Added D3D12Error to check HRESULTS and return error messages
with the correct error names.
Remove ASSERT_SUCCESS from D3D12 backend and use
MaybeError and ResultError instead to handle errors.
Bug: dawn:19
Change-Id: Idf2f1987725e7e658bd29a9b13653125ab43c564
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12000
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This change refactors D3D12 backend to have CommandRecordingContext
CommandRecordingContext allows us to, in a future, add additional
data to the context such as textures that need to be acquired and
released before command lists are executed.
The Device's pending command list and the command list which resides
in the Queue object were converted to use CommandRecordingContext.
Bug=dawn:234
Change-Id: Ic13a229fc1f15895ef71117ce638c942de224743
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11940
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Allows buffer/texture direct access to underlying resource rather than indirectly with a opaque memory type.
BUG=dawn:27
Change-Id: I2eb69f4e30c96c431dbc96094d671be1e0a29869
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11800
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Closing a command list can fail. We need to handle the error
gracefully instead of ignoring it.
As a fallout from adding MaybeError to ExecuteCommandList, need to
also add MaybeError to TickImpl, and OnBeforePresent.
Bug:dawn:19
Change-Id: I13685f3dd731f4ab49cbff4ce4edfa960d630464
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11841
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
This patch implements ASSERT_SUCCESS(hr) as a macro instead of a
function so that when hr fails Dawn can print out the line number of the
expression that causes the failure.
For example, previously we will always get the following error message
because ASSERT_SUCCESS is a function:
Assertion failure at ../../src/dawn_native/d3d12/DeviceD3D12.cpp:43
(ASSERT_SUCCESS): (((HRESULT)(hr)) >= 0)
Now we can get more details about where the failure occurs because now
ASSERT_SUCCESS is a macro:
Assertion failure at ../../src/dawn_native/d3d12/DeviceD3D12.cpp:59
(Initialize): (((HRESULT)(mD3d12Device->CreateCommandQueue(&queueDesc,
__uuidof(**(&mFence)), IID_PPV_ARGS_Helper(&mFence)))) >= 0)
BUG=dawn:178
Change-Id: I435ee2f418658bca276f439fcabfabbfecbff998
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11700
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
- All callers were passing either 0 or 1 commandlist to this
function. Removing the initializer list means we can save an
std::vector heap allocation.
- Checking the number of lists before calling ExecuteCommandLists
eliminates superfluous entries in PIX logs.
Bug:dawn:222
Change-Id: Ic50b9293c3f31bf8f52e7de10161fd284ef2e0f7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11060
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
WrapSharedHandle uses a HANDLE and an acquire key to create
a Dawn texture object.
A future change will use the acquire key to manage a keyed shared
mutex with Chromium code.
Bug: dawn:27
Change-Id: I1c0ef8d022158abf3f1c6731a37ee3f51632fcf9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10540
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
dawn_native::d3d12::Device::mFenceEvent is created in Initialize
but is never closed.
Fix is to close in the destructor if it has been previously created.
Bug: dawn:215
Change-Id: Ie9e7a395fe6fe791e2581295ed12f20070671afa
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10480
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
These are the CommandEncoder, ComputePass and CommandBuffer descriptors
that contains nothing but a debug name for now but are important for
later extensibility. Defaults are added so the C++ API doesn't require
the descriptors to be passed as arguments.
Also renames variables named "info" for RenderPassDescriptor to
"descriptor" as is now the standard in the codebase.
BUG=dawn:22
Change-Id: I9de4cfbbce952d01fb79ed1d9f34825a6fa174f9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8686
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Gather device info at device initialization rather than adapter initialization.
BUG=dawn:144
Change-Id: I07e114731a37f3738daa585afa99675f2fd36289
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7700
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This is a reland of 7eb6be186b
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 7eb6be186b.
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>
This patch implements "store and MSAA resolve" store operation on Metal
drivers that don't support MTLStoreActionStoreAndMultisampleResolve with
a workaround that does MSAA resolve in another render pass.
Driver workaround is one type of Dawn Toggles. Dawn Toggles will include
other optional optimizations and features that can be configured to use
or not when we create Dawn Devices.
As all Metal try bots don't need this toggle, to better test this
patch on the try bots:
1. We add the support of forcing enabling a workaround when starting an
Dawn end2end test so that we can test the workaround on the platforms
where the workaround is disabled.
2. We add an optional parameter DeviceDescriptor to CreateDevice() so
that we can custom the toggles the Dawn device should use.
This patch also adds the support of querying toggle details from Instance
and the names of the toggles in use from Device. These APIs are tested in
the Dawn unittests added in this patch.
BUG=dawn:56
TEST=dawn_end2end_tests
TEST=dawn_unittests
Change-Id: Iae31d2ded6057eee638b6099d3061e9d78b04d55
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6620
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This patch removes RenderPassDescriptorBuilder completely from Dawn.
With this patch, RenderPassDescriptor is a structure instead of a Dawn
object, and all the checks in RenderPassDescriptorBuilder are moved into
CommandEncoder.cpp.
This patch also updates the helper functions and structures related to
RenderPassDescriptor because RenderPassDescriptor is no longer an
object but a structure with members in pointers.
BUG=dawn:6
Change-Id: Ic6d015582031891f35ffef912f0e460a9c010f81
Reviewed-on: https://dawn-review.googlesource.com/c/4902
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This removes the CommandBufferBuilder and copies all the logic into
CommandEncoderBase instead. No changes were done to the logic except for
the implementation of CommandEncoderBase::HandleError and Finish.
