Backport #3151 Without Breaking Changes (#3165)

Co-authored-by: Lilith <lilith@triplehex.dev>
This commit is contained in:
Connor Fitzgerald 2022-11-02 17:31:12 -04:00 committed by GitHub
parent 261069d04f
commit f31ff6a117
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9 changed files with 62 additions and 85 deletions

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@ -40,6 +40,12 @@ Bottom level categories:
## Unreleased
## wgpu-0.14.1 (2022-11-02)
### Bug Fixes
- Make `wgpu::TextureFormat::Depth24PlusStencil8` available on all backends by making the feature unconditionally available and the feature unneeded to use the format. By @Healthire and @cwfitzgerald in [#3151](https://github.com/gfx-rs/wgpu/pull/3151)
## wgpu-0.14.0 (2022-10-05)
### Major Changes

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@ -86,6 +86,7 @@ impl super::Adapter {
// TODO(cwfitzgerald): Needed downlevel features: 3D dispatch
let mut features = wgt::Features::DEPTH_CLIP_CONTROL
| wgt::Features::DEPTH24PLUS_STENCIL8 // workaround #3112
| wgt::Features::PUSH_CONSTANTS
| wgt::Features::POLYGON_MODE_LINE
| wgt::Features::CLEAR_TEXTURE

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@ -191,7 +191,7 @@ impl super::Adapter {
let mut features = wgt::Features::empty()
| wgt::Features::DEPTH_CLIP_CONTROL
| wgt::Features::DEPTH24PLUS_STENCIL8
| wgt::Features::DEPTH24PLUS_STENCIL8 // workaround #3112
| wgt::Features::DEPTH32FLOAT_STENCIL8
| wgt::Features::INDIRECT_FIRST_INSTANCE
| wgt::Features::MAPPABLE_PRIMARY_BUFFERS

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@ -314,6 +314,7 @@ impl super::Adapter {
);
let mut features = wgt::Features::empty()
| wgt::Features::DEPTH24PLUS_STENCIL8 // workaround #3112
| wgt::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES
| wgt::Features::CLEAR_TEXTURE
| wgt::Features::PUSH_CONSTANTS;

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@ -760,6 +760,7 @@ impl super::PrivateCapabilities {
use wgt::Features as F;
let mut features = F::empty()
| F::DEPTH24PLUS_STENCIL8 // workaround #3112
| F::INDIRECT_FIRST_INSTANCE
| F::MAPPABLE_PRIMARY_BUFFERS
| F::VERTEX_WRITABLE_STORAGE
@ -778,7 +779,6 @@ impl super::PrivateCapabilities {
features.set(F::TEXTURE_COMPRESSION_ETC2, self.format_eac_etc);
features.set(F::DEPTH_CLIP_CONTROL, self.supports_depth_clip_control);
features.set(F::DEPTH24PLUS_STENCIL8, self.format_depth24_stencil8);
features.set(
F::TEXTURE_BINDING_ARRAY

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@ -307,6 +307,7 @@ impl PhysicalDeviceFeatures {
use crate::auxil::db;
use wgt::{DownlevelFlags as Df, Features as F};
let mut features = F::empty()
| F::DEPTH24PLUS_STENCIL8 // workaround #3112
| F::SPIRV_SHADER_PASSTHROUGH
| F::MAPPABLE_PRIMARY_BUFFERS
| F::PUSH_CONSTANTS
@ -481,17 +482,6 @@ impl PhysicalDeviceFeatures {
),
);
features.set(
F::DEPTH24PLUS_STENCIL8,
supports_format(
instance,
phd,
vk::Format::D24_UNORM_S8_UINT,
vk::ImageTiling::OPTIMAL,
vk::FormatFeatureFlags::DEPTH_STENCIL_ATTACHMENT,
),
);
(features, dl_flags)
}

