Fix D3D12 over-eager lazy zero initialization for textures
Bug: dawn:145, dawn:348
Change-Id: Iafa1644424e67020b004765a0c9ccff2e077ead3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16980
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
diff --git a/src/dawn_native/d3d12/TextureD3D12.cpp b/src/dawn_native/d3d12/TextureD3D12.cpp
index e78d9a6..cb57079 100644
--- a/src/dawn_native/d3d12/TextureD3D12.cpp
+++ b/src/dawn_native/d3d12/TextureD3D12.cpp
@@ -538,7 +538,7 @@
return true;
}
- D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t baseMipLevel,
+ D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t mipLevel,
uint32_t baseArrayLayer,
uint32_t layerCount) const {
ASSERT(GetDimension() == wgpu::TextureDimension::e2D);
@@ -548,7 +548,7 @@
ASSERT(GetNumMipLevels() == 1);
ASSERT(layerCount == 1);
ASSERT(baseArrayLayer == 0);
- ASSERT(baseMipLevel == 0);
+ ASSERT(mipLevel == 0);
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
} else {
// Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
@@ -560,23 +560,30 @@
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer;
rtvDesc.Texture2DArray.ArraySize = layerCount;
- rtvDesc.Texture2DArray.MipSlice = baseMipLevel;
+ rtvDesc.Texture2DArray.MipSlice = mipLevel;
rtvDesc.Texture2DArray.PlaneSlice = 0;
}
return rtvDesc;
}
- D3D12_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(uint32_t baseMipLevel) const {
+ D3D12_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(uint32_t mipLevel,
+ uint32_t baseArrayLayer,
+ uint32_t layerCount) const {
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = GetD3D12Format();
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
- ASSERT(baseMipLevel == 0);
if (IsMultisampledTexture()) {
+ ASSERT(GetNumMipLevels() == 1);
+ ASSERT(layerCount == 1);
+ ASSERT(baseArrayLayer == 0);
+ ASSERT(mipLevel == 0);
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
} else {
- dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
- dsvDesc.Texture2D.MipSlice = baseMipLevel;
+ dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer;
+ dsvDesc.Texture2DArray.ArraySize = layerCount;
+ dsvDesc.Texture2DArray.MipSlice = mipLevel;
}
return dsvDesc;
@@ -606,40 +613,62 @@
if (GetFormat().isRenderable) {
if (GetFormat().HasDepthOrStencil()) {
TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_DEPTH_WRITE);
- DescriptorHeapHandle dsvHeap;
- DAWN_TRY_ASSIGN(dsvHeap, descriptorHeapAllocator->AllocateCPUHeap(
- D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1));
- D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
- D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(baseMipLevel);
- device->GetD3D12Device()->CreateDepthStencilView(GetD3D12Resource(), &dsvDesc,
- dsvHandle);
D3D12_CLEAR_FLAGS clearFlags = {};
- if (GetFormat().HasDepth()) {
- clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
- }
- if (GetFormat().HasStencil()) {
- clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
- }
- commandList->ClearDepthStencilView(dsvHandle, clearFlags, fClearColor, clearColor,
- 0, nullptr);
+ for (uint32_t level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
+ for (uint32_t layer = baseArrayLayer; layer < baseArrayLayer + layerCount;
+ ++layer) {
+ if (clearValue == TextureBase::ClearValue::Zero &&
+ IsSubresourceContentInitialized(level, 1, layer, 1)) {
+ // Skip lazy clears if already initialized.
