This test is crashing on the bot upgrade to Ubuntu 19.04.
TBR=cwallez@chromium.org
Bug: chromium:980737
Change-Id: I3fe1860fb14ae41c19dae0b0a82db2410d505a96
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8540
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This prevents dirty textures to be used when memory is recycled while
destroying/creating new textures. If a texture is being used for the
first time and has not yet been initialized, it will be cleared
to zeros.
Bug: dawn:145
Change-Id: I1140ff0535241b247b855df2afefc01fbc003470
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8380
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Natasha Lee <natlee@microsoft.com>
This adds the formats to dawn.json, implements support in the Vulkan
backend and adds tests performing basic sampling checks for all formats.
The R8UnormSrgb and RG8UnormSrgb formats skipped because they are not
required in Vulkan (and RG8UnormSrgb is in fact not supported on the
machine used for developing this CL). A PR will be sent to the WebGPU
repo to remove the from the initial list of formats.
The RG11B10Float and RGB10A2Unorm formats of WebGPU are replaced with
B10GR11Float and A2RGB10Unorm that are the formats exposed by Vulkan. It
is likely that all APIs implement them with components stored in that
order.
Each format except depth-stencil ones is tested by uploading some
interesting texel data and checking that sampling from the texture
produces correct results. The goal is to make sure that backends don't
make a mistake in the giant switch statements. There was no effort made
to check the hardware implementation of the formats.
Tests will later be extended to cover rendering and clearing operations
as well as multisample resolve.
It isn't clear if depth-stencil format will support TRANSFER operations
in WebGPU so these are left untested for now.
BUG=dawn:128
Change-Id: I78ac5bf77b57398155551e6db3de50b478d69452
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8363
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This will be used to test NaN is correctly sampled from float16
textures.
BUG=dawn:128
Change-Id: I6e3b79f438e9a48c3a167ab45baf9f9d019ce48b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8361
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Since SPIRV-Cross outputs HLSL shaders with RWByteAddressBuffer,
we must use D3D12_BUFFER_UAV_FLAG_RAW when making the
UNORDERED_ACCESS_VIEW_DESC. Using D3D12_BUFFER_UAV_FLAG_RAW requires
that we use DXGI_FORMAT_R32_TYPELESS as the format of the view.
DXGI_FORMAT_R32_TYPELESS requires that the element size be 4
byte aligned. Since binding.size and binding.offset are in bytes,
we need to divide by 4 to obtain the element size.
Bug: dawn:159
Change-Id: I52481aea1fe190d54286c099a68f3e21dbe05330
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8341
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
The width and height of the mipmaps level > 0 weren't computed
correctly. Size of mip level of a texture should be greater than
0.
BUG=dawn:176
TEST=dawn_unittests --gtest_filter=CopyCommandTest*.CopyNonSquareTexture
Change-Id: I730aef3fd8c036567f824cd707d1ea1a69b132c0
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8242
Commit-Queue: Yizhou Jiang <yizhou.jiang@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
The 3 tests run failed with Metal validation layer, which block end2end tests run with validation layer in CQ. Suppress temporarily while we're fixing.
BUG=dawn:139
Change-Id: I0b6c99ac731b90cd10b8b1f7bb5d3f5e1976fb07
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8241
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This prevents dirty textures to be used when memory is recycled while
destroying/creating new textures. If a texture is being used for the
first time and has not yet been initialized, it will be cleared
to zeros.
Bug: dawn:145
Change-Id: I8b9571c5a8fdd366717ffbd0fafca89b86653cea
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8062
Commit-Queue: Natasha Lee <natlee@microsoft.com>
Reviewed-by: Austin Eng <enga@chromium.org>
When pipeline topology is set to Point_List, PointSize must be written
in vertex shader for Vulkan backend.
BUG=dawn:146
Change-Id: Id5aac73bb7e60646503f1ea06c2aa0d39c8384b3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7820
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
In order to debug single frame applications such as unit tests with
with PIX, you need to call BeginCapture() at the start of your
application.
This change adds a begin-capture-on-startup flag to the Dawn test
environment. The flag, when set, will call BeginCapture() right after
the DXGI factory is created.
Bug: dawn:44
Change-Id: Ibb8f7b05707915510f9886524f0144c0576d2603
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8200
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Also ensure depth stencil texture is clear in begin render pass.
Bug: dawn:175, dawn:145
Change-Id: I19fc857dedf9f353a4834b8e1c9616d02c5a15ac
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8140
Commit-Queue: Natasha Lee <natlee@microsoft.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch adds the validation on the texture copies with BC formats.
1. BufferCopyView.offset in B2T and T2B copies must be a multiple of the
compressed texel block size in bytes.
2. BufferCopyView.rowPitch in B2T and T2B copies refers to the number of
bytes from the start of one row of blocks to the start of the next
row of blocks.
3. BufferCopyView.imageHeight must be a multiple of the compressed texel
block height (4 for BC formats).
