This patch implements MSAA resolve on Metal backends with the store
action MTLStoreActionStoreAndMultisampleResolve. Note that this store
action is not supported on all Metal drivers. In the future we will
emulate it by doing MSAA resolve in another render pass.
The end2end tests ResolveIntoOneMipmapLevelOf2DTexture and
ResolveInto2DArrayTexture are temporarily disabled on Intel and NVidia
Metal drivers due to driver issues.
BUG=dawn:56
TEST=dawn_end2end_tests
Change-Id: I7e87aa344691c7d0a389aca80500c7b89a427ea3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5900
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
MultisampledRenderingTest/MultisampledRenderingWithDepthTest is skipped
temporarily on Intel Windows Vulkan drivers due to the failure of that
case on the try bots.
BUG=dawn:56
TEST=dawn_end2end_tests
Change-Id: Ibcf4a07198e4ebad304170e8df9778dc965349df
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6300
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This change also fixed a small style issue in dawn.json.
BUG=
Change-Id: I731aca5558ebe1eb0d6bd144a0e2a9b01963558a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6261
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
We need to change related tests in end2end_tests and unittests.
Bug=dawn:127
TEST=dawn_end2end_tests, dawn_unittests
Change-Id: I523d4eeb930990b5db381544b228d2f11912049b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6240
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch adds the basic support of multisampled rendering on D3D12
backends and enables the related end2end test on D3D12 backends.
D3D12 render pass is not used in this patch. We plan to make use of it
in the future.
BUG=dawn:56
TEST=dawn_end2end_tests
Change-Id: I63759431654ec0abe9d21157f679d4c971cd92a8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6200
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
The CQ passed on the patch that removes dawncpp_traits even if we forgot
this include because the builders still had the generated header in
their build cache.
TBR=enga@chromium.org
BUG=dawn:125
Change-Id: Ie266bc32e6ebc4881f80c759435ca1e3f0d00e9c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6221
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This removes blocks of code that were obviously builder-specific but
also removes the ObjectStorage::valid member that was used to implement
the maybe monad on the wire server side. This is no longer needed since
dawn_native handles the maybe monad internally now.
BUG=dawn:125
Change-Id: I8c30daae9fc70853bc1996d85a860b4877c5976c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6161
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Double free was happening if buffer.Destroy() was called right
before the buffer went out of scope since DestroyImpl wouldn't
check to see if the resource was already released.
Also refactor Destroy in Texture classes to match the pattern
of Buffer classes. Added validation of the texture object when
Destroy is called.
Bug: dawn:124, chromium:947323
Change-Id: I0e4a652ff5b86a151b4919c781c1dd385b4e3213
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6060
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Natasha Lee <natlee@microsoft.com>
RenderPassLoadOpTests.ColorClearThenLoadAndDraw is flaky on Linux Intel
drivers, so we have to skip it temporarily. As currently we cannot collect
PCI IDs on OpenGL drivers, we have to skip this test on all OpenGL
backends.
BUG=dawn:126, chromium:947246
Change-Id: Ic1b75ee70d72b8e96ac87018cfc886661e4ae3de
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6260
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
ValidateTextureViewDescriptor was running into use of uninitialized
value. Fixing this by moving the texture state check below the texture
object check. This should validate the texture object before trying to
validate it's texture state.
Bug: chromium:947150
Change-Id: I9b41791bfb960fbe4873ba5fcadf046bd32e5853
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6180
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Natasha Lee <natlee@microsoft.com>
This requires deleting wire tests for builders that were using it, and
leads to small simplifications in the WireTest harness. Also allows
removing the BuilderBase class from dawn_native.
BUG=dawn:125
Change-Id: I3cbac609207aa652cdc9d37e0b700cce3ac6e093
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6120
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
The CommandBufferStateTracker dereferences a null pointer if there is no bind group set for an index of the layout
Change-Id: Id247f9876340d189088e8bbe8cb4d68a4d517c6e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6100
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch adds the support of multisampled rendering on OpenGL backends
and the related end2end tests to test all new features implemented in
this patch.