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@ -191,12 +191,10 @@ bitflags::bitflags! {
///
/// This is a web and native feature.
const DEPTH_CLIP_CONTROL = 1 << 0;
/// Allows for explicit creation of textures of format [`TextureFormat::Depth24PlusStencil8`]
/// Does nothing.
///
/// Supported platforms:
/// - Vulkan (some)
/// - DX12
/// - Metal (Macs with amd GPUs)
/// - All platforms. This being a feature was a bug. See [#3112](https://github.com/gfx-rs/wgpu/issues/3112)
///
/// This is a web and native feature.
const DEPTH24PLUS_STENCIL8 = 1 << 1;
@ -2314,7 +2312,6 @@ impl TextureFormat {
let astc_hdr = Features::TEXTURE_COMPRESSION_ASTC_HDR;
let norm16bit = Features::TEXTURE_FORMAT_16BIT_NORM;
let d32_s8 = Features::DEPTH32FLOAT_STENCIL8;
let d24_s8 = Features::DEPTH24PLUS_STENCIL8;
// Sample Types
let uint = TextureSampleType::Uint;
@ -2399,7 +2396,7 @@ impl TextureFormat {
// Depth-stencil textures
Self::Depth16Unorm => ( native, depth, linear, msaa, (1, 1), 2, attachment, 1),
Self::Depth24Plus => ( native, depth, linear, msaa, (1, 1), 4, attachment, 1),
Self::Depth24PlusStencil8 => ( d24_s8, depth, linear, msaa, (1, 1), 4, attachment, 2),
Self::Depth24PlusStencil8 => ( native, depth, linear, msaa, (1, 1), 4, attachment, 2),
Self::Depth32Float => ( native, depth, linear, msaa, (1, 1), 4, attachment, 1),
Self::Depth32FloatStencil8 =>( d32_s8, depth, linear, msaa, (1, 1), 4, attachment, 2),
// Packed uncompressed

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@ -44,6 +44,7 @@ static TEXTURE_FORMATS_DEPTH: &[wgpu::TextureFormat] = &[
//wgpu::TextureFormat::Stencil8,
wgpu::TextureFormat::Depth16Unorm,
wgpu::TextureFormat::Depth24Plus,
wgpu::TextureFormat::Depth24PlusStencil8,
];
// needs TEXTURE_COMPRESSION_BC
@ -329,22 +330,6 @@ fn clear_texture_d32_s8() {
)
}
#[test]
fn clear_texture_d24_s8() {
initialize_test(
TestParameters::default()
.features(wgpu::Features::CLEAR_TEXTURE | wgpu::Features::DEPTH24PLUS_STENCIL8),
|ctx| {
clear_texture_tests(
&ctx,
&[wgpu::TextureFormat::Depth24PlusStencil8],
false,
false,
);
},
)
}
#[test]
fn clear_texture_2d_bc() {
initialize_test(

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@ -110,58 +110,55 @@ fn discarding_depth_target_resets_texture_init_state_check_visible_on_copy_in_sa
#[test]
fn discarding_either_depth_or_stencil_aspect() {
initialize_test(
TestParameters::default().features(wgpu::Features::DEPTH24PLUS_STENCIL8),
|ctx| {
let (texture, _) = create_white_texture_and_readback_buffer(
&ctx,
wgpu::TextureFormat::Depth24PlusStencil8,
);
// TODO: How do we test this other than "doesn't crash"? We can't copy the texture to/from buffers, so we would need to do a copy in a shader
{
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Depth Discard, Stencil Load"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &texture.create_view(&wgpu::TextureViewDescriptor::default()),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: false, // discard!
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0),
store: true,
}),
initialize_test(TestParameters::default(), |ctx| {
let (texture, _) = create_white_texture_and_readback_buffer(
&ctx,
wgpu::TextureFormat::Depth24PlusStencil8,
);
// TODO: How do we test this other than "doesn't crash"? We can't copy the texture to/from buffers, so we would need to do a copy in a shader
{
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Depth Discard, Stencil Load"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &texture.create_view(&wgpu::TextureViewDescriptor::default()),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: false, // discard!
}),
});
ctx.queue.submit([encoder.finish()]);
}
{
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Depth Load, Stencil Discard"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &texture.create_view(&wgpu::TextureViewDescriptor::default()),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: true,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: false, // discard!
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0),
store: true,
}),
});
ctx.queue.submit([encoder.finish()]);
}
},
);
}),
});
ctx.queue.submit([encoder.finish()]);
}
{
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Depth Load, Stencil Discard"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &texture.create_view(&wgpu::TextureViewDescriptor::default()),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: true,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: false, // discard!
}),
}),
});
ctx.queue.submit([encoder.finish()]);
}
});
}
const TEXTURE_SIZE: wgpu::Extent3d = wgpu::Extent3d {