Add nonzero_clear_resources_on_creation_for_testing toggle for d3d12
Forces texture to clear to non-zero on creation to test the logic of
lazy clearing.
Bug: dawn:145
Change-Id: Ia738bf03be29dc620caf5f6d04b57c29b6919e85
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7280
Commit-Queue: Natasha Lee <natlee@microsoft.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
diff --git a/src/dawn_native/d3d12/DeviceD3D12.cpp b/src/dawn_native/d3d12/DeviceD3D12.cpp
index a972903..058ab6c 100644
--- a/src/dawn_native/d3d12/DeviceD3D12.cpp
+++ b/src/dawn_native/d3d12/DeviceD3D12.cpp
@@ -47,6 +47,9 @@
ComPtr<ID3D12Device> d3d12Device,
const DeviceDescriptor* descriptor)
: DeviceBase(adapter, descriptor), mD3d12Device(d3d12Device) {
+ if (descriptor != nullptr) {
+ ApplyToggleOverrides(descriptor);
+ }
// Create device-global objects
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
diff --git a/src/dawn_native/d3d12/TextureD3D12.cpp b/src/dawn_native/d3d12/TextureD3D12.cpp
index 5e9a63b..795a712 100644
--- a/src/dawn_native/d3d12/TextureD3D12.cpp
+++ b/src/dawn_native/d3d12/TextureD3D12.cpp
@@ -14,6 +14,7 @@
#include "dawn_native/d3d12/TextureD3D12.h"
+#include "dawn_native/d3d12/DescriptorHeapAllocator.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/ResourceAllocator.h"
@@ -138,6 +139,25 @@
->Allocate(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor,
D3D12_RESOURCE_STATE_COMMON);
mResourcePtr = mResource.Get();
+
+ if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
+ TransitionUsageNow(device->GetPendingCommandList(), D3D12_RESOURCE_STATE_RENDER_TARGET);
+ uint32_t arrayLayerCount = GetArrayLayers();
+
+ DescriptorHeapAllocator* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
+ DescriptorHeapHandle rtvHeap =
+ descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
+ D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
+
+ const float clearColor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ // TODO(natlee@microsoft.com): clear all array layers for 2D array textures
+ for (int i = 0; i < resourceDescriptor.MipLevels; i++) {
+ D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = GetRTVDescriptor(i, arrayLayerCount, 0);
+ device->GetD3D12Device()->CreateRenderTargetView(mResourcePtr, &rtvDesc, rtvHandle);
+ device->GetPendingCommandList()->ClearRenderTargetView(rtvHandle, clearColor, 0,
+ nullptr);
+ }
+ }
}
// With this constructor, the lifetime of the ID3D12Resource is externally managed.
@@ -201,6 +221,34 @@
mLastState = newState;
}
+ D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t mipSlice,
+ uint32_t arrayLayers,
+ uint32_t baseArrayLayer) const {
+ ASSERT(GetDimension() == dawn::TextureDimension::e2D);
+ D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = GetD3D12Format();
+ if (IsMultisampledTexture()) {
+ ASSERT(GetNumMipLevels() == 1);
+ ASSERT(arrayLayers == 1);
+ ASSERT(baseArrayLayer == 0);
+ ASSERT(mipSlice == 0);
+ rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
+ } else {
+ // Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
+ // layer and layer count in D3D12_TEX2D_RTV. For 2D texture views, we treat them as
+ // 1-layer 2D array textures. (Just like how we treat SRVs)
+ // https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_rtv
+ // https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array
+ // _rtv
+ rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer;
+ rtvDesc.Texture2DArray.ArraySize = arrayLayers;
+ rtvDesc.Texture2DArray.MipSlice = mipSlice;
+ rtvDesc.Texture2DArray.PlaneSlice = 0;
+ }
+ return rtvDesc;
+ }
+
uint32_t Texture::GetSubresourceIndex(uint32_t mipmapLevel, uint32_t arraySlice) const {
return GetNumMipLevels() * arraySlice + mipmapLevel;
}
@@ -254,28 +302,8 @@
}
D3D12_RENDER_TARGET_VIEW_DESC TextureView::GetRTVDescriptor() const {
- ASSERT(GetTexture()->GetDimension() == dawn::TextureDimension::e2D);
- D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = GetD3D12Format();
- if (GetTexture()->IsMultisampledTexture()) {
- ASSERT(GetTexture()->GetArrayLayers() == 1 && GetTexture()->GetNumMipLevels() == 1 &&
- GetBaseArrayLayer() == 0 && GetBaseMipLevel() == 0);
- rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
- } else {
- // Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
- // layer and layer count in D3D12_TEX2D_RTV. For 2D texture views, we treat them as
- // 1-layer 2D array textures. (Just like how we treat SRVs)
- // https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_rtv
- // https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_tex2d_array
- // _rtv
- rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.FirstArraySlice = GetBaseArrayLayer();
- rtvDesc.Texture2DArray.ArraySize = GetLayerCount();
- rtvDesc.Texture2DArray.MipSlice = GetBaseMipLevel();
- rtvDesc.Texture2DArray.PlaneSlice = 0;
- }
-
- return rtvDesc;
+ return ToBackend(GetTexture())
+ ->GetRTVDescriptor(GetBaseMipLevel(), GetLayerCount(), GetBaseArrayLayer());
}
D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const {
diff --git a/src/dawn_native/d3d12/TextureD3D12.h b/src/dawn_native/d3d12/TextureD3D12.h
index 33b6be3..3aea5ad 100644
--- a/src/dawn_native/d3d12/TextureD3D12.h
+++ b/src/dawn_native/d3d12/TextureD3D12.h
@@ -40,6 +40,9 @@
D3D12_RESOURCE_STATES newState);
uint32_t GetSubresourceIndex(uint32_t mipmapLevel, uint32_t arraySlice) const;
+ D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipSlice,
+ uint32_t arrayLayers,
+ uint32_t baseArrayLayer) const;
private:
// Dawn API
diff --git a/src/tests/end2end/NonzeroTextureCreationTests.cpp b/src/tests/end2end/NonzeroTextureCreationTests.cpp
index 3053d13..cbb5232 100644
--- a/src/tests/end2end/NonzeroTextureCreationTests.cpp
+++ b/src/tests/end2end/NonzeroTextureCreationTests.cpp
@@ -94,8 +94,8 @@
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), texture, 0, 0, kSize, kSize, 0, 2);
}
-DAWN_INSTANTIATE_TEST(NonzeroTextureCreationTests,
- ForceWorkaround(OpenGLBackend,
- "nonzero_clear_resources_on_creation_for_testing"),
- ForceWorkaround(VulkanBackend,
- "nonzero_clear_resources_on_creation_for_testing"));
+DAWN_INSTANTIATE_TEST(
+ NonzeroTextureCreationTests,
+ ForceWorkaround(D3D12Backend, "nonzero_clear_resources_on_creation_for_testing"),
+ ForceWorkaround(OpenGLBackend, "nonzero_clear_resources_on_creation_for_testing"),
+ ForceWorkaround(VulkanBackend, "nonzero_clear_resources_on_creation_for_testing"));