BUG=dawn:56
TEST=dawn_end2end_tests
Change-Id: I91e462178ee39041ef591503c33c70db511775e9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5880
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Finish validation acquires the command allocator but didn't set the
finished state so further top-level would still try to record in the
allocator, causing an ASSERT to fire.
BUG=chromium:939969
Change-Id: I334878098e6b824c2c4cef4fccb75472d3b63bbe
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6041
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
This allows reserving a texture ID in the client and injecting textures
in the wire, so that the WebGPU control channel can create WebGPU
textures backed by SharedImages in Chromium.
BUG=941543
Change-Id: I1efcfe3dce024bb2d3592f22225407a97b641c1f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5820
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This changes Wire tests to produces errors on "uninteresting calls" and
flushes mock expectations on client/server flushes so that we control
100% of the order of calls.
BUG=941543
Change-Id: I6eabc79dde2abb564e54df90c5c0e615fd4496c6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6040
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Currently we decide not to support multisampled 2D array textures
because on Metal they are only available on macOS version greater than
10.14.
This patch also removes the compatibility check between cube map texture
views and sample counts because currently the sample count of 2D array
textures is always equal to 1.
BUG=dawn:56
TEST=dawn_unittests
Change-Id: I9736c977192409c79572f061fa1b7681b5b3e6c8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6000
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Same idea as for buffers, Destroy can be used to free GPU memory
associated with resources without waiting for javascript garbage
collection to occur.
Bug: dawn:46
Change-Id: Ia796b06b5228cbec4cfe8d78a500f967181d8c1f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5540
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Natasha Lee <natlee@microsoft.com>
The range of the Z-coordinate in clipping volume is [-w, w] on OpenGL,
while it is [0, w] on D3D12, Metal and Vulkan.
In this patch, the "fixup_clipspace" flag of SPIRV-Cross is enabled on
OpenGL backend and disabled on D3D12 backend to unify the behaviour of
clip space on all Dawn backends. An end2end test is also added for this
fix.
This patch also fix a bug when clearing depth stencil attachments on
OpenGL backend. Before clearing depth stencil attachments, we should
enable depth stencil writing by properly setting depth and stencil
masks. We do not need to set the depth and stencil masks back because
they will be set again when applying the render pipeline. The newly
added test will fail without this fix when running the test together
with all the end2ends.
BUG=dawn:122
TEST=dawn_end2end_tests
Change-Id: I4f50ce3eb1f16d731ee4cffc12a56e17844b4675
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5860
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
The public include dirs for Dawn were in the dawn_public config but it
would only be added to targets as a part of public_configs. This meant
that second-level dependencies that ended up needing to include
dawn/dawn.h wouldn't know where to find it.
Fixed this by adding include dirs in all_dependent_configs and renamed
the config to be very explicit that it is for include dirs only.
BUG=chromium:938895
Change-Id: Iad70f3ce1f8a02b96bf341e7dd7d6068ce645af7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5920
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Existing validation requiring copy depth = 1 is not accurate. Copies
with a depth of 0 should be allowed.
Bug: dawn:18
Change-Id: Ib7607ee0965935127b3a8b66bc49b38ddcc56953
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5940
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
This was being leaked if the completion status was not a success.
Bug: chromium:939396
Change-Id: Ia09bcef935697b354e6e3da3c4a3d308545fec53
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5840
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch adds a workaround on the GL error when we use glTextureView()
on a GL texture which is created outside DAWN and not configured by
glTexStorage*d(). glTextureView() is only allowed to be used on the
textures configured by glTexStorage*D(). When the external GL texture
is configured by glTexImage2D() (for example, textures from GLFW),
calling glTextureView() will cause an INVALID_OPERATION error.
To workaround this issue, we refer the solution on the Metal backend
that we avoid calling glTextureView() on the following senarios:
1. We may call glTextureView() only when the usage of the texture
includes Sampled or Storage.
