21 Commits

Author SHA1 Message Date
Corentin Wallez
8edb723dea Revert "Add ComparisonSampler binding type and validation tests"
This reverts commit 6d9e4f8076b645c557453f4b566bf9c38b4a51eb.

Reason for revert: Breaks the roll in Chromium, gpu_sampler.cc must first be
fixed to use the new undefined value, before this can be landed.

Original change's description:
> Add ComparisonSampler binding type and validation tests
> 
> Bug: dawn:367
> Change-Id: Iba1d3d03f6247a356b6f3fabfe7a7ba3c0753171
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18423
> Reviewed-by: Austin Eng <enga@chromium.org>
> Commit-Queue: Austin Eng <enga@chromium.org>

TBR=cwallez@chromium.org,kainino@chromium.org,enga@chromium.org

# Not skipping CQ checks because original CL landed > 1 day ago.

Bug: dawn:367
Change-Id: Ic071a601df2063bd2da5388b2e75c1a121924a69
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19983
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-04-20 17:21:52 +00:00
Austin Eng
6d9e4f8076 Add ComparisonSampler binding type and validation tests
Bug: dawn:367
Change-Id: Iba1d3d03f6247a356b6f3fabfe7a7ba3c0753171
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18423
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
2020-04-17 20:14:17 +00:00
Rafael Cintron
c64242d4c2 Make RefCounted derived objects have private destructors
RefCounted (and derived) destructors should be protected on the class
to ensure the objects can ONLY be destructed by calling Release. This
avoids errors cause by destroying objects out from under code which
has an active reference count.

Unfortunately, many of the 'base' classes must continue having public
destructors because they are used as "blueprint" objects created on
the stack.

Added final on most-derived classes.

Ideas for future improvement:
- Change "base" objects to have protected destructors but create new
blueprint objects that privately derive from base objects. This
limits the blueprint object's usefulness to only be a blueprint.
- Modify createX methods to return Ref<Object> instead of Object*

Change-Id: I6f3b3b178118d135c4342cb912e982a3873d71af
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18780
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-04-06 18:20:02 +00:00
Austin Eng
06508118eb Merge BindGroupLayout and ShaderModule BindingInfos
This moves BindGroupLayoutBase::BindingInfo into the dawn_native
namespace and changes ShaderModule::BindingInfo to extend it with
SPIR-V ids.

Bug: dawn:354
Change-Id: I6a2187e94c0200bee729cf8290f74e4f8c648334
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/17920
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2020-03-27 18:54:03 +00:00
Austin Eng
0847cb4637 Convert LayoutBindingInfo to an array of BindingInfos
This makes accessing per-index data simpler, and now that dynamic
buffer bindings are packed at the front, the old IterateBitset on
the dynamic buffer binding mask can be replaced with a simple loop
over the beginning bindings.

Bug: dawn:354
Change-Id: I1adf371c3228690758f90ab1f0de88ad8d0f950d
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/17681
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
2020-03-26 17:22:14 +00:00
Jiawei Shao
421684f943 Support Storage Textures as Valid Binding Types
This patch adds the basic validation of read-only storage texture,
write-only storage texture and read-write storage texture as new
binding types with no bind group layout provided in the creation of
pipeline state objects.

- Read-only storage textures can be used in vertex, fragment and
  compute shaders.
- Write-only storage textures can only be used in compute shaders
  due to the limitation on Metal.
- Read-write storage textures are not allowed now and they are
  reserved to be supported as an extension in the future.

BUG=dawn:267
TEST=dawn_unittests

Change-Id: Iffc432f29a855b85d59451cb3c50269e03b84627
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16661
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-03-11 01:28:48 +00:00
Yunchao He
5554283717 Implement readonly storage buffer on D3D12 backend
This change implements D3D12 backend for readonly storage buffer.
It uses SRV in root signature at API side and ByteAddressBuffer at
shader side (has already been done in spirv-cross) for readonly
storage buffer.

