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Works around issues on Metal Intel where CopyB2T and WriteTexture with depth/stencil textures do not work correctly. Fixes test failures with depth16unorm in the CTS. Deletes UseTempTextureInStencilTextureToBufferCopy in favor of the stencil blit. The former supposedly fixes a problem where the stencil data is not flushed into the real stencil texture by performing another T2T copy. This only works because the Metal Intel backend also happens to allocate s8 as d32s8. Copying the depth aspect as well seems to make the driver remember to flush the data. The stencil blit is a better fix for the problem since entirely avoids getting the driver into a bad state where the stencil data is not in sync. Fixed: dawn:1389 Change-Id: If34b1d58996157036c164a5bc329e38b5e53f67a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/117910 Reviewed-by: Loko Kung <lokokung@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Austin Eng <enga@chromium.org>
73 lines
2.6 KiB
C++
73 lines
2.6 KiB
C++
// Copyright 2020 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef SRC_DAWN_NATIVE_INTERNALPIPELINESTORE_H_
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#define SRC_DAWN_NATIVE_INTERNALPIPELINESTORE_H_
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#include <unordered_map>
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#include "dawn/native/ApplyClearColorValueWithDrawHelper.h"
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#include "dawn/native/ObjectBase.h"
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#include "dawn/native/ScratchBuffer.h"
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#include "dawn/native/dawn_platform.h"
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namespace dawn::native {
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class DeviceBase;
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class RenderPipelineBase;
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class ShaderModuleBase;
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// Every DeviceBase owns an InternalPipelineStore. This is a general-purpose cache for
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// long-lived objects scoped to a device and used to support arbitrary pipeline operations.
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struct InternalPipelineStore {
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explicit InternalPipelineStore(DeviceBase* device);
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~InternalPipelineStore();
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std::unordered_map<wgpu::TextureFormat, Ref<RenderPipelineBase>> copyTextureForBrowserPipelines;
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std::unordered_map<wgpu::TextureFormat, Ref<RenderPipelineBase>>
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copyExternalTextureForBrowserPipelines;
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Ref<ShaderModuleBase> copyForBrowser;
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Ref<ComputePipelineBase> timestampComputePipeline;
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Ref<ShaderModuleBase> timestampCS;
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ApplyClearColorValueWithDrawPipelinesCache applyClearColorValueWithDrawPipelines;
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Ref<ShaderModuleBase> placeholderFragmentShader;
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// A scratch buffer suitable for use as a copy destination and storage binding.
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ScratchBuffer scratchStorage;
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// A scratch buffer suitable for use as a copy destination, storage binding, and indirect
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// buffer for indirect dispatch or draw calls.
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ScratchBuffer scratchIndirectStorage;
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Ref<ComputePipelineBase> renderValidationPipeline;
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Ref<ShaderModuleBase> renderValidationShader;
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Ref<ComputePipelineBase> dispatchIndirectValidationPipeline;
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Ref<RenderPipelineBase> blitRG8ToDepth16UnormPipeline;
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struct BlitR8ToStencilPipelines {
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Ref<RenderPipelineBase> clearPipeline;
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std::array<Ref<RenderPipelineBase>, 8> setStencilPipelines;
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};
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std::unordered_map<wgpu::TextureFormat, BlitR8ToStencilPipelines> blitR8ToStencilPipelines;
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};
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} // namespace dawn::native
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#endif // SRC_DAWN_NATIVE_INTERNALPIPELINESTORE_H_
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