Add depth-clamping support for Metal
This CL adds depth clamping support to Metal by invoking
MTLRenderCommandEncoder::setDepthClipMode. I only implemented the
feature for the new-style of RenderPipelineDescriptor since the
old one seems to be deprecated.
Bug: dawn:716
Change-Id: Icd63c72294546042ae452360863a7f9c16b40f95
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/45640
Commit-Queue: Brian Ho <hob@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/dawn.json b/dawn.json
index ea011fd..a2aa130 100644
--- a/dawn.json
+++ b/dawn.json
@@ -832,7 +832,8 @@
{"name": "shader float16", "type": "bool", "default": "false"},
{"name": "pipeline statistics query", "type": "bool", "default": "false"},
{"name": "timestamp query", "type": "bool", "default": "false"},
- {"name": "multi planar formats", "type": "bool", "default": "false"}
+ {"name": "multi planar formats", "type": "bool", "default": "false"},
+ {"name": "depth clamping", "type": "bool", "default": "false"}
]
},
"depth stencil state descriptor": {
@@ -1598,6 +1599,14 @@
]
},
+ "primitive depth clamping state": {
+ "category": "structure",
+ "chained": true,
+ "members": [
+ {"name": "clamp depth", "type": "bool", "default": "false"}
+ ]
+ },
+
"depth stencil state": {
"category": "structure",
"extensible": true,
@@ -1866,7 +1875,8 @@
{"value": 5, "name": "shader module SPIRV descriptor"},
{"value": 6, "name": "shader module WGSL descriptor"},
{"value": 7, "name": "sampler descriptor dummy anisotropic filtering"},
- {"value": 8, "name": "render pipeline descriptor dummy extension"}
+ {"value": 8, "name": "render pipeline descriptor dummy extension"},
+ {"value": 9, "name": "primitive depth clamping state"}
]
},
"texture": {
diff --git a/src/dawn_native/Extensions.cpp b/src/dawn_native/Extensions.cpp
index 98d4a61..47b2481 100644
--- a/src/dawn_native/Extensions.cpp
+++ b/src/dawn_native/Extensions.cpp
@@ -52,7 +52,11 @@
{"multiplanar_formats",
"Import and use multi-planar texture formats with per plane views",
"https://bugs.chromium.org/p/dawn/issues/detail?id=551"},
- &WGPUDeviceProperties::multiPlanarFormats}}};
+ &WGPUDeviceProperties::multiPlanarFormats},
+ {Extension::DepthClamping,
+ {"depth_clamping", "Clamp depth to [0, 1] in NDC space instead of clipping",
+ "https://bugs.chromium.org/p/dawn/issues/detail?id=716"},
+ &WGPUDeviceProperties::depthClamping}}};
} // anonymous namespace
diff --git a/src/dawn_native/Extensions.h b/src/dawn_native/Extensions.h
index 08689ca..00dd639 100644
--- a/src/dawn_native/Extensions.h
+++ b/src/dawn_native/Extensions.h
@@ -29,6 +29,7 @@
PipelineStatisticsQuery,
TimestampQuery,
MultiPlanarFormats,
+ DepthClamping,
EnumCount,
InvalidEnum = EnumCount,
diff --git a/src/dawn_native/RenderPipeline.cpp b/src/dawn_native/RenderPipeline.cpp
index 15e8e7e..eb30623 100644
--- a/src/dawn_native/RenderPipeline.cpp
+++ b/src/dawn_native/RenderPipeline.cpp
@@ -131,9 +131,16 @@
return {};
}
- MaybeError ValidatePrimitiveState(const PrimitiveState* descriptor) {
- if (descriptor->nextInChain != nullptr) {
- return DAWN_VALIDATION_ERROR("nextInChain must be nullptr");
+ MaybeError ValidatePrimitiveState(const DeviceBase* device,
+ const PrimitiveState* descriptor) {
+ const ChainedStruct* chained = descriptor->nextInChain;
+ if (chained != nullptr) {
+ if (chained->sType != wgpu::SType::PrimitiveDepthClampingState) {
+ return DAWN_VALIDATION_ERROR("Unsupported sType");
+ }
+ if (!device->IsExtensionEnabled(Extension::DepthClamping)) {