BUG=dawn:180, dawn:284

Change-Id: Iafcd24835a75349ce719e9735752de50210a846f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14300
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
2019-12-09 21:01:28 +00:00
Corentin Wallez
1f6c8c4d54 Make dawn_native use the webgpu.h header
BUG=dawn:22

Change-Id: I66e2d998f5e09030e40ec88813cd65c492018fd0
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12541
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2019-10-23 11:57:41 +00:00
Natasha Lee
f3d50baf85 D3D12 replace ASSERT_SUCCESS with better error handling
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>
2019-10-16 09:26:54 +00:00
François Beaufort
c3b613296d Rename GPUBindGroupLayoutBinding dynamic to hasDynamicOffset
Following WebGPU change at  https://github.com/gpuweb/gpuweb/pull/427,
this CL renames GPUBindGroupLayoutBinding dynamic to hasDynamicOffset.

Bug: dawn:22
Change-Id: Ie1c2bf4b1f6764c83be7cfe04f4f1a1d2205f685
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11500
Commit-Queue: François Beaufort <beaufort.francois@gmail.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2019-09-24 11:08:17 +00:00
Corentin Wallez
b9b088f57e Rename ShaderStageBit to ShaderStage.
This is to follow changes to WebGPU's IDL and header file where the Bit
suffix disappeared. This caused a conflict with
utils/dawn_native::ShaderStage that were both renamed to
SingleShaderStage.

BUG-dawn: 22
Change-Id: I7b085686775fa19e4b4a3b54979903d72f3ef660
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10462
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
2019-08-27 08:42:29 +00:00
Yan, Shaobo
b6d7c53708 Reland "Fix dynamic buffer offset issues on D3D12 backend"
Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable
inherit test on compute shader and reland this patch

    Original change's description:
    > Fix dynamic buffer offset issues on D3D12 backend
    >
    > This patch fixes
    > 1. Inherit dynamic buffer offsets : dawn chooses vulkan
    > like inherit behaviour, so dynamic offsets need to be inherited.
    > This patch adds inherit dynamic offsets between pipelines support and
    > adds tests to cover it.
    >
    > 2. Dynamic offsets are skipped when groups have been set : in D3D12
    > backend, when invoke SetBindGroup, dawn will check whether this group
    > has already been set and skip updating root signature if the answer is
    > yes. However, this behaviour will affect dynamic offsets update. With
    > the latest patch, we always update dynamic offsets, even if they didn't
    > change and adds tests to cover it.
    >
    > This patch also hit a dawn's issue about storage buffer validation in compute pass.
    > Currently the validation is a workaround to avoid access conflicts but will impact
    > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable
    > related test for now and will enable it after the issue been fixed. File dawn bug
    > 198 to track this
    >
    > BUG=dawn:55
BUG=dawn:55

Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
Austin Eng
42e1bba480 Revert "Fix dynamic buffer offset issues on D3D12 backend"
This reverts commit 421584173cae282ee496291b1cb08eebcad71be7.

Reason for revert: Some of the newly added tests are failing on Windows NVIDIA GTX 1660

https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%20GeForce%20GTX%201660%29/21

Original change's description:
> Fix dynamic buffer offset issues on D3D12 backend
> 
> This patch fixes
> 1. Inherit dynamic buffer offsets : dawn chooses vulkan
> like inherit behaviour, so dynamic offsets need to be inherited.
> This patch adds inherit dynamic offsets between pipelines support and
> adds tests to cover it.
> 
> 2. Dynamic offsets are skipped when groups have been set : in D3D12
> backend, when invoke SetBindGroup, dawn will check whether this group
> has already been set and skip updating root signature if the answer is
> yes. However, this behaviour will affect dynamic offsets update. With
> the latest patch, we always update dynamic offsets, even if they didn't
> change and adds tests to cover it.
> 
> This patch also hit a dawn's issue about storage buffer validation in compute pass.
> Currently the validation is a workaround to avoid access conflicts but will impact
> using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable
> related test for now and will enable it after the issue been fixed. File dawn bug
> 198 to track this
> 
> BUG=dawn:55
> 
> Change-Id: I2b0f179b3555d37d5b350292eb729767b0d60ab6
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9621
> Commit-Queue: Austin Eng <enga@chromium.org>
> Reviewed-by: Austin Eng <enga@chromium.org>
> Reviewed-by: Kai Ninomiya <kainino@chromium.org>

