90 Commits

Author SHA1 Message Date
Sunny Sachanandani
5881e735f9 d3d12: External image import using multiple wait fences and signal fence
To support concurrent readers on multiple command queues/devices, Dawn
must support importing via wait multiple fences and also export a signal
fence. The previous implementation of using a single fence for waiting
and signaling doesn't work for concurrent reads across queues.

This CL adds support for specifying multiple wait fences for
ExternalImageDXGI via a BeginAccess method that's meant to replace
ProduceTexture. There's also an EndAccess method that returns a signal
fence for the client.

For performance reasons, we use the same fence as the signal fence that
the Device uses internally, and record its value on the texture after
ExecuteCommandLists. Therefore, the CL also makes the Device's internal
fence a shared fence so that we can export it to the client.

This CL also expands the ConcurrentExternalImageReadAccess test so that
it tests fence synchronization across multiple devices. A number of test
helpers also now take an optional device parameter so that we can use
pixel value expectations with secondary devices.

Bug: dawn:576
Change-Id: I6bc86808ede9b5aacf87667106cbd16731a12516
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/99746
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-09-07 19:48:45 +00:00
Jiawei Shao
72c042db41 Disable toggle D3D12DontSetClearValueOnDepthTextureCreation on Intel Gen11
This patch disables Toggle::D3D12DontSetClearValueOnDepthTextureCreation
on Intel Gen11 GPUs as we find it not needed after further tests.

Bug: dawn:1487
Test: dawn_end2end_tests
Change-Id: I2c378568328b758e83484cff514073b052cf5004
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/101300
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2022-09-07 00:57:23 +00:00
Corentin Wallez
1105ec78fe Merge DAWN_FORMAT_VALIDATION_ERROR in DAWN_VALIDATION_ERROR.
Done with changes to Error.h and the following command:
git grep -l DAWN_FORMAT_VALIDATION_ERROR | xargs sed -i "" "s/DAWN_FORMAT_VALIDATION_ERROR/DAWN_VALIDATION_ERROR/"
then fixing compilation errors in ErrorTests.cpp, Pipeline.cpp and
CommandEncoder.cpp.

Bug: dawn:563
Change-Id: I081a514d662e81f4842b6d7fadfcea67c12720d6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/100468
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
2022-08-30 13:39:47 +00:00
Jiawei Shao
8b99a54b26 Call ExecutePendingCommandContext() in ExternalImageDXGIImpl::Destroy()
Before destroying ExternalImageDXGI we should execute all the pending
commands before calling NextSerial(), or the device will be lost as
the CommandAllocator will be destroyed before the pending commands are
executed.

Bug: dawn:576
Test: dawn_end2end_tests
Change-Id: I6e291586cd78a7e0feaf2f8dfee87a289ec27f77
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/100100
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2022-08-26 03:08:28 +00:00
Loko Kung
30fa0d8d2c Makes sure to zero-init D3D12 descriptors for cache keys.
Fixed: dawn:1471
Change-Id: I2692d3caa9b0d4dabe473b7a7d5249473da80c5b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/99600
Auto-Submit: Loko Kung <lokokung@google.com>
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-08-18 02:34:40 +00:00
Sunny Sachanandani
1130a602ef d3d12: Disallow creating external image after device destruction
ExternalImageDXGIImpl holds a weak reference to the device. If the
device is destroyed before the image is created, the image will have a
dangling reference to the device which can cause a use-after-free.

This CL fixes that by adding a ValidateIsAlive() check before creating
the image similar to creating other API objects.

Bug: chromium:1352802
Change-Id: I477f15680ffd27e1ad0166835c4debb80b4be761
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/99384
Auto-Submit: Sunny Sachanandani <sunnyps@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
2022-08-17 03:52:59 +00:00
Jiawei Shao
d9d6dfac9a Enable the workaround about T2T copy on Intel Gen11 GPUs
This patch enables the workaround about using a temporary buffer in
the T2T copy on Intel Gen11 GPUs after running WebGPU CTS on these
platforms.

