas:format="rgba8unorm";alphaMode="opaque";colorSpace="display-p3";webgpuCanvasType="onscreen";canvas2DType="offscreen" [ Failure ]
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