+ return DAWN_VALIDATION_ERROR("The depth clamping feature is not supported");
+ }
}
DAWN_TRY(ValidatePrimitiveTopology(descriptor->topology));
@@ -269,7 +276,6 @@
return {};
}
-
} // anonymous namespace
// Helper functions
@@ -306,7 +312,7 @@
DAWN_TRY(ValidateVertexState(device, &descriptor->vertex, descriptor->layout));
- DAWN_TRY(ValidatePrimitiveState(&descriptor->primitive));
+ DAWN_TRY(ValidatePrimitiveState(device, &descriptor->primitive));
if (descriptor->depthStencil) {
DAWN_TRY(ValidateDepthStencilState(device, descriptor->depthStencil));
@@ -393,6 +399,12 @@
}
mPrimitive = descriptor->primitive;
+ const ChainedStruct* chained = mPrimitive.nextInChain;
+ if (chained != nullptr) {
+ ASSERT(chained->sType == wgpu::SType::PrimitiveDepthClampingState);
+ const auto* clampState = static_cast<const PrimitiveDepthClampingState*>(chained);
+ mClampDepth = clampState->clampDepth;
+ }
mMultisample = descriptor->multisample;
if (mAttachmentState->HasDepthStencilAttachment()) {
@@ -532,6 +544,11 @@
return mDepthStencil.depthBiasClamp;
}
+ bool RenderPipelineBase::ShouldClampDepth() const {
+ ASSERT(!IsError());
+ return mClampDepth;
+ }
+
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments>
RenderPipelineBase::GetColorAttachmentsMask() const {
ASSERT(!IsError());
@@ -624,7 +641,7 @@
// Record primitive state
recorder.Record(mPrimitive.topology, mPrimitive.stripIndexFormat, mPrimitive.frontFace,
- mPrimitive.cullMode);
+ mPrimitive.cullMode, mClampDepth);
// Record multisample state
// Sample count hashed as part of the attachment state
@@ -738,7 +755,8 @@
const PrimitiveState& stateB = b->mPrimitive;
if (stateA.topology != stateB.topology ||
stateA.stripIndexFormat != stateB.stripIndexFormat ||
- stateA.frontFace != stateB.frontFace || stateA.cullMode != stateB.cullMode) {
+ stateA.frontFace != stateB.frontFace || stateA.cullMode != stateB.cullMode ||
+ a->mClampDepth != b->mClampDepth) {
return false;
}
}
diff --git a/src/dawn_native/RenderPipeline.h b/src/dawn_native/RenderPipeline.h
index 0ee90b5..bf36af5 100644
--- a/src/dawn_native/RenderPipeline.h
+++ b/src/dawn_native/RenderPipeline.h
@@ -78,6 +78,7 @@
int32_t GetDepthBias() const;
float GetDepthBiasSlopeScale() const;
float GetDepthBiasClamp() const;
+ bool ShouldClampDepth() const;
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> GetColorAttachmentsMask() const;
bool HasDepthStencilAttachment() const;
@@ -116,6 +117,7 @@
PrimitiveState mPrimitive;
DepthStencilState mDepthStencil;
MultisampleState mMultisample;
+ bool mClampDepth = false;
};
} // namespace dawn_native
diff --git a/src/dawn_native/metal/BackendMTL.mm b/src/dawn_native/metal/BackendMTL.mm
index 0637514..dcf01f9 100644
--- a/src/dawn_native/metal/BackendMTL.mm
+++ b/src/dawn_native/metal/BackendMTL.mm
@@ -227,6 +227,9 @@
// See https://github.com/gpuweb/gpuweb/issues/1325
}
}
+ if (@available(macOS 10.11, iOS 11.0, *)) {
+ mSupportedExtensions.EnableExtension(Extension::DepthClamping);
+ }
mSupportedExtensions.EnableExtension(Extension::ShaderFloat16);
}
diff --git a/src/dawn_native/metal/CommandBufferMTL.mm b/src/dawn_native/metal/CommandBufferMTL.mm
index ad6c59a..71f0d0f 100644
--- a/src/dawn_native/metal/CommandBufferMTL.mm
+++ b/src/dawn_native/metal/CommandBufferMTL.mm
@@ -1193,6 +1193,11 @@
[encoder setDepthBias:newPipeline->GetDepthBias()
slopeScale:newPipeline->GetDepthBiasSlopeScale()
clamp:newPipeline->GetDepthBiasClamp()];
+ if (@available(macOS 10.11, iOS 11.0, *)) {
+ MTLDepthClipMode clipMode = newPipeline->ShouldClampDepth() ?