+ continue;
+ }
+
+ DescriptorHeapHandle dsvHeap;
+ DAWN_TRY_ASSIGN(dsvHeap, descriptorHeapAllocator->AllocateCPUHeap(
+ D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1));
+ D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
+ D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(level, layer, 1);
+ device->GetD3D12Device()->CreateDepthStencilView(GetD3D12Resource(),
+ &dsvDesc, dsvHandle);
+
+ if (GetFormat().HasDepth()) {
+ clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
+ }
+ if (GetFormat().HasStencil()) {
+ clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
+ }
+
+ commandList->ClearDepthStencilView(dsvHandle, clearFlags, fClearColor,
+ clearColor, 0, nullptr);
+ }
+ }
} else {
TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_RENDER_TARGET);
- DescriptorHeapHandle rtvHeap;
- DAWN_TRY_ASSIGN(rtvHeap, descriptorHeapAllocator->AllocateCPUHeap(
- D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1));
- D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
+
const float clearColorRGBA[4] = {fClearColor, fClearColor, fClearColor,
fClearColor};
- // TODO(natlee@microsoft.com): clear all array layers for 2D array textures
- for (uint32_t i = baseMipLevel; i < baseMipLevel + levelCount; i++) {
- D3D12_RENDER_TARGET_VIEW_DESC rtvDesc =
- GetRTVDescriptor(i, baseArrayLayer, layerCount);
- device->GetD3D12Device()->CreateRenderTargetView(GetD3D12Resource(), &rtvDesc,
- rtvHandle);
- commandList->ClearRenderTargetView(rtvHandle, clearColorRGBA, 0, nullptr);
+ for (uint32_t level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
+ for (uint32_t layer = baseArrayLayer; layer < baseArrayLayer + layerCount;
+ ++layer) {
+ if (clearValue == TextureBase::ClearValue::Zero &&
+ IsSubresourceContentInitialized(level, 1, layer, 1)) {
+ // Skip lazy clears if already initialized.
+ continue;
+ }
+
+ DescriptorHeapHandle rtvHeap;
+ DAWN_TRY_ASSIGN(rtvHeap, descriptorHeapAllocator->AllocateCPUHeap(
+ D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1));
+ D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
+
+ D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = GetRTVDescriptor(level, layer, 1);
+ device->GetD3D12Device()->CreateRenderTargetView(GetD3D12Resource(),
+ &rtvDesc, rtvHandle);
+ commandList->ClearRenderTargetView(rtvHandle, clearColorRGBA, 0, nullptr);
+ }
}
}
} else {
@@ -661,14 +690,20 @@
TrackUsageAndTransitionNow(commandContext, D3D12_RESOURCE_STATE_COPY_DEST);
- // compute d3d12 texture copy locations for texture and buffer
- Extent3D copySize = {GetSize().width, GetSize().height, 1};
- TextureCopySplit copySplit = ComputeTextureCopySplit(
- {0, 0, 0}, copySize, GetFormat(), uploadHandle.startOffset, rowPitch, 0);
-
for (uint32_t level = baseMipLevel; level < baseMipLevel + levelCount; ++level) {
+ // compute d3d12 texture copy locations for texture and buffer
+ Extent3D copySize = GetMipLevelVirtualSize(level);
+ TextureCopySplit copySplit = ComputeTextureCopySplit(
+ {0, 0, 0}, copySize, GetFormat(), uploadHandle.startOffset, rowPitch, 0);
+
for (uint32_t layer = baseArrayLayer; layer < baseArrayLayer + layerCount;
++layer) {
+ if (clearValue == TextureBase::ClearValue::Zero &&
+ IsSubresourceContentInitialized(level, 1, layer, 1)) {
+ // Skip lazy clears if already initialized.
+ continue;
+ }
+
D3D12_TEXTURE_COPY_LOCATION textureLocation =
ComputeTextureCopyLocationForTexture(this, level, layer);
for (uint32_t i = 0; i < copySplit.count; ++i) {
@@ -770,11 +805,10 @@
D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const {
// TODO(jiawei.shao@intel.com): support rendering into a layer of a texture.