Bug: chromium:1161355
Change-Id: Id4a4f189b4a7a3954dc66062d27e9b226d1409f6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/99320
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Austin Eng <enga@chromium.org>
2022-08-16 18:05:03 +00:00
Austin Eng
f7ee534b2c Beautify visitable structs with more helpers
Bug: dawn:1480
Change-Id: I01450e1916766daba016f71c0ed825e6b6664541
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/98840
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
2022-08-12 20:39:03 +00:00
Jiawei Shao
76eeb828c8 Align offset to 512 when writing into depth stencil textures on some platforms
On the D3D12 platforms that don't support programmable sample positions,
the source box specifying a portion of the depth texture must all be 0,
or an error and a device lost will occur. This patch adds a workaround
for this issue by alignning the offset of internal staging buffer to 512
when calling Queue.WriteTexture() with depth stencil textures

Bug: dawn:727
Test: dawn_end2end_tests
Change-Id: I6bc5843d62d0aec3964ee5b544a06c0b2657031a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/98601
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
2022-08-10 05:12:16 +00:00
Jiawei Shao
7267d99251 D3D12: Apply big integer clear color values with draw
This patch implements the use of big integer values (>2^24 or <-2^24) as
the clear values of a render pass with an internal draw call as D3D12 API
only supports using float numbers as clear values.

Bug: dawn:537
Test: dawn_end2end_tests
Change-Id: Id0a7835d611f598fb77950915f69919f804a8702
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/98104
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2022-08-10 04:25:34 +00:00
Jiawei Shao
4b9ebb1465 D3D12: Workaround buffer-texture copy with depth-stencil on some platforms
On the D3D12 platforms that don't support programmable sample positions,
the source box specifying a portion of the depth texture must all be 0, or
an error and a device lost will occur. This patch adds a workaround for this
issue by splitting the original buffer-texture copy into two copies:
1. copy from the source resource into a temporary buffer at offset 0
2. copy from the temporary buffer at offset 0 into the destination resource.

In the next patch we will fix the corresponding issue in Queue.WriteTexture.

Note that on newer version of D3D12 the restrictions about
D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT and D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
have all been lifted out, so the workaround added in this patch will also be
disabled on the platforms that don't support programmable sample positions
but the restrictions about D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT and
D3D12_TEXTURE_DATA_PITCH_ALIGNMENT are no longer available.

Bug: dawn:727
Test: dawn_end2end_test
Change-Id: I9f1d848a0eeac5bd52c9219af6992a2821307746
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/97182
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-08-06 04:36:08 +00:00
Austin Eng
a0df1384f2 Cache WGSL -> DXBC/DXIL compilation
Bug: dawn:1480
Change-Id: I858111f62be457c2e7cd5017bbf4c10e76395e83
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/95340
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-08-05 20:09:07 +00:00
Austin Eng
0671fe28bf Cache WGSL -> MSL compilation
Bug: dawn:1480
Change-Id: Ie2ef7860b38d7f350c99cf2c5451299b23413ec6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/97882
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Loko Kung <lokokung@google.com>
2022-08-04 01:12:56 +00:00
Yunchao He
6f0884983f Revise Intel GPU generations in gpu_info.json
Intel Xe is also called Intel Gen 12. Quite a few Intel architectures
are classified into Gen 12. Some of these architectures are Gen 12
LP (low power), while the others are Gen 12 HP (high performance,
for example, some Intel discrete GPUs). For more details, see
https://en.wikipedia.org/wiki/Intel_Xe. We need to separate Intel Gen
12 LP from Intel Gen 12 HP for some toggles on D3D12 backend.

Bug: dawn:949

Change-Id: Id5d10c0ecb31ca9e323ede65c3d55e6d4954370e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/97901
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: yang gu <yang.gu@intel.com>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-08-02 18:10:05 +00:00
Li Hao
9afd92be3f Implement timestampWrites on D3D12 and Vulkan backends
Metal implementation is more complex and has more issues, submit D3D12
and Vulkan frist and another CL for Metal.

Bug: dawn:1250
Change-Id: I718d323e01bb41b0209bfd1f1026faf64b4f1076
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/97640
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Hao Li <hao.x.li@intel.com>
2022-08-02 00:20:34 +00:00
Yunchao He
122322b532 D3D12: Mitigate the security issue for texture corruption
2D Array texture might corrupt on some devices, making out-of-bound
texture access and memory information leak from another texture.
This is a critical security issue.

This change aim at mitigating the security issue via allocating
sufficent extra memory for each texture allocation for 2D array
texture on such devices.

