Reland "Metal: Skip disabled draw buffers"

This is a reland of commit 4b084310d7

Do not try to create a command encoder with no attachments
since it may crash some Metal drivers.

Do not reset pipeline descriptors.

Original change's description:
> Metal: Skip disabled draw buffers
>
> When creating render pass descriptors, do not
> assign textures to disabled color attachments.
>
> When creating pipeline descriptors, reset
> pixel formats of disabled color attachments.
>
> Exit early when MTLRenderCommandEncoder is not created.
>
> Added:
> * DrawBuffersTest.None
> * DrawBuffersTest.NoneWithDepth
> * DrawBuffersTest.NoneWithStencil
> * DrawBuffersTestES3.DrawWithDisabledIncompatibleAttachment
>
> Fixes:
> * conformance2/rendering/fs-color-type-mismatch-color-buffer-type.html
>
> Bug: angleproject:6430
> Change-Id: I7f650c761f757985b027388c350c01340a83fd51
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4003180
> Reviewed-by: Kenneth Russell <kbr@chromium.org>
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>

Bug: angleproject:6430
Change-Id: I13977bd7ef32c4c85420706215b4f4d3a65629ca
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4030310
Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
This commit is contained in:
Alexey Knyazev 2022-11-04 00:00:00 +00:00 коммит произвёл Angle LUCI CQ
Родитель 70cf232224
Коммит 81e9dc5640
4 изменённых файлов: 244 добавлений и 9 удалений

Просмотреть файл

@ -1048,6 +1048,8 @@ angle::Result FramebufferMtl::getReadableViewForRenderTarget(
angle::Result FramebufferMtl::prepareRenderPass(const gl::Context *context,
mtl::RenderPassDesc *pDescOut)
{
const gl::DrawBufferMask enabledDrawBuffers = getState().getEnabledDrawBuffers();
mtl::RenderPassDesc &desc = *pDescOut;
mRenderPassFirstColorAttachmentFormat = nullptr;
@ -1062,7 +1064,10 @@ angle::Result FramebufferMtl::prepareRenderPass(const gl::Context *context,
mtl::RenderPassColorAttachmentDesc &colorAttachment = desc.colorAttachments[colorIndexGL];
const RenderTargetMtl *colorRenderTarget = mColorRenderTargets[colorIndexGL];
if (colorRenderTarget)
// GL allows data types of fragment shader color outputs to be incompatible with disabled
// color attachments. To prevent various Metal validation issues, assign textures only to
// enabled attachments.
if (colorRenderTarget && enabledDrawBuffers.test(colorIndexGL))
{
colorRenderTarget->toRenderPassAttachmentDesc(&colorAttachment);

Просмотреть файл

@ -513,7 +513,7 @@ class RenderCommandEncoder final : public CommandEncoder
void initAttachmentWriteDependencyAndScissorRect(const RenderPassAttachmentDesc &attachment);
void initWriteDependency(const TextureRef &texture);
void finalizeLoadStoreAction(MTLRenderPassAttachmentDescriptor *objCRenderPassAttachment);
bool finalizeLoadStoreAction(MTLRenderPassAttachmentDescriptor *objCRenderPassAttachment);
void encodeMetalEncoder();
void simulateDiscardFramebuffer();