2. We won't call glTextureView() if the view uses the same format as the
original texture, the whole mipmap levels and array slices.
BUG=dawn:16
Change-Id: Ibdfaa122ac061a2e2bb47f76e0030f1d0fc548a2
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5780
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This is to allow proper synchronization with other devices and APIs on
macOS. There is a global graphics queue so we usually don't need
synchronization but on Metal, commands are inserted on this queue only
when the command buffer is scheduled.
Metal's schedule and completed handlers can be fired on a different
thread so this CL also makes the code there data-race free.
BUG=chromium:938895
BUG=dawn:112
Change-Id: Id45a66fb4d13216b9d01f75e0766732f6e09ddf0
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5700
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch adds the support of multisampling in the render pipeline and
the validations that the sample count of the render pipeline must be
equal to the ones in render pass color and depth stencil attachments.
BUG=dawn:56
TEST=dawn_unittests
Change-Id: I823c565bf9466ac6029f2797b31368bbdd6b8280
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5622
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Update stride value to max(attribute.offset + sizeof(attribute) for
each attribute) when input stride is 0 in Metal backend
BUG=dawn:75
TEST=dawn_end2end_tests
Change-Id: Ic0b2bfc685b8aeb92d1d4401174a819279386ea3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5221
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch simply added dynamic buffer offset in dawn idl and
modify the shape of SetBindGroup.
BUG=dawn:55
Change-Id: I516e08f3ee558ba375a87d98eaea6d60e93d4514
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5600
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch adds a missing validation on the sample count of the depth
stencil attachment when calling CommandEncoder.BeginRenderPass().
According to D3D SPEC, when MSAA is used, all bound render targets and
depth buffers must have the same sample count and quality.
BUG=dawn:56
TEST=dawn_unittests
Change-Id: I719995b80f89e5139711c97a4bf76ba479919ad1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5621
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
If a GL texture is externally-managed, don't make any GL calls
during the Texture constructor.
Bug: dawn:114
Change-Id: I8ece5cde433fb036f37bda7d18ddb81d9b50a89d
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5640
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch adds validations to the multisampled color attachments and
resolve targets.
The resolve target must be a valid texture view, and it must follow
the following validations:
According to Vulkan SPEC:
1. If we set resolve target, the texture of the color attachment must
be a multisampled texture, and the texture of the resolve target
must be a non-multisampled texture.
2. The format of the resolve target must be the same as that of the
color attachment.
3. The sample count of all the color attachments must be same.
4. The resolve target must have dawn::TextureUsage::OutputAttachment
usage bit set when it was created.
On D3D12:
1. ID3D12GraphicsCommandList::ResolveSubresource() method only allow
resolving in a subresource of a texture, thus the level count and
mipmap level count of the resolve target can only be 1.
2. ID3D12GraphicsCommandList::ResolveSubresource() method requires
the dimension of the source and destination must match.
BUG=dawn:56
TEST=dawn_unittests
Change-Id: I080415bef0d600600083a95f641815188798dca3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5340
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This makes it so that default adapter discovery finds
Metal/D3D12/Vulkan first.
Change-Id: I3795bcc8a3d47eb3c53881b7fc43e8d56b4b89fd
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5481
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This reverts commit 9bf529ec94.
Reason for revert:
Fixed test failure by submitting basic render pass to clear out texture
before running the tests.
The test was failing previously because the texture pixel color was not
cleared before running the tests, causing unexpected
pixel colors to be compared. Creating a basic render pass clears
the texture, but since the first test fails on submit expectedly,
the pixel is never cleared.
Bug: dawn:46
Change-Id: Ic190c2d8d6af3f9d8def3370b92c6974a82a0096
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5500
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Natasha Lee <natlee@microsoft.com>
This is to match Chromium style.
Change-Id: Ic97cc03e2291c653ade9662ba3d5e629872b10ad
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5482
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>