- ASSERT(GetLayerCount() == 1);
ASSERT(GetLevelCount() == 1);
- ASSERT(GetBaseMipLevel() == 0);
- ASSERT(GetBaseArrayLayer() == 0);
- return ToBackend(GetTexture())->GetDSVDescriptor(GetBaseMipLevel());
+ uint32_t mipLevel = GetBaseMipLevel();
+ return ToBackend(GetTexture())
+ ->GetDSVDescriptor(mipLevel, GetBaseArrayLayer(), GetLayerCount());
}
}} // namespace dawn_native::d3d12
diff --git a/src/dawn_native/d3d12/TextureD3D12.h b/src/dawn_native/d3d12/TextureD3D12.h
index 17a7d6c..6965690 100644
--- a/src/dawn_native/d3d12/TextureD3D12.h
+++ b/src/dawn_native/d3d12/TextureD3D12.h
@@ -49,10 +49,12 @@
DXGI_FORMAT GetD3D12Format() const;
ID3D12Resource* GetD3D12Resource() const;
- D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t baseMipLevel,
+ D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipLevel,
uint32_t baseArrayLayer,
uint32_t layerCount) const;
- D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t baseMipLevel) const;
+ D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t mipLevel,
+ uint32_t baseArrayLayer,
+ uint32_t layerCount) const;
void EnsureSubresourceContentInitialized(CommandRecordingContext* commandContext,
uint32_t baseMipLevel,
uint32_t levelCount,
diff --git a/src/tests/end2end/NonzeroTextureCreationTests.cpp b/src/tests/end2end/NonzeroTextureCreationTests.cpp
index 59c01b9..7f384cc 100644
--- a/src/tests/end2end/NonzeroTextureCreationTests.cpp
+++ b/src/tests/end2end/NonzeroTextureCreationTests.cpp
@@ -195,7 +195,7 @@
// Test that all subresources of a renderable texture are filled because the toggle is enabled.
TEST_P(NonzeroTextureCreationTests, AllSubresourcesFilled) {
// TODO(crbug.com/dawn/145): Implement on other platforms.
- DAWN_SKIP_TEST_IF(!IsMetal());
+ DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12());
wgpu::TextureDescriptor baseDescriptor;
baseDescriptor.dimension = wgpu::TextureDimension::e2D;
@@ -251,7 +251,7 @@
// Test that all subresources of a nonrenderable texture are filled because the toggle is enabled.
TEST_P(NonzeroTextureCreationTests, NonRenderableAllSubresourcesFilled) {
// TODO(crbug.com/dawn/145): Implement on other platforms.
- DAWN_SKIP_TEST_IF(!IsMetal());
+ DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12());
wgpu::TextureDescriptor baseDescriptor;
baseDescriptor.dimension = wgpu::TextureDimension::e2D;
@@ -259,7 +259,7 @@
baseDescriptor.size.height = kSize;
baseDescriptor.size.depth = 1;
baseDescriptor.sampleCount = 1;
- baseDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
+ baseDescriptor.format = wgpu::TextureFormat::RGBA8Snorm;
baseDescriptor.mipLevelCount = 1;
baseDescriptor.arrayLayerCount = 1;
baseDescriptor.usage = wgpu::TextureUsage::CopySrc;
diff --git a/src/tests/end2end/TextureZeroInitTests.cpp b/src/tests/end2end/TextureZeroInitTests.cpp
index cb58226..0ceaed5 100644
--- a/src/tests/end2end/TextureZeroInitTests.cpp
+++ b/src/tests/end2end/TextureZeroInitTests.cpp
@@ -872,7 +872,7 @@
// uninitialized mip does not clear the initialized mip.
TEST_P(TextureZeroInitTest, PreservesInitializedMip) {
// TODO(crbug.com/dawn/145): Fix this on other backends
- DAWN_SKIP_TEST_IF(!IsMetal());
+ DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12());
wgpu::TextureDescriptor sampleTextureDescriptor = CreateTextureDescriptor(
2, 1,
@@ -953,7 +953,7 @@
// the uninitialized layer does not clear the initialized layer.
TEST_P(TextureZeroInitTest, PreservesInitializedArrayLayer) {
// TODO(crbug.com/dawn/145): Fix this on other backends
- DAWN_SKIP_TEST_IF(!IsMetal());
+ DAWN_SKIP_TEST_IF(!IsMetal() && !IsD3D12());
wgpu::TextureDescriptor sampleTextureDescriptor = CreateTextureDescriptor(
1, 2,