When resources are accessed on a command list, the resource will
implicitly decay in some scenarios. This commit tracks when the decay
occurs to more frequently enable implicit promotion.
Bug: dawn:167
Change-Id: Ide4c06454efe136baee0d39a3437a407a613bcc7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8243
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
Reviewed-by: Austin Eng <enga@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>
This is to match the equivalent rename in WebGPU's IDL.
BUG=dawn:22
Change-Id: Ibdf75869e58835d984df559878b884c55310a403
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8623
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Yunchao He <yunchao.he@intel.com>
These are the names for the level/slice concept in WebGPU and this one
occurence was forgotten in the previous rename.
BUG=dawn:22
Change-Id: I0aef05e21b2291cf02712034c6ddc3ab62ecbc33
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8681
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This patch adds the support of BC5 formats on D3D12 backend. On D3D12,
the "rowPitch" refers to the number of bytes in a row of blocks (which
covers up to 4 scanlines at once) for the textures in BC formats.
This patch also adds the related end2end tests for four typical cases of
B2T and T2B copies on D3D12:
(1) copyBytesPerRowPitch + byteOffsetPerRowPitch <= rowPitch and
texelOffset.y == 0
(2) copyBytesPerRowPitch + byteOffsetPerRowPitch <= rowPitch and
texelOffset.y > 0
(3) copyBytesPerRowPitch + byteOffsetPerRowPitch > rowPitch
(4) texelOffset.z > 0
BUG=dawn:42
TEST=dawn_end2end_tests
Change-Id: If27ab3e56596e25c1c5be787ca021c0748021a46
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8541
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@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>
Texture formats have plenty of properties we'd like to query on them
like their texel size, whether they are compressend or if they are depth
stencil. Instead of making switch statements for each of these
properties, we store them in a new `Format` structure. Textures compute
their format only onces and then pass a const reference to it on
GetFormat().
This is in preparation of adding all WebGPU texture formats.
BUG=dawn:128
Change-Id: Iad2831cf16f14e1a1bfce2c10b22527fc982d1aa
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8166
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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>
When transitioning from the COMMON state, an explicit ResourceBarrier
call is unnecessary and can be handled implicitly by the driver. This
acts as an optimization because no synchronization waits are required
when transitioning from the COMMON state.
Bug: dawn:167
Change-Id: Ifd45236dc51c339de8b9945e6f4e2a00934f3676
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7920
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
Reviewed-by: Corentin Wallez <cwallez@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>
Instead of looping through usages and calling ResourceBarrier for
each transition, we should load all transitions into a single call.
This allows the driver to make better optimization decisions.
Bug: dawn:163
Change-Id: I4859aa2c71b60a40249df00ad67ab13eb0389cd9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7680
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
This command internally used a BufferCopy struct which is meant for
Buffer->Texture / Texture->Buffer copies. It contained unnecessary rowPitch
and imageHeight. This patch changes the members of CopyBufferToBufferCmd to
match the CopyBufferToBuffer api call.
Bug: dawn:164
Change-Id: I4737eb4ceb655e8282964c438242627070e355dc
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6320
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
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>
Implemention of InsertDebugMarker, PushDebugGroup and PopDebugGroup
for D3D12 using PIX event runtime.
Bug: dawn:44
Change-Id: I488f4638777afad3420ba96b350d9f19f2cd80dc
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7400
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
This patch fixes a crash issue that on D3D12 backends Dawn will crash
when we create too many views from cbvSrvUav or sampler descriptor heaps
as both of the heaps have fixed sizes.
To fix this issue we count the number of views that are required
in these two heaps before allocating memory for them, so that the
memory allocation from these two heaps will always succeed.
BUG=dawn:149
Change-Id: I7d42bf2ad677c6ecfa3ce1b3e471bc0d9258f266
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7260
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 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>
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>
Introduces pushDebugGroup, popDebugGroup, and insertDebugMarker implementations
for Vulkan and Metal using VK_EXT_debug_marker and XCode, respectively.
Bug: dawn:44
Change-Id: I0ae56c4d67aa832123f27a1fcdddf65746261e57
Reviewed-on: https://dawn-review.googlesource.com/c/4241
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
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>
This patch removes RenderPassDescriptor from BeginRenderPassCmd so that
all the backends can get the data of render pass from the non-pointer
field of BeginRenderPassCmd instead. In this patch, RenderPassDescriptor
has been removed from all Dawn backends other than the virtual function
DeviceBase::CreateRenderPassDescriptor().
This patch is one of the preparations on completely removing
RenderPassDescriptorBuilder from Dawn.
BUG=dawn:6
Change-Id: I3a78f0b2d5318c2bf85858d6fbe939b7861a2cf8
Reviewed-on: https://dawn-review.googlesource.com/c/4800
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch removes RenderPassDescriptorD3D12 completely and moves the
creation of RTVs and DSVs to CommandBufferD3D12::RecordCommands(), where
we allocate all RTVs and DSVs used in the current command buffer in one
RTV heap and one DSV heap. Note that the method to allocate RTVs and
DSVs are too simple in this patch, and we will optimize it later.
This patch also adds a test to make sure Dawn works correctly when we
use two different render passes in one command buffer.
This patch is one of the preparations on completely removing
RenderPassDescriptorBuilder from Dawn.
BUG=dawn:6
Change-Id: I02e30c007fb8668a7474a3caf7a858782d0c92df
Reviewed-on: https://dawn-review.googlesource.com/c/4520
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This fixes a bug where D3D12 SetVertexBuffers was using the input info
from the last set pipeline's InputState. IASetVertexBuffers needs to be
reapplied if the input state changes.
Bug: dawn:91
Change-Id: I7d0b308ea20cee6d595f6b29548f57d82c8e47a4
Reviewed-on: https://dawn-review.googlesource.com/c/3860
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch adds the support of the parameter 'baseVertex' of drawIndexed
on D3D12, Metal and Vulkan back-ends.
BUG=dawn:51
TEST=dawn_end2end_tests
Change-Id: Ibd25884ad2abceaaed744d74c4ee6b0ae6b3fa1b
Reviewed-on: https://dawn-review.googlesource.com/c/3221
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Kai Ninomiya <kainino@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>
Modify internal command buffer types to reflect the front end APIs for
copyTextureToBuffer and copyBufferToTexture.
Bug: dawn:17
Change-Id: I088a167ee7145d741e70ed28c1df7a12d24b72fc
Reviewed-on: https://dawn-review.googlesource.com/c/2740
Commit-Queue: Brandon1 Jones <brandon1.jones@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Likewise "presented" textures won't be available for use in submits so
this sets up state-tracking and validation for textures too.
Command buffer resource usage is now stored in the frontend instead of
done per-backend because it is used to validate resources are allowed in
the submits.
Also adds a test.
BUG=dawn:9
Change-Id: I0537c5113bb33a089509b4f2af4ddf4eff8051ea
Reviewed-on: https://dawn-review.googlesource.com/c/2142
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
If a bindgroup was re-used in multiple command buffers in a single call
to queue.Submit(), it was skipping the creation of the corresponding
descriptor heap for that bind group in the second command buffer.
The fix is to use the command buffer's index into the submit command as
part of the key for the bind group's descriptor heap.
Change-Id: Ie66a0e772b10cc72bf040f090dac4c4a10f24266
Reviewed-on: https://dawn-review.googlesource.com/c/1740
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This patch implements the creation of 2D array textures and copying
between a buffer and a layer of a 2D array texture on D3D12, Metal
and OpenGL back-ends.
TEST=dawn_end2end_tests