TBR=kainino@chromium.org,shaobo.yan@intel.com,enga@chromium.org

# Not skipping CQ checks because original CL landed > 1 day ago.

Bug: dawn:55
Change-Id: I018e6fa9b4b0905de602ab4ba3294ef537c53759
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9900
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
2019-08-08 22:41:00 +00:00
Yan, Shaobo
421584173c Fix dynamic buffer offset issues on D3D12 backend
This patch fixes
1. Inherit dynamic buffer offsets : dawn chooses vulkan
like inherit behaviour, so dynamic offsets need to be inherited.
This patch adds inherit dynamic offsets between pipelines support and
adds tests to cover it.

2. Dynamic offsets are skipped when groups have been set : in D3D12
backend, when invoke SetBindGroup, dawn will check whether this group
has already been set and skip updating root signature if the answer is
yes. However, this behaviour will affect dynamic offsets update. With
the latest patch, we always update dynamic offsets, even if they didn't
change and adds tests to cover it.

This patch also hit a dawn's issue about storage buffer validation in compute pass.
Currently the validation is a workaround to avoid access conflicts but will impact
using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable
related test for now and will enable it after the issue been fixed. File dawn bug
198 to track this

BUG=dawn:55

Change-Id: I2b0f179b3555d37d5b350292eb729767b0d60ab6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9621
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2019-08-07 18:20:33 +00:00
Yan, Shaobo
351ea23830 Dynamic Buffer Offset : D3D Backend
In a typical graphics application it is a common usage to update some uniforms once per draw,
and such uniforms include the word positions, orientations, and so on. In the current state of
WebGPU, this means that for each draw call we have to create a new bind group to set the right
uniform values. Bind group creation is expected to be more expensive than
recording draws because a memory allocation is required.

The functionality of dynamic buffer offset is to reduce the number of bind groups that need to
be created.

The patch implements dynamic buffer offset on D3D backend using root descriptor.

Bug=dawn:55

Change-Id: Ia713a4edb3c0ab8f3bba048d7813f343e9dee166
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9040
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2019-07-31 01:29:42 +00:00
Brandon Jones
292c0c31f2 Add D3D12 Functionality For Multiple Bind Groups
SPIRV-Cross outputs HLSL utilizing register spaces for seperate bind groups.
This changes the D3D12 backend to also use them.

Bug: dawn:66
Change-Id: I0590ae59fa3d369b57cdb32e4c9808c137fa88dc
Reviewed-on: https://dawn-review.googlesource.com/c/3360
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
2018-12-18 19:59:59 +00:00
Stephen White
4408b7f20c D3D12 fix for register binding offsets.
When both the vert and frag shaders have a UBO binding, the D3D12
backend was using register offset 0 for both, causing a collision,
and the wrong constant value used in one of the shaders.

The fix is to use the binding offsets computed by the BindGroupLayout,
since they know about all of the bindings, not just the ones computed
for each shader. This made it necessary to defer shader compilation
until pipeline layout creation time (as is done in the Metal backend
for similar reasons).

Finally, those bindings offsets computed by the BGL include an offset
for the CBV, UAV and SRV subgroups, so we must add the same register
offset when assigning the BaseShaderRegister to the descriptor ranges
in the PipelineLayout constructor so that they match.

Bug: dawn:20

Change-Id: I18287bf1c06f06dd61288e12da64752f54634466
Reviewed-on: https://dawn-review.googlesource.com/c/1960
Reviewed-by: Stephen White <senorblanco@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2018-11-01 13:59:19 +00:00
Corentin Wallez
d8597b2e1f D3D12: Dynamically load D3D12, DXGI and D3DCompiler
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
2018-08-31 09:13:35 -04:00
Corentin Wallez
36afbb6a0d Make dawn_native use its own header for Dawn datatypes
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().
2018-07-27 12:56:26 +02:00
Corentin Wallez
49a65d0c0c dawn_native: Fixup namespace from backend:: to dawn_native:: 2018-07-25 11:27:55 +02:00
Corentin Wallez
d37523fbde Move src/backend to src/dawn_native 2018-07-25 11:27:55 +02:00