Bug: dawn:949

Change-Id: I3629eeb13be872b2107effa55539e5c24522d0fc
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96220
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2022-07-30 07:00:33 +00:00
Austin Eng
bc285fb573 Rename CacheKey-related files to Stream
Bug: dawn:1480, dawn:1481
Change-Id: If61f0466d79e7759ed32c4ddf541ad0c17247996
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96904
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Austin Eng <enga@chromium.org>
2022-07-29 00:36:21 +00:00
Austin Eng
79ab0d38bb Refactor [de]serialization functions out of CacheKey
Storing values into the cache will need to serialize and deserialize
values in addition to keys. This patch factors the serialization
utilities out of CacheKey into a more general "Stream" utility that
supports both input and output for serialization and deserialization.

Multiple files are not renamed to make parsing the diff easier. They
will be renamed in Change If61f0466d79e7759ed32c4ddf541ad0c17247996.

Bug: dawn:1480, dawn:1481
Change-Id: If7594c4ff7117454c1ab3d0afaeee5653120add8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96480
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Austin Eng <enga@chromium.org>
2022-07-28 23:04:31 +00:00
Jiawei Shao
6d40394d89 D3D12: Add RENDER_ATTACHMENT usage on depth stencil textures on Intel GPUs
This patch adds RENDER_ATTACHMENT to the internal usage of D3D12 depth
stencil textures on Intel GPU because due to a driver bug we have to
initialize all the depth stencil textures with clear on Intel GPUs
before copying with them. Otherwise, if a depth stencil texture is created
without RENDER_ATTACHMENT usage, it will be initialized by copies, which
will still trigger the driver bug mentioned above.

Bug: 1487
Test: dawn_end2end_test
Change-Id: I78b9a3e2bc4098d6f3f2619644c80fd54dafd4e8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96985
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
2022-07-28 02:14:00 +00:00
Jiawei Shao
c44a577cd8 D3D12: use typeless format when CastingFullyTypedFormatSupported is false
This patch adds a check in the creation of D3D12 texture that we should
always use typeless formats for castable textures on the platforms where
CastingFullyTypedFormatSupported is false.

With this patch the test TextureViewSamplingTest.SRGBReinterpretation will
pass on Intel HD530 GPUs.

Bug: dawn:1276
Test: dawn_end2end_tests
Change-Id: I3f49b1c5aac9a0b881469968e22a5228aac9f35f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/97184
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2022-07-28 01:48:38 +00:00
Ben Clayton
9a6acc419e tint: Add tint::OverrideId
This is a public API definition of a program-unique override identifier.

Bug: tint:1155
Change-Id: I6e55d43208e72a7a316557a89e2169d1b952f9bf
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/97006
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Dan Sinclair <dsinclair@chromium.org>
Commit-Queue: Ben Clayton <bclayton@google.com>
2022-07-27 20:50:40 +00:00
Jiawei Shao
44b0a5e9a3 D3D12: Don't set D3D12_CLEAR_VALUE on depth textures on Gen12 GPUs
This patch adds a workaround for Intel Gen12 GPUs that we don't set
D3D12_CLEAR_VALUE when creating a texture with any DXGI depth formats
(DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_D32_FLOAT,
DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT)
because on these GPUs the texture data may be corrupted after several
call of ClearDepthStencilView() if D3D12_CLEAR_VALUE is set in the
call of CreatePlacedResource() or CreateCommittedResource().

Bug: dawn:1487
Test: dawn_end2end_tests
Change-Id: Id44af0f6fe31773820f5e20d05edd275dd921e53
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96482
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
2022-07-20 02:28:34 +00:00
Sunny Sachanandani
6cbe015429 d3d12: Fix fence signal race when no command lists are submitted
Signaling a fence in Dawn without waiting can cause a race between Dawn
and Chromium over who signals the fence. Since D3D12 fences are allowed
to be rewound this can cause future waits to hang indefinitely if Dawn
loses the race and signals a lower value than what Chromium expects.

The signal without wait case happens when Dawn submits no command lists
e.g. when CopyExternalImageToTexture uses a zero-sized dimension. This
is the reason for the test failures in https://crrev.com/c/3700811 e.g.
https://ci.chromium.org/ui/p/chromium/builders/try/dawn-win10-x64-deps-rel/24617/overview

To fix the race, it's sufficient to wait before signaling if not already
waited which is what this CL does. This CL also makes the fence stay
alive until pending signals are done - this wasn't the root cause of the
hang described above, but it's still a good idea for robustness, and
also recommended based on discussion around past Chromium XR fence use.