Просмотреть файл

@ -1117,7 +1117,7 @@ void RenderCommandEncoder::reset()
mCommands.clear();
}
void RenderCommandEncoder::finalizeLoadStoreAction(
bool RenderCommandEncoder::finalizeLoadStoreAction(
MTLRenderPassAttachmentDescriptor *objCRenderPassAttachment)
{
if (!objCRenderPassAttachment.texture)
@ -1125,7 +1125,7 @@ void RenderCommandEncoder::finalizeLoadStoreAction(
objCRenderPassAttachment.loadAction = MTLLoadActionDontCare;
objCRenderPassAttachment.storeAction = MTLStoreActionDontCare;
objCRenderPassAttachment.resolveTexture = nil;
return;
return false;
}
if (objCRenderPassAttachment.resolveTexture)
@ -1152,6 +1152,8 @@ void RenderCommandEncoder::finalizeLoadStoreAction(
// If storeAction hasn't been set for this attachment, we set to dontcare.
objCRenderPassAttachment.storeAction = MTLStoreActionDontCare;
}
return true;
}
void RenderCommandEncoder::endEncoding()
@ -1164,6 +1166,8 @@ void RenderCommandEncoder::endEncodingImpl(bool considerDiscardSimulation)
if (!valid())
return;
bool hasAttachment = false;
// Last minute correcting the store options.
MTLRenderPassDescriptor *objCRenderPassDesc = mCachedRenderPassDescObjC.get();
for (uint32_t i = 0; i < mRenderPassDesc.numColorAttachments; ++i)
@ -1171,17 +1175,20 @@ void RenderCommandEncoder::endEncodingImpl(bool considerDiscardSimulation)
// Update store action set between restart() and endEncoding()
objCRenderPassDesc.colorAttachments[i].storeAction =
mRenderPassDesc.colorAttachments[i].storeAction;
finalizeLoadStoreAction(objCRenderPassDesc.colorAttachments[i]);
if (finalizeLoadStoreAction(objCRenderPassDesc.colorAttachments[i]))
hasAttachment = true;
}
// Update store action set between restart() and endEncoding()
objCRenderPassDesc.depthAttachment.storeAction = mRenderPassDesc.depthAttachment.storeAction;
finalizeLoadStoreAction(objCRenderPassDesc.depthAttachment);
if (finalizeLoadStoreAction(objCRenderPassDesc.depthAttachment))
hasAttachment = true;
// Update store action set between restart() and endEncoding()
objCRenderPassDesc.stencilAttachment.storeAction =
mRenderPassDesc.stencilAttachment.storeAction;
finalizeLoadStoreAction(objCRenderPassDesc.stencilAttachment);
if (finalizeLoadStoreAction(objCRenderPassDesc.stencilAttachment))
hasAttachment = true;
// Set visibility result buffer
if (mOcclusionQueryPool.getNumRenderPassAllocatedQueries())
@ -1194,8 +1201,15 @@ void RenderCommandEncoder::endEncodingImpl(bool considerDiscardSimulation)
objCRenderPassDesc.visibilityResultBuffer = nil;
}
// Encode the actual encoder
// Encode the actual encoder. It will not be created when there are no attachments.
if (hasAttachment)
{
encodeMetalEncoder();
}
else
{
mCommands.clear();
}
CommandEncoder::endEncoding();