4. All members in TextureCopyView.origin must be a multiple of the
corresponding dimensions of the compressed texel block (4x4x1 for BC
formats).
5. All the mumbers in 'copySize' must be a multiple of the corresponding
dimensions of the compressed texel block (4x4x1 for BC formats)
because D3D12 requires the width and height of a texture in BC
formats must be multiples of 4.
6. Compute the texture size in non-zero mipmap levels with paddings for
textures in BC formats when necessary.
BUG=dawn:42
TEST=dawn_unittests
Change-Id: Iac8d6c93ab8b37bb46becffd4175339722ab6016
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7860
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch fixes a bug in the computation of texture copy buffer size.
As the 'width' and 'height' in copy commands are all in pixels, while
the buffer size is counted in bytes, we shoud first convert 'width' into
bytes before calculating the buffer size.
BUG=dawn:42
TEST=dawn_unittests
Change-Id: Iebd5ed07a54eea762f4a653e295ecacb845ba32f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7940
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
We need a negative number in a buffer of uint32_t, to test negative
baseVertex. MSVC requires an explicit cast here.
Bug: dawn:172
Change-Id: Iea6c609f11054ba02e5c041fff89def0557c8091
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8060
Commit-Queue: Idan Raiter <idanr@google.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This prevents dirty textures to be used when memory is recycled
while destroying/creating textures. If a texture is not cleared at load,
it will be cleared to 0 before it is used.
Bug: dawn:145
Change-Id: Ia3f02427478fb48649089829186ccb377caa1912
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6960
Commit-Queue: Natasha Lee <natlee@microsoft.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This is a reland of 7eb6be186be60a536a9f529b514bb5c5fd79293d
Fixes casting issue on 32 bit machines
Original change's description:
> dawn_native: Indirect draw/dispatch
>
> Adds indirect draw and dispatch for all backends (without validation).
>
> Tests for opengl negative offset are skipped since there is no easy
> way to add the index buffer offset. Current idea is to use a compute
> shader to modify the indirect draw buffer.
>
> Change-Id: I1d3eec7c699b211423f4b911769cca17bfbcd045
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7481
> Commit-Queue: Idan Raiter <idanr@google.com>
> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Change-Id: Id28c5658ee18ec5c030f721fb44d9f11ebe21ff9
Bug:dawn:54,chromium:972358
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7961
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Idan Raiter <idanr@google.com>
This reverts commit 7eb6be186be60a536a9f529b514bb5c5fd79293d.
Reason for revert: This change is breaking Clusterfuzz bots. crbug.com/972358
Bug: chromium:972358
Original change's description:
> dawn_native: Indirect draw/dispatch
>
> Adds indirect draw and dispatch for all backends (without validation).
>
> Tests for opengl negative offset are skipped since there is no easy
> way to add the index buffer offset. Current idea is to use a compute
> shader to modify the indirect draw buffer.
>
> Change-Id: I1d3eec7c699b211423f4b911769cca17bfbcd045
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7481
> Commit-Queue: Idan Raiter <idanr@google.com>
> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
TBR=cwallez@chromium.org,kainino@chromium.org,idanr@google.com
# Not skipping CQ checks because original CL landed > 1 day ago.
Change-Id: I9b7b63de0900e20c4da8561ceb9b2dece77c3885
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7960
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Adds indirect draw and dispatch for all backends (without validation).
Tests for opengl negative offset are skipped since there is no easy
way to add the index buffer offset. Current idea is to use a compute
shader to modify the indirect draw buffer.
Change-Id: I1d3eec7c699b211423f4b911769cca17bfbcd045
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7481
Commit-Queue: Idan Raiter <idanr@google.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Also adds a test that would have fired the ASSERT.
BUG=dawn:80
BUG=dawn:107
Change-Id: I56cdbc91956465c8941b45bb5e9da4c27da301ae
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7840
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This requires some changes in the wire because WireCmd doesn't know the
size of void. This also adds a handwritten implementation of the Wire
commands for SetSubData that internally converts to uint8_t so that
WireCmd can generate the de/serialization.
BUG=dawn:160
Change-Id: Icbf0fd7dd841639ee6f67333844e027b27a8afcc
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7780
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch changed the front end code and tests and examples.
BUG=dawn:80, dawn:107
Change-Id: Ia6c60232c04a1bfb862263766eb28e9afc3bc8db
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7620
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This uses an intermediate staging buffer to copy data into the buffer.
Bug: dawn:7
Change-Id: I3bda19a8450ef0eddc5b4382ce1b9120f074b917
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7500
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch adds all the BC compressed texture formats and the checks on
the creation of textures in BC formats. If a texture is in BC format,
then:
1. The width and height of the texture must be multiple of 4.
2. The usage of the texture can only be Sampled or TransferSrc or
TransferDst.
3. The sample count of the texture can only be 1.
BUG=dawn:42
TEST=dawn_unittests
Change-Id: I0844fb6a1aadbb96d94a61fd969db07c21b6adf5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7600
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This initial reasoning for having a u64 userdata was to be able to pack
two u32s in a single userdata but that was never used, and made a bunch
of code uglier than it should.
