* Features and draw commands added
* Tried to implement the pipeline creation (completely untested)
* Fixed clippy issues
* Fixed something I think
* A little bit of work on the mesh shader example (currently doesn't work on dx12)
* Reached a new kind of error state
* Fixed an alignment issue
* DirectX 12 mesh shaders working :party:
* Removed stupid change and updated changelog
* Fixed typo
* Added backends option to example framework
* Removed silly no write fragment shader from tests to see if anything breaks
* Tried to make mesh shader tests run elsewhere too
* Removed printlns and checked that dx12 mesh shader tests run
* Documented very strange issue
* I'm so lost
* Fixed stupid typos
* Fixed all issues
* Removed unnecessary example stuff, updated tests
* Updated typos.toml
* Updated limits
* Apply suggestion from @cwfitzgerald
Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com>
* Apply suggestion from @cwfitzgerald
Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com>
* Removed supported backends, made example & tests always pass the filename to shader compilers
* Removed excessive bools in test params
* Added new tests to the list
* I'm a sinner for this one (unused import)
* Replaced random stuff with test params hashing
* Updated typos.toml
* Updated -Fo typo thing
* Actually fixed typo issue this time
* Update CHANGELOG.md
Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com>
* Update tests/tests/wgpu-gpu/mesh_shader/mod.rs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Update wgpu-hal/src/dx12/mod.rs
Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com>
* Addressed comments
* Lmao
---------
Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com>
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
In order to support external textures, we must be able to map a single
external texture resource binding to multiple Vulkan descriptors. This
means we must be able to override the `Binding` and `DescriptorSet`
values for global variables when generating SPIR-V, rather than simply
passing through the group and binding values from Naga IR.
This patch extends the existing SPIR-V Naga backend's `BindingMap` to
contain a descriptor set and binding value in addition to the existing
array size. When creating BindGroupLayouts/BindGroups we use a
sequentially incrementing value for each entry's binding value,
continuing to just use the bind group index as the descriptor set
value.
The Naga backend looks up each resource in the map when emitting its
`Binding` and `DescriptorSet` decorations. If the entry cannot be
found in the map, it will either error or emit fake bindings based on
its configuration.
This is a refactoring of Vulkan BindGroupLayout and BindGroup creation
in preparation for implementing external texture support.
Currently when creating a BindGroupLayout the Vulkan backend creates a
list of the vk::DescriptorType for each entry, as well as the count, for
binding arrays. Then when creating the BindGroup, it iterates through
this list and does whatever it needs to do for each entry based on these
values.
In order to support external textures, we will have to create multiple
descriptors for each BindingType::ExternalTexture. This means we cannot
map each binding type to a single Vulkan descriptor type. Instead, store
the list of BindGroupLayoutEntries on the BindGroupLayout and use those
when creating the BindGroup, using the same "layout_and_entry_iter"
idiom used by other backends. In subsequent patches this will allow us
to create multiple descriptors for a single resource binding.
Although the operation of these functions is defined in terms of f16
semantics, the input/output types are not f16, and they are generally
available even when native `f16` support is not. But in at least one
case, they are only available with `f16` support, so add a new downlevel
flag that is cleared when these functions are not available.
Add some infrastructure to simplify testing of missing
capabilities/extensions, and add tests for a few more kinds of f16
usage.
Co-authored-by: Erich Gubler <erichdongubler@gmail.com>
This contains the Metal HAL changes required to support external
textures. When creating a bind group we create resource bindings for
each of the 3 textures and parameters buffer that the external texture
has been lowered to. When creating the pipeline layout we fill the
`BindTarget` accordingly, so that the Naga MSL backend can bind each
of the global variables to which the the external texture has been
lowered to each of these resources.
We must also ensure the size of the buffer bound to the parameters
global matches the size of the MSL type, else metal validation
complains. We do this by adding a padding field to the rust-side
ExternalTextureParams struct, the size of which is used as the size of
the buffer to allocate.
Lastly we enable `Features::EXTERNAL_TEXTURE` on the Metal backend.
P010 is a 4:2:0 chroma subsampled planar format, similar to NV12. Each
component uses 16 bits of storage, of which only the high 10 bits are
used. On DX12 this maps to DXGI_FORMAT_P010, and on Vulkan this maps to
G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16.
The existing "nv12" gpu test module has been renamed to
"planar_texture", and a new test P010_TEXTURE_CREATION_SAMPLING has
been added similar to the existing NV12_TEXTURE_CREATION_SAMPLING. The
remaining tests in this module have been converted to validation tests,
and now test both NV12 and P010 formats.
This implements the DX12 HAL part of external texture support, which is
the final piece of the puzzle for external textures on DirectX 12.
When creating a pipeline layout, HAL is responsible for mapping a
single BindingType::ExternalTexture bind group entry to multiple
descriptor ranges in the root signature it creates: 3 SRVs (one for
each texture plane) and a CBV for the parameters buffer. Additionally
we must expose the additional bindings to the Naga backend via the
`external_texture_binding_map`. Lastly, when creating a bind group we
write the descriptors for each of these bindings to the heap.
And with that, we can finally enable the `EXTERNAL_TEXTURE` feature
for the dx12 backend.
This adds HLSL backend support for `ImageClass::External` (ie WGSL's
`external_texture` texture type).
For each external texture global variable in the IR, we declare 3
`Texture2D` globals as well as a `cbuffer` for the params. The
additional bindings required by these are found in the newly added
`external_texture_binding_map`. Unique names for each can be obtained
using `NameKey::ExternalTextureGlobalVariable`.
For functions that contain ImageQuery::Size, ImageLoad, or ImageSample
expressions for external textures, ensure we have generated wrapper
functions for those expressions. When emitting code for the
expressions themselves, simply insert a call to the wrapper function.
For size queries, we return the value provided in the params
struct. If that value is [0, 0] then we query the size of the plane 0
texture and return that.
For load and sample, we sample the textures based on the number of
planes specified in the params struct. If there is more than one plane
we additionally perform YUV to RGB conversion using the provided
matrix.
Unfortunately HLSL does not allow structs to contain textures, meaning
we are unable to wrap the 3 textures and params struct variables in a
single variable that can be passed around.
For our wrapper functions we therefore ensure they take the three
textures and the params as consecutive arguments. Likewise, when
declaring user-defined functions with external texture arguments, we
expand the single external texture argument into 4 consecutive
arguments. (Using NameKey::ExternalTextureFunctionArgument to ensure
unique names for each.)
Thankfully external textures can only be used as either global
variables or function arguments. This means we only have to handle the
`Expression::GlobalVariable` and `Expression::FunctionArgument` cases
of `write_expr()`. Since in both cases we know the external texture
can only be an argument to either a user-defined function or one of
our wrapper functions, we can simply emit the names of the variables
for each three textures and the params struct in a comma-separated
list.
Adds a `BindingResource` variant for external textures. In core's
create_bind_group() implementation, allow binding either external
textures or texture views to `BindingType::ExternalTexture` layout
entries.
In either case, provide HAL with a `hal::ExternalTextureBinding`,
consisting of 3 `hal::TextureBinding`s and a `hal::BufferBinding`. In
the texture view case we use the device's default params buffer for
the buffer. When there are fewer than 3 planes we can simply repeat an
existing plane multiple times - the contents of the params buffer will
ensure the shader only accesses the correct number of planes anyway.
Track the view or external texture in `BindGroupStates` to ensure they
remain alive whilst required.
And finally, add the corresponding API to wgpu, with an implementation
for the wgpu-core backend.