+ MTLDepthClipModeClamp : MTLDepthClipModeClip;
+ [encoder setDepthClipMode:clipMode];
+ }
newPipeline->Encode(encoder);
lastPipeline = newPipeline;
diff --git a/src/tests/BUILD.gn b/src/tests/BUILD.gn
index bce93a7..18d2fb5 100644
--- a/src/tests/BUILD.gn
+++ b/src/tests/BUILD.gn
@@ -321,6 +321,7 @@
"end2end/ObjectCachingTests.cpp",
"end2end/OpArrayLengthTests.cpp",
"end2end/PipelineLayoutTests.cpp",
+ "end2end/PrimitiveStateTests.cpp",
"end2end/PrimitiveTopologyTests.cpp",
"end2end/QueryTests.cpp",
"end2end/QueueTests.cpp",
diff --git a/src/tests/end2end/PrimitiveStateTests.cpp b/src/tests/end2end/PrimitiveStateTests.cpp
new file mode 100644
index 0000000..3cee443
--- /dev/null
+++ b/src/tests/end2end/PrimitiveStateTests.cpp
@@ -0,0 +1,300 @@
+// Copyright 2021 The Dawn Authors
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+
+#include "tests/DawnTest.h"
+
+#include "common/Assert.h"
+#include "utils/ComboRenderPipelineDescriptor.h"
+#include "utils/WGPUHelpers.h"
+
+constexpr static unsigned int kRTSize = 1;
+
+class DepthClampingTest : public DawnTest {
+ protected:
+ void SetUp() override {
+ DawnTest::SetUp();
+ DAWN_SKIP_TEST_IF(!SupportsExtensions({"depth_clamping"}));
+
+ wgpu::TextureDescriptor renderTargetDescriptor;
+ renderTargetDescriptor.size = {kRTSize, kRTSize};
+ renderTargetDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
+ renderTargetDescriptor.usage =
+ wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
+ renderTarget = device.CreateTexture(&renderTargetDescriptor);
+
+ renderTargetView = renderTarget.CreateView();
+
+ wgpu::TextureDescriptor depthDescriptor;
+ depthDescriptor.dimension = wgpu::TextureDimension::e2D;
+ depthDescriptor.size = {kRTSize, kRTSize};
+ depthDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
+ depthDescriptor.usage = wgpu::TextureUsage::RenderAttachment;
+ depthTexture = device.CreateTexture(&depthDescriptor);
+
+ depthTextureView = depthTexture.CreateView();
+
+ vsModule = utils::CreateShaderModule(device, R"(
+ [[block]] struct UBO {
+ color : vec3<f32>;
+ depth : f32;
+ };
+ [[group(0), binding(0)]] var<uniform> ubo : UBO;
+ [[builtin(position)]] var<out> Position : vec4<f32>;
+
+ [[stage(vertex)]] fn main() -> void {
+ Position = vec4<f32>(0.0, 0.0, ubo.depth, 1.0);
+ })");
+
+ fsModule = utils::CreateShaderModule(device, R"(
+ [[block]] struct UBO {
+ color : vec3<f32>;
+ depth : f32;
+ };
+ [[group(0), binding(0)]] var<uniform> ubo : UBO;
+
+ [[location(0)]] var<out> fragColor : vec4<f32>;
+
+ [[stage(fragment)]] fn main() -> void {
+ fragColor = vec4<f32>(ubo.color, 1.0);
+ })");
+ }
+
+ std::vector<const char*> GetRequiredExtensions() override {
+ std::vector<const char*> requiredExtensions = {};
+ if (SupportsExtensions({"depth_clamping"})) {