Bug: dawn:576
Change-Id: I8c1d1a19fdb022ae28d26f6723c2f2bfc9c1c3c7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96321
Auto-Submit: Sunny Sachanandani <sunnyps@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
2022-07-18 22:04:52 +00:00
Austin Eng
8d73198aca Remove depth-clamping and add depth-clip-control feature
Fixed: dawn:1178
Change-Id: I251a7e05fec9ecef44300d4f948b2d0611888109
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96320
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-07-18 20:38:05 +00:00
Jiawei Shao
e52cc0419e D3D12: Always initialize depth stencil texture to 0 on Intel GPUs
This patch adds a toggle to force initializing depth stencil textures
to 0 on Intel D3D12 drivers as a driver issue will occur when we
create and copy into a depth stencil texture that is just created with
CreatePlacedResources() on Intel D3D12 drivers:
- For the depth stencil textures with RenderAttachment usage, they will
  always be cleared with ClearDepthStencilView() instead of copy, then
  the following copies will be correct.

In next patch we will handle the situation when the depth stencil
texture is not created with RenderAttachment usage.

Bug: dawn:1487
Test: dawn_end2end_tests
Change-Id: I0f7db86a2e6db55e4b82defb510ccc829c6b0d38
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/95989
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2022-07-15 04:21:01 +00:00
Stephen Gutekanst
4a9ce59cb2 dawn/native/d3d12: use correct __uuidof operator
This code uses `_uuidof` (single undescore) instead of `__uuidof`
(two underscores), only the latter is documented as the officially
supported operator by Microsoft:

https://docs.microsoft.com/en-us/cpp/cpp/uuidof-operator?view=msvc-170

I suspect `_uuidof` and `__uuidof` are the same under the msvc compiler,
but in other compilers (Zig/clang/MinGW) only the officially supported
`__uuidof` is exposed. This change improves compatability with such
compilers.

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
Change-Id: If2850a1a98507161739fcd5f52ebd4ceaefffe75
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87309
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-07-13 12:28:50 +00:00
Sunny Sachanandani
7ae5c41412 d3d12: Destroy ExternalImageDXGI resources on device destruction
D3D12 objects can have implicit dependencies on device resources that
are not captured by holding ComPtrs:

"Direct3D 12 uses COM-style reference counting only for the lifetimes of
interfaces (by using the weak reference model of Direct3D tied to the
lifetime of the device). All resource and description memory lifetimes
are the sole responsibly of the app to maintain for the proper duration,
and are not reference counted. Direct3D 11 uses reference counting to
manage the lifetimes of interface dependencies as well."

Source: https://docs.microsoft.com/en-us/windows/win32/direct3d12/important-changes-from-directx-11-to-directx-12

ExternalImageDXGI can outlive the device it was created on e.g. the D3D
shared image backing holds on to the ExternalImageDXGI for its lifetime.
ExternalImageDXGI destructor can invoke code that depends on D3D12
resources that might have already been destroyed. In particular, this
shows up as ComPtr::Release for ID3D12Fence crashing mysteriously, and
is also speculated as the cause for a racy invalid function pointer
dereference in crbug.com/1338470.

This CL makes the D3D12 backend device destroy the ExternalImageDXGI's
resources on device destruction making it effectively a weak pointer.
This unblocks landing https://crrev.com/c/3700811 and hopefully fixes
crbug.com/1338470 as well.

This CL also deprecates unnecessary WGPUDevice param to ProduceTexture,
and adds an IsValid() method so that the shared image can check it and
decide to recreate the ExternalImageDXGI if needed.

Bug: dawn:576, chromium:1338470
Change-Id: I2122cf807587cf3b1218ba29ea291263df0cf698
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/95860
Kokoro: Kokoro <noreply+kokoro@google.com>
Auto-Submit: Sunny Sachanandani <sunnyps@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2022-07-13 11:33:51 +00:00
Stephen Gutekanst
9514098b31 dawn/native/d3d12: improve constexpr compatability with clang
In Mach engine we compile Dawn's d3d12 backend using Zig as a C/C++
compiler, effectively clang with MinGW windows headers. Unfortunately,
this `static constexpr` fails to compile:

```
error: constexpr variable 'kD3D12PromotableReadOnlyStates' must be initialized by a constant expression
```

As kangz previously noted, the reason appears to be because `D3D12_RESOURCE_STATE_COPY_SOURCE`
is not `constexpr` [in MinGW headers](1de9cc347d/mingw-w64-headers/include/winnt.h (L682)).
The thought process is that making this just `const` is fine because
constant propagation would make it a constant anyway.