BUG=dawn:8
Change-Id: I7b6f44c3cf501477422f067bd277cef470073860
Reviewed-on: https://dawn-review.googlesource.com/c/4820
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Manages a single persistently mapped GPU heap which is sub-allocated
inside of ring-buffer for uploads. To handle larger buffers without additional
unused heaps, ring buffers are created on-demand.
BUG=dawn:28
TEST=dawn_unittests
Change-Id: If4d3e717186895b1409502c1dea5ab751a4776b2
Reviewed-on: https://dawn-review.googlesource.com/c/4440
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
This also makes SwapChain support WebGPU-style error handling.
BUG=dawn:8
Change-Id: I5a142ae58600445f0f44f6dbe419cb7c3cdc9464
Reviewed-on: https://dawn-review.googlesource.com/c/4660
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Manages a single persistently mapped GPU heap which is sub-allocated
inside of ring-buffer for uploads. To handle larger buffers without additional
unused heaps, ring buffers are created on-demand.
BUG=dawn:28
TEST=dawn_unittests
Change-Id: Ifc5a1b06baf8633f1e133245ac1ee76275431cc5
Reviewed-on: https://dawn-review.googlesource.com/c/3160
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This change also removes DepthStencilState object.
Bug=dawn:31
Change-Id: I7bb54ef4da527184bb2726c77d93d411d44c3956
Reviewed-on: https://dawn-review.googlesource.com/c/3541
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This change also removes BlendState object.
Bug=dawn:32
Change-Id: I8bf4ff7531e7504efb17b6bae3ca01f1f2b4131e
Reviewed-on: https://dawn-review.googlesource.com/c/3042
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This patch remove render pipeline builder and use descriptor to create render pipeline.
Sub-objects in descriptor will be removed in future.
Bug: dawn:4
Change-Id: I58dd569c7be42c2648311847b939c681189c2854
Reviewed-on: https://dawn-review.googlesource.com/c/2180
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
This commit adds utils::MakeBindGroup to make code craeting bind groups
nicer to read. Additional tests are added that give 100% coverage of
ValidateBindGroupDescriptor.
BUG=dawn:3
Change-Id: I56e1da8c2952306ad233845b0ec3ec32aef793d9
Reviewed-on: https://dawn-review.googlesource.com/c/2802
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This is needed to implement the timeline fence signal tracker in the frontend
Bug: dawn:26
Change-Id: Id6eb2afb81385de5093b57c5cb23ace93c8aab1b
Reviewed-on: https://dawn-review.googlesource.com/c/2741
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This patch removes CreateDefaultTextureView in all the back-ends of
class Device and implements this function by CreateTextureView using
a TextureViewDescriptor created from the original texture.
Note that this patch only refactors the original implementation of
creating default texture. The support of creating texture views from
a texture view descriptor will be added in the next several patches.
BUG=dawn:16
Change-Id: Iadfc1e17e1cf23a4c1fa8ff44b1fb1a765d21e3f
Reviewed-on: https://dawn-review.googlesource.com/c/1840
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This patch adds the entry point creating texture view with a
TextureViewDescriptor and all the validations on the parameters
according to https://github.com/gpuweb/gpuweb/issues/79.
BUG=dawn:16
TEST=dawn_unittests
Change-Id: Ibc04a0f7b9f334c57da191606313ab156e18af1f
Reviewed-on: https://dawn-review.googlesource.com/c/1800
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch is the first one to support inspecting GPU information for
dawn_end2end_tests.
In this patch, we support collecting the device name, device id and
vendor id on D3D12 and Vulkan. We also support collecting the device
name on OpenGL. The collection on Metal will be supported in the next
patch. Using this information we implement a series of APIs to inspect
the information of both OS and GPU vendor.
We also skip two failed tests on Windows Intel Vulkan backends.
BUG=dawn:10
Change-Id: If52a960c0bae3922a0b5650500218eff1400d77a
Reviewed-on: https://dawn-review.googlesource.com/1460
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch is the first one to descriptorze texture view. In this
patch, we completely remove TextureViewBuilder and add the entry
point CreateDefaultTextureView for creating a texture view on a
non-array 2D texture using the same type and format.
Texture view descriptors and 2D array texture views will be supported
in the next patch.
BUG=dawn:1, dawn:16
Change-Id: Ibd2a0bcf02cbb567a98d2faaaaa897eff2c062e5
Reviewed-on: https://dawn-review.googlesource.com/1440
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Linking against their .lib makes loading Dawn fail on systems that don't
have the DLLs. This happens for example on Windows7 that doesn't have
d3d12.dll. Instead we dynamically load functions pointers from these
DLLs at d3d12::Device startup.
Change-Id: I4d01a12d0f91bec45bf125450d2c08aaa9ff9fac
This patch introduces texture descriptor for texture creation instead
of texture builders.
This patch also adds "arrayLayer" to texture descriptor and removes
mDevice in TextureD3D12.
We still keep a dummy BufferBuilder object around so that it can be used
for the builder error callback tests of the wire.
Change-Id: If0c502bb8b62ee3ed61815e34e9b6ee6c03a65ef
The dawn.h and dawncpp.h structure definitions references dawnFoo or
dawn::Foo respectively when it should reference dawn_native::FooBase* in
dawn_native. Autogenerate files to declare the dawn_native version of
the structs and change the ProcTable generation to use it instead.
This is important to make libdawn_native a shared library because
currently it was depending on dawncpp's definition of .Get().