Просмотреть файл

@ -572,6 +572,8 @@ TEST_P(DrawBuffersTest, FirstHalfNULL)
bool flags[8] = {false};
GLenum bufs[8] = {GL_NONE};
ASSERT_GT(mMaxDrawBuffers, 0);
ASSERT_LE(mMaxDrawBuffers, 8);
GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;
for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
@ -613,6 +615,179 @@ TEST_P(DrawBuffersTest, DefaultFramebufferDrawBufferQuery)
EXPECT_EQ(GL_NONE, drawbuffer);
}
// Test that drawing with all color buffers disabled works.
TEST_P(DrawBuffersTest, None)
{
ANGLE_SKIP_TEST_IF(!setupTest());
bool flags[8] = {false};
GLenum bufs[8] = {GL_NONE};
GLTexture textures[8];
ASSERT_GT(mMaxDrawBuffers, 0);
ASSERT_LE(mMaxDrawBuffers, 8);
for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
{
glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
textures[texIndex], 0);
flags[texIndex] = true;
bufs[texIndex] = GL_COLOR_ATTACHMENT0 + texIndex;
}
GLuint program;
setupMRTProgram(flags, &program);
setDrawBuffers(mMaxDrawBuffers, bufs);
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
{
bufs[texIndex] = GL_NONE;
}
setDrawBuffers(mMaxDrawBuffers, bufs);
drawQuad(program, positionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
{
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
textures[texIndex], 0);
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
}
glDeleteProgram(program);
}
// Test that drawing with a color buffer disabled and a depth buffer enabled works.
TEST_P(DrawBuffersTest, NoneWithDepth)
{
ANGLE_SKIP_TEST_IF(!setupTest());
bool flags[8] = {true, false, false, false, false, false, false, false};
GLenum bufs[8] = {
GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE};
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GLRenderbuffer rb;
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, getWindowWidth(),
getWindowHeight());
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
EXPECT_GL_NO_ERROR();
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
GLuint program;
setupMRTProgram(flags, &program);
ASSERT_GT(mMaxDrawBuffers, 0);
ASSERT_LE(mMaxDrawBuffers, 8);
setDrawBuffers(mMaxDrawBuffers, bufs);
glClearColor(0.5, 0.5, 0.5, 1.0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Color buffer must remain untouched, depth buffer must be set to 1.0
bufs[0] = GL_NONE;
setDrawBuffers(mMaxDrawBuffers, bufs);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
drawQuad(program, positionAttrib(), 1.0);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Draw with the color buffer and depth test enabled.
// Depth test must fail and the color buffer must remain unchanged.
bufs[0] = GL_COLOR_ATTACHMENT0;
setDrawBuffers(mMaxDrawBuffers, bufs);
glDepthFunc(GL_LESS);
drawQuad(program, positionAttrib(), 1.0);
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Draw with another Z value.
// Depth test must pass and the color buffer must be updated.
drawQuad(program, positionAttrib(), 0.0);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
glDeleteProgram(program);
}
// Test that drawing with a color buffer disabled and a stencil buffer enabled works.
TEST_P(DrawBuffersTest, NoneWithStencil)
{
ANGLE_SKIP_TEST_IF(!setupTest());
bool flags[8] = {true, false, false, false, false, false, false, false};
GLenum bufs[8] = {
GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE};
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GLRenderbuffer rb;
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), getWindowHeight());
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
EXPECT_GL_NO_ERROR();
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
GLuint program;
setupMRTProgram(flags, &program);
ASSERT_GT(mMaxDrawBuffers, 0);
ASSERT_LE(mMaxDrawBuffers, 8);
setDrawBuffers(mMaxDrawBuffers, bufs);
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Color buffer must remain untouched, stencil test must pass and stencil buffer must be
// incremented to 1.
bufs[0] = GL_NONE;
setDrawBuffers(mMaxDrawBuffers, bufs);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_INCR, GL_INCR);
drawQuad(program, positionAttrib(), 1.0);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Draw with the color buffer enabled and stencil test expecting 0.
// Stencil test must fail, and both the color and the stencil buffers must remain unchanged.
bufs[0] = GL_COLOR_ATTACHMENT0;
setDrawBuffers(mMaxDrawBuffers, bufs);
glStencilFunc(GL_EQUAL, 0, 255);
drawQuad(program, positionAttrib(), 1.0);
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Draw with stencil ref value matching the stored stencil buffer value.
// Stencil test must pass and the color buffer must be updated.
glStencilFunc(GL_EQUAL, 1, 255);
drawQuad(program, positionAttrib(), 1.0);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
glDeleteProgram(program);
}
// Test that draws to every buffer and verifies that every buffer was drawn to.
TEST_P(DrawBuffersTest, AllRGBA8)
{
@ -622,6 +797,8 @@ TEST_P(DrawBuffersTest, AllRGBA8)
GLenum bufs[8] = {GL_NONE};
GLTexture textures[8];
ASSERT_GT(mMaxDrawBuffers, 0);
ASSERT_LE(mMaxDrawBuffers, 8);
for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
{
glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
@ -1266,6 +1443,45 @@ void main()
EXPECT_PIXEL_NEAR(0, 0, 143, 175, 159, 143, 1);
}
// Test that a disabled color attachment incompatible with a fragment output
// is correctly ignored and does not affect other attachments.
TEST_P(DrawBuffersTestES3, DrawWithDisabledIncompatibleAttachment)
{
ANGLE_SKIP_TEST_IF(!setupTest());
ASSERT_GE(mMaxDrawBuffers, 4);
for (GLuint texIndex = 0; texIndex < 4; texIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
if (texIndex == 1)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, getWindowWidth(), getWindowHeight(), 0,
GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, nullptr);
}
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
mTextures[texIndex], 0);
}
ASSERT_GL_NO_ERROR();
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3};
setDrawBuffers(4, bufs);
bool flags[8] = {true, true, true, true};
GLuint program;
setupMRTProgram(flags, &program);
drawQuad(program, positionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0);
verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0);
glDeleteProgram(program);
}
// Vulkan backend is setting per buffer color mask to false for draw buffers that set to GL_NONE.
// These set of tests are to test draw buffer change followed by draw/clear/blit and followed by
// draw buffer change are behaving correctly.