If we're comfortable merging this, it'd be one less change we have to
maintain on our side - and probably no impact otherwise. On the other
hand, I understand the most-correct fix would be in MinGW headers
themselves. I'd love to land this change, but it's no big deal if you
prefer not.

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
Change-Id: I772f1cb7e2b4f1b200820cd50f6b7df45850abbb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87381
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-07-11 20:12:48 +00:00
Jiawei Shao
86a8d76877 D3D12: Re-enable the workaround for T2T copy issue on Intel GPUs
This patch re-enables the workaround for T2T copy issue on Intel
GPUs as we have found there are still other issues about T2T copies
on latest Intel D3D12 driver when we investigate the WebGPU CTS
failures on Intel Gen9 and Gen9.5 GPUs.

Bug: chromium:1161355
Change-Id: Ibd8a8c299453dff6a5432b3c4ab5350558c5313f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/94980
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
2022-06-29 00:21:36 +00:00
Jiawei Shao
1a758d8ceb D3D12: Remove tempBuffers in ExecuteCommandList()
This patch clears mTempBuffers everytime after d3d12CommandList
is executed in CommandRecordingContext. Previously mTempBuffers
won't be cleaned up until device is destroyed, which will
consume lots of unnecessary GPU memory.

Bug: chromium:1161355
Change-Id: Ie03d43847ed56e7f2b4bfc5b0f8244dfd7012625
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/94820
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-06-28 00:28:35 +00:00
Brandon Jones
431c7a4f66 Add maxInterStageShaderVariables Limits
Will statically report the base limit of 16 for now. Important to note
that this is not validated properly within Tint at this point, and the
current constant associated with this limit is actually 15.

Bug: dawn:1448
Change-Id: I74a5815cc34439ccc3b6ff9cd0afbc56590148fe
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/94661
Commit-Queue: Brandon Jones <bajones@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2022-06-24 17:30:29 +00:00
Brandon Jones
6d48f573af Remove support for depth24unorm-stencil8
It was removed from the spec after determining it didn't provide any
additional capabilities beyond depth24plus-stencil8.

Bug: dawn:1454
Change-Id: Ifba62f22cd38bea88866c849c8d1754a2aa683e2
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92963
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Brandon Jones <bajones@chromium.org>
2022-06-14 22:48:31 +00:00
Austin Eng
cda3d7bfa8 Add maxColorAttachments limit
Bug: dawn:1455
Change-Id: I92ceb62df46cfb54a791d53a72921e99f46bca08
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/93307
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Shrek Shao <shrekshao@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2022-06-13 16:48:45 +00:00
Sunny Sachanandani
7ce85091b9 d3d12: Add support for fences for external images
DXGI external images can now be imported with both fence and texture
shared handles. Fence wait and signal values can be specified for
ProduceTexture. Keyed mutex functionality is kept as is with no change.
The D3D12 resource wrapping tests now run in both keyed mutex and fence
modes.

Bug: dawn:576
Change-Id: Ic793bcc828e5a8850c1367ecffabedd1c67184d9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/78604
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
2022-06-10 18:47:05 +00:00
Jiawei Shao
d527ffa3c0 Disallow creating multisampled textures without RenderAttachment usage
Bug: dawn:1450
Test: dawn_unittests
Change-Id: I9b8d3ce0cdfc557bd1ac0be8f0ab0f1acac88718
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92700
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-06-09 00:10:42 +00:00
Shrek Shao
7e74c21873 DAWN_PLATFORM and DAWN_COMPILER macro improvements
Change #if DAWN_PLATFORM_XXX to #if DAWN_PLATFORM_IS(XXX)
To prevent #ifdef usage and reference without including
dawn/common/Platform.h

Also change #if DAWN_COMPILER_XXX to # if DAWN_COMPILER_IS(XXX)