BUG=dawn:160
Change-Id: Ia0d20bc23f09f5d8f3748ca4edd1a331604f2ba8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7561
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
https://dawn-review.googlesource.com/c/dawn/+/7484 landed at the same
time as the change that enabled dawn_end2end_wire_tests so this bug
was not caught. An extra declaration which shadows the original
declaration was created due to a rebase error.
Bug: dawn:56
Change-Id: I36a1b4478a072f58f6bb6660853c3b28f7ce0467
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7580
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This patch adds the support of enabling multiple toggles in Dawn end2end
tests so that we can run MultisampledRenderingTests with all MSAA
related toggles enabled.
BUG=dawn:56
TEST=dawn_end2end_tests
Change-Id: Ia1a16a25261a2eddbb0e54326eebf1188dab9c10
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7484
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
In a typical application, most draws will use different uniforms values for
things like the world position and orientation. In the current state of WebGPU
this means that a new bind group needs to be created for each draw to set the
right uniforms. Bind group creation is expected to be more expensive than
recording draws because they incur an allocation.
This feature is to reduce the number of bind groups that need to be
created.
The patch implements dynamic buffer offset on vulkan backend. But Vulkan
takes dynamic offset as uint32_t type, which is not the same size as the VkDeviceSize
used to create buffers so we cast them for now.
Bug=dawn:55
Change-Id: I6163866feb040d1a653f9a20d2ce22d80509968e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7461
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Forces texture to clear to non-zero on creation to test the logic of
lazy clearing.
Bug: dawn:145
Change-Id: Ia738bf03be29dc620caf5f6d04b57c29b6919e85
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7280
Commit-Queue: Natasha Lee <natlee@microsoft.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
These tests cannot be run using the wire because the wire client
device is not a real Metal device.
Bug: dawn:158
Change-Id: I97dec7f10fa19d118a72a965f57ee6703cc57765
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7540
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
In a typical application, most draws will use different uniforms values for
things like the world position and orientation. In the current state of WebGPU
this means that a new bind group needs to be created for each draw to set the
right uniforms. Bind group creation is expected to be more expensive than
recording draws because they incur an allocation.
This feature is to reduce the number of bind groups that need to be
created.
The patch implemented dynamic buffer offset on metal backend.
Bug=dawn:55
Change-Id: I34f397ec9ec10fa5b8e8a1c029d2d6a19e8dc0ee
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7320
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
This is only a renaming: change VertexInput to VertexBuffer, and
change InputState to VertexInput.
The next two patches will do as follows:
1) change the structure of vertex input descriptor related stuff.
2) change num to count.
BUG=dawn:80, dawn:107
Change-Id: Ie76aa653a527759a9c3b4a4792e3254689f053b8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7420
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
For samplers with NaN mLodMinClamp or mLodMaxClamp, the equality
operator returned false.
Adds checks for finite values, and also early returns if two pointers
are equal.
Bug: dawn:143, chromium:965633
Change-Id: Id5998d6eec275af0fbe30e3b4fcb3eed4fe64c6a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7401
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Idan Raiter <idanr@google.com>
Current Metal drivers have a bug that doing MSAA resolve with non-zero
ResolveLevel and ResolveSlice cannot work correctly. This patch adds a
workaround for this bug that first resolving into a temporary one-level
2D texture, then copying the result into the true resolve target.
Although the end2end test ResolveIntoOneMipmapLevelOf2DTexture and
ResolveInto2DArrayTexture can pass on the try bot using AMD GPU, we
find they fail on some other AMD GPUs (Macbook Pro 2018), so currently
this workaround is enabled on all Metal backends.
BUG=dawn:56
TEST=dawn_end2end_tests
Change-Id: Ie85858e58ff486d49dc11c270d8b6d95e216fd42
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6780
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Forces texture to clear to nonzero on creation to test the logic of
lazy clearing.
Bug: dawn:145
Change-Id: Ib1f6e8f961927008e3c09960ad0219f975d86cc6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7240
Commit-Queue: Natasha Lee <natlee@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
In a typical application, most draws will use different uniforms values for
things like the world position and orientation. In the current state of WebGPU
this means that a new bind group needs to be created for each draw to set the
right uniforms. Bind group creation is expected to be more expensive than
recording draws because they incur an allocation.
This feature is to reduce the number of bind groups that need to be
created.
The patch implemented dynamic buffer offset validation logics and adding unittests.
BUG=dawn:55
Change-Id: If6200a87bfedba825abcbfe60f336eab2e27226a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7100
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This is the first command to return a struct. This patch also
updates the code generator to support structure return values.
Bug: dawn:7
Change-Id: Ie8acec895c0ec88429672138ffc900032fbbc447
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/4780
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
Run end2end tests with argument '-d' or '--enable-backend-validation'
Change-Id: I34a3f453dcd3a57d76301801ae2abe42f847cb1b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7140
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Hao Li <hao.x.li@intel.com>