+ requiredExtensions.push_back("depth_clamping");
+ }
+ return requiredExtensions;
+ }
+
+ struct TestSpec {
+ wgpu::PrimitiveDepthClampingState* depthClampingState;
+ RGBA8 color;
+ float depth;
+ wgpu::CompareFunction depthCompareFunction;
+ };
+
+ // Each test param represents a pair of triangles with a color, depth, stencil value, and
+ // depthStencil state, one frontfacing, one backfacing Draw the triangles in order and check the
+ // expected colors for the frontfaces and backfaces
+ void DoTest(const std::vector<TestSpec>& testParams, const RGBA8& expected) {
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+
+ struct TriangleData {
+ float color[3];
+ float depth;
+ };
+
+ utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthTextureView);
+ wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
+
+ for (size_t i = 0; i < testParams.size(); ++i) {
+ const TestSpec& test = testParams[i];
+
+ TriangleData data = {
+ {static_cast<float>(test.color.r) / 255.f, static_cast<float>(test.color.g) / 255.f,
+ static_cast<float>(test.color.b) / 255.f},
+ test.depth,
+ };
+ // Upload a buffer for each triangle's depth and color data
+ wgpu::Buffer buffer = utils::CreateBufferFromData(device, &data, sizeof(TriangleData),
+ wgpu::BufferUsage::Uniform);
+
+ // Create a pipeline for the triangles with the test spec's params.
+ utils::ComboRenderPipelineDescriptor2 descriptor;
+ descriptor.primitive.nextInChain = test.depthClampingState;
+ descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
+ descriptor.vertex.module = vsModule;
+ descriptor.cFragment.module = fsModule;
+ wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil();
+ depthStencil->depthWriteEnabled = true;
+ depthStencil->depthCompare = test.depthCompareFunction;
+ depthStencil->format = wgpu::TextureFormat::Depth24PlusStencil8;
+
+ wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor);
+
+ // Create a bind group for the data
+ wgpu::BindGroup bindGroup = utils::MakeBindGroup(
+ device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
+
+ pass.SetPipeline(pipeline);
+ pass.SetBindGroup(0, bindGroup);
+ pass.Draw(1);
+ }
+ pass.EndPass();
+
+ wgpu::CommandBuffer commands = encoder.Finish();
+ queue.Submit(1, &commands);
+
+ EXPECT_PIXEL_RGBA8_EQ(expected, renderTarget, 0, 0) << "Pixel check failed";
+ }
+
+ wgpu::Texture renderTarget;
+ wgpu::Texture depthTexture;
+ wgpu::TextureView renderTargetView;
+ wgpu::TextureView depthTextureView;
+ wgpu::ShaderModule vsModule;
+ wgpu::ShaderModule fsModule;
+};
+
+// Test that fragments beyond the far plane are clamped to 1.0 if depth clamping is enabled.
+TEST_P(DepthClampingTest, ClampOnBeyondFarPlane) {
+ wgpu::PrimitiveDepthClampingState clampingState;
+ clampingState.clampDepth = true;
+
+ DoTest(
+ {
+ // Draw a red triangle at depth 1.
+ {
+ nullptr, /* depthClampingState */
+ RGBA8(255, 0, 0, 255), /* color */
+ 1.f, /* depth */
+ wgpu::CompareFunction::Always,
+ },
+ // Draw a green triangle at depth 2 which should get clamped to 1.
+ {
+ &clampingState,
+ RGBA8(0, 255, 0, 255), /* color */
+ 2.f, /* depth */
+ wgpu::CompareFunction::Equal,
+ },
+ },
+ // Since we draw the green triangle with an "equal" depth compare function, the resulting
+ // fragment should be green.
+ RGBA8(0, 255, 0, 255));
+}
+
+// Test that fragments beyond the near plane are clamped to 0.0 if depth clamping is enabled.
+TEST_P(DepthClampingTest, ClampOnBeyondNearPlane) {
+ wgpu::PrimitiveDepthClampingState clampingState;
+ clampingState.clampDepth = true;
+
+ DoTest(
+ {
+ // Draw a red triangle at depth 0.
+ {
+ nullptr, /* depthClampingState */
+ RGBA8(255, 0, 0, 255), /* color */
+ 0.f, /* depth */
+ wgpu::CompareFunction::Always,
+ },
+ // Draw a green triangle at depth -1 which should get clamped to 0.
+ {
+ &clampingState,
+ RGBA8(0, 255, 0, 255), /* color */
+ -1.f, /* depth */
+ wgpu::CompareFunction::Equal,
+ },
+ },
+ // Since we draw the green triangle with an "equal" depth compare function, the resulting
+ // fragment should be green.
+ RGBA8(0, 255, 0, 255));
+}
+
+// Test that fragments inside the view frustum are unaffected by depth clamping.
+TEST_P(DepthClampingTest, ClampOnInsideViewFrustum) {
+ wgpu::PrimitiveDepthClampingState clampingState;
+ clampingState.clampDepth = true;
+
+ DoTest(
+ {
+ {
+ &clampingState,
+ RGBA8(0, 255, 0, 255), /* color */
+ 0.5f, /* depth */
+ wgpu::CompareFunction::Always,
+ },
+ },
+ RGBA8(0, 255, 0, 255));
+}
+
+
+// Test that fragments outside the view frustum are clipped if depth clamping is disabled.
+TEST_P(DepthClampingTest, ClampOffOutsideViewFrustum) {
+ wgpu::PrimitiveDepthClampingState clampingState;
+ clampingState.clampDepth = false;
+
+ DoTest(
+ {
+ {
+ &clampingState,
+ RGBA8(0, 255, 0, 255), /* color */
+ 2.f, /* depth */
+ wgpu::CompareFunction::Always,
+ },
+ {
+ &clampingState,
+ RGBA8(0, 255, 0, 255), /* color */
+ -1.f, /* depth */
+ wgpu::CompareFunction::Always,
+ },
+ },
+ RGBA8(0, 0, 0, 0));
+}
+
+// Test that fragments outside the view frustum are clipped if clampDepth is left unspecified.
+TEST_P(DepthClampingTest, ClampUnspecifiedOutsideViewFrustum) {
+ DoTest(
+ {
+ {
+ nullptr, /* depthClampingState */
+ RGBA8(0, 255, 0, 255), /* color */
+ -1.f, /* depth */
+ wgpu::CompareFunction::Always,
+ },
+ {
+ nullptr, /* depthClampingState */
+ RGBA8(0, 255, 0, 255), /* color */
+ 2.f, /* depth */
+ wgpu::CompareFunction::Always,
+ },
+ },
+ RGBA8(0, 0, 0, 0));
+}
+
+// Test that fragments are properly clipped or clamped if multiple render pipelines are used
+// within the same render pass with differing clampDepth values.
+TEST_P(DepthClampingTest, MultipleRenderPipelines) {
+ wgpu::PrimitiveDepthClampingState clampingState;
+ clampingState.clampDepth = true;
+
+ wgpu::PrimitiveDepthClampingState clippingState;
+ clippingState.clampDepth = false;
+
+ DoTest(
+ {
+ // Draw green with clamping
+ {
+ &clampingState,
+ RGBA8(0, 255, 0, 255), /* color */
+ 2.f, /* depth */
+ wgpu::CompareFunction::Always,
+ },
+ // Draw red with clipping
+ {
+ &clippingState,
+ RGBA8(255, 0, 0, 255), /* color */
+ 2.f, /* depth */
+ wgpu::CompareFunction::Always,
+ },
+ },
+ RGBA8(0, 255, 0, 255)); // Result should be green
+}
+
+DAWN_INSTANTIATE_TEST(DepthClampingTest,
+ D3D12Backend(),
+ MetalBackend(),
+ OpenGLBackend(),
+ OpenGLESBackend(),
+ VulkanBackend());
diff --git a/src/tests/unittests/validation/RenderPipelineValidationTests.cpp b/src/tests/unittests/validation/RenderPipelineValidationTests.cpp
index 0dd9bc0..4dea0c7 100644
--- a/src/tests/unittests/validation/RenderPipelineValidationTests.cpp
+++ b/src/tests/unittests/validation/RenderPipelineValidationTests.cpp
@@ -550,6 +550,28 @@
}
}
+// Test that specifying a clampDepth value results in an error if the feature is not enabled.
+TEST_F(RenderPipelineValidationTest, ClampDepthWithoutExtension) {
+ {
+ utils::ComboRenderPipelineDescriptor2 descriptor;
+ descriptor.vertex.module = vsModule;
+ descriptor.cFragment.module = fsModule;
+ wgpu::PrimitiveDepthClampingState clampingState;
+ clampingState.clampDepth = true;
+ descriptor.primitive.nextInChain = &clampingState;
+ ASSERT_DEVICE_ERROR(device.CreateRenderPipeline2(&descriptor));
+ }
+ {
+ utils::ComboRenderPipelineDescriptor2 descriptor;
+ descriptor.vertex.module = vsModule;
+ descriptor.cFragment.module = fsModule;
+ wgpu::PrimitiveDepthClampingState clampingState;
+ clampingState.clampDepth = false;
+ descriptor.primitive.nextInChain = &clampingState;
+ ASSERT_DEVICE_ERROR(device.CreateRenderPipeline2(&descriptor));
+ }
+}
+
// Test that the entryPoint names must be present for the correct stage in the shader module.
TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@@ -739,3 +761,34 @@
descriptor.layout = layout1;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline2(&descriptor));
}
+
+class DepthClampingValidationTest : public RenderPipelineValidationTest {
+ protected:
+ WGPUDevice CreateTestDevice() override {
+ dawn_native::DeviceDescriptor descriptor;
+ descriptor.requiredExtensions = {"depth_clamping"};
+ return adapter.CreateDevice(&descriptor);
+ }
+};
+
+// Tests that specifying a clampDepth value succeeds if the extension is enabled.
+TEST_F(DepthClampingValidationTest, Success) {
+ {
+ utils::ComboRenderPipelineDescriptor2 descriptor;
+ descriptor.vertex.module = vsModule;
+ descriptor.cFragment.module = fsModule;
+ wgpu::PrimitiveDepthClampingState clampingState;
+ clampingState.clampDepth = true;
+ descriptor.primitive.nextInChain = &clampingState;
+ device.CreateRenderPipeline2(&descriptor);
+ }
+ {
+ utils::ComboRenderPipelineDescriptor2 descriptor;
+ descriptor.vertex.module = vsModule;
+ descriptor.cFragment.module = fsModule;
+ wgpu::PrimitiveDepthClampingState clampingState;
+ clampingState.clampDepth = false;
+ descriptor.primitive.nextInChain = &clampingState;
+ device.CreateRenderPipeline2(&descriptor);
+ }
+}