Bug: dawn:1447
Change-Id: If6c9dab15fd2676f9a087507f5efcceeff468d33
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92625
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2022-06-08 19:52:42 +00:00
shrekshao
fc95c27933 Improve D3D12 pipeline cache implementation code
Bug: dawn:549
Change-Id: I84eaabdb2b72e73e37cd840632a4180acf2253e9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92680
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2022-06-07 17:21:34 +00:00
Austin Eng
1ad896df11 Rename CachedBlob -> Blob; move to own file
Bug: none
Change-Id: I4e0ad7fe321f6ff8d0ab1ad62de3f42daea50140
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92485
Reviewed-by: Loko Kung <lokokung@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Austin Eng <enga@chromium.org>
2022-06-03 01:13:41 +00:00
Yunchao He
7bfcdca419 Rename GetMipLevelSize
Functions GetMipLevel*Size() are somehow unclear and misleading on
whether the array layers are counted into the z-axis of the returned
Extent3D (Extent3D.depthOrArrayLayers).

This change renames them to GetMipLevelSingleSubresource*Size(),
making it clear that array layers are not included in its z-axis.
Because different array layers are different subreources, they are
not in a single subresource. However, depth slices in 3D textures can
be in a single subresource and can be counted.

Bug: dawn:1288
Change-Id: Ifa1776befa863d0f5a11999cab4099e2e7e5996a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92124
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2022-06-02 19:07:41 +00:00
shrekshao
4313dba514 Pipeline cache D3D12 backend impl
Add D3D12 pipeline caching impl: store cachedPSO blob in cached blob.
Record root signature ID3DBlob in cache key together with
D3D_SHADER_BYTECODE, D3D12_GRAPHICS_PIPELINE_STATE_DESC or
D3D12_COMPUTE_PIPELINE_STATE_DESC.

Shader caching is not added.

Add some pipeline caching negative tests.

Bug: dawn:549
Change-Id: Id1cb560b49f1cf495860e2e0bcf92d8d988c5379
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/91180
Auto-Submit: Shrek Shao <shrekshao@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Austin Eng <enga@chromium.org>
2022-06-02 15:16:20 +00:00
Zhaoming Jiang
84b48cf30c Tint: num_workgroups use free binding group if not specified
In this patch NumWorkgroupsFromUniform::Config changed to storage
std::optional<sem::BindingPoint>, and if it has no value,
NumWorkgroupsFromUniform will choose a free binding group, i.e.
binding 0 of the largest used group plus 1 is used if at least one
resource is bound, otherwise group 0 binding 0 is used. Tint CLI
is also changed to provide a --hlsl-root-constant-binding-point
option allowing user to specify the binding point for num_workgroups
uniform buffer.

Bug: tint:1566
Change-Id: I3b8c22a4276bab722d901f5b07d23a268786c417
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/91980
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Zhaoming Jiang <zhaoming.jiang@intel.com>
2022-06-01 10:23:51 +00:00
Enrico Galli
1ee244b3d3 dawn/native: Add support for feature "indirect-first-instance"
Bug: dawn:1197
Change-Id: I9042b2dc178dfc01201bff55a2f5e43de28d335e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/90526
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Enrico Galli <enrico.galli@intel.com>
2022-06-01 06:14:07 +00:00
Jiawei Shao
57b93b4b6b Vulkan: Support feature chromium_experimental_dp4a
This patch adds the support of the experimental feature
chromium_experimental_dp4a on Vulkan. Currently this
feature is enabled on Vulkan backend only when DP4a
instructions are hardware-accelerated.

Bug: tint:1497
Test: dawn_end2end_tests
Change-Id: I5a63111a6b5972aa1934f0e7be984ebdb1e35080
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/91520
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-05-27 00:38:55 +00:00
Brandon Jones
8cb8c7add7 Begin auto generating GPUInfo utilities
This change moves the bulk of the existing GPUInfo functionality into an autogenerated source built from a JSON file that describes the GPU
vendor and device IDs, with device IDs broken down by GPU architecture.

Also adds the fields needed to implement GPUAdapterInfo in Blink to the AdapterProperties.

Bug: dawn:1427
Change-Id: I6a8b1fa7a63ec8d71556fc5bb3ae12cfe5abf28b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/90962
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Brandon Jones <bajones@chromium.org>
2022-05-26 23:47:39 +00:00
Takahiro
d42a809e8c Record zero-attribute vertex buffer when creating render pipeline
Currently Dawn ignores all zero-attribute vertex buffer in the given
pipeline descriptor when creating RenderPipelineBase because
zero-attribute vertex buffer is treated as unused slot, however the spec
doesn't state that zero-attribute vertex buffer should be ignored.

To support zero-attribute vertex buffer, this commit has the following
changes.

1. Add VertexBufferNotUsed enum value to wgpu::VertexStepMode to
   represent unused slots
2. Ignore VertexBufferNotUsed  step mode buffers when creating
   RenderPipelineBase and add tests to check it
3. Record zero-attribute vertex buffers when creating RenderPipelineBase
   and add tests to check it
4. Fix VertexStateTest::LastAllowedVertexBuffer broken by the above
   changes

Temporarily we set the enum value of
wgpu::VertexStepMode::VertexBufferNotUsed to 0 to pass the CTS tests
because currently empty vertex buffer slots step mode can be
zero-initialized. We will make a CL to Blink to explicitly set
wgpu::VertexStepMode::VertexBufferNotUsed for empty slots and change
the enum value to 2.

Bug: dawn:1000
Change-Id: Ibd4ab87f2c922e8e460f2311547f13d58f1d5611
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/89340
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Takahiro <hogehoge@gachapin.jp>
2022-05-26 01:26:34 +00:00
Austin Eng
a526167e33 Make child objects ref the device and add a mechanism to break cycles
Update child objects to ref the device. This allows them to outlive
the device, making the implementation more robust such that it is OK
to drop the device before other objects.

Dropping the last external reference to the device is currently an
implicit device.destroy(). This destruction breaks possible ref cycles
where the device refs internal objects which have a back ref to the
device.

Bug: dawn:1164
Change-Id: I02d8e32a21dcc5f05e531bd690baac4a234b5f6b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/90360
Reviewed-by: Loko Kung <lokokung@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
2022-05-20 16:57:01 +00:00
Jiawei Shao
3607cb8465 D3D12: Reference all signatures when destroying pipeline layout
This patch implements PipelineLayoutD3D12::DestroyImpl() where we
call ReferenceUntilUnused() to all the root and command signatures
so that they won't be destroyed when they are referenced by GPU
operations in-flight on command queue.

BUG=dawn:1422
TEST=dawn_end2end_tests

Change-Id: I54df7b53645c9beaaa2e7b74aef54e0f6d37c440
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/90940
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
2022-05-20 08:33:00 +00:00
Jiawei Shao
9ebba367e8 D3D12: Support feature chromium_experimental_dp4a
Bug: tint:1497
Test: dawn_end2end_tests
Change-Id: I57d5c06c15c0c366c7cc239426e5eee3a7237101
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/90028
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2022-05-20 08:21:00 +00:00
Yunchao He
26934d9503 D3D12: set correct data layout of dst texture for B2T copy
When we initialize the dst texture before T2T copy, we clear a
buffer with zeros and do a B2T copy in order to initialize the
texture. The T2T copy may only copy a subrect of the texture's
subresource, so does the initialization via B2T copy. As a result,
the buffer can store compact zeros for that exact subrect and then
do an exact B2T copy to initialize that area.

However, the current B2T copy uses incorrect data layout for the
buffer, making some part of the dst texture uninitialized, and
even leading to D3D12 runtime validation errors sometimes if it
goes beyond the boundary of staging buffer pool (4MB).

This change fixes this bug via using the exact height of copy area
to replace dataLayout.rowsPerImage (unnecessary padding rows included)
for the height of each depth image for 3D textures.

Bug: dawn:1288
Change-Id: I303e0d363039a6a87e352a8445898031e673cf4e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/90780
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
2022-05-19 16:35:09 +00:00
dan sinclair
a5ff0e9dc3 [warnings] Add Wsuggest-override and Wsuggest-destructor-override.
This CL adds the `-Wsuggest-override` and
`-Wsuggest-destructor-override` warnings and fixes up the identified
issues.

Change-Id: I0ec1303a822abc258ce34d3bf1900e37ade6a8dc
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/89561
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Dan Sinclair <dsinclair@chromium.org>
Commit-Queue: Dan Sinclair <dsinclair@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-05-10 